Solo D&D: Legendary Classes Guide
Solo D&D: Legendary Classes Guide
Proficiencies
Armor: None
Weapons: 3 Simple Melee weapons of your choice
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Arcana, Deception, Insight,
Intimidation, Medicine, Performance, Persuasion and
Religion
Spellcasting Ability
Spellcasting Charisma is your spellcasting ability for your sorcerer spells,
since the power of your magic relies on your ability to project
1st Level Feature
your will into the world. You use your Charisma whenever a
An event in your past, or in the life of a parent or ancestor,
left an indelible mark on you, infusing you with arcane magic. spell refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw DC
This font of magic, whatever its origin, fuels your spells. See
for a sorcerer spell you cast and when making an attack roll
Chapter 10 of the Players Handbook for rules on spellcasting.
with one.
Spell save DC = 8 + your proficiency bonus + your
Cantrips
At 1st level, you know four cantrips of your choice from the Charisma modifier
Spell attack modifier = your proficiency bonus + your
sorcerer spell list. You learn additional sorcerer cantrips of
Charisma modifier
your choice at higher levels, as shown in the Cantrips Known
column of the Sorcerer class table.
Spellcasting Focus
Your body is so innately magical that you do not require a
Sorcery Points
spellcasting focus, your body is considered one for your
The Sorcerer table shows how many sorcery points you have
Sorcerer spells.
to cast spells of 1st level or higher. To cast a sorcerer spell
you know, you must expend sorcery points equal to the spells
level. You regain all expended sorcery points upon completing Semi Proficiencies
a long rest. 1st Level Feature
For example, as a 5th Level Sorcerer, you could cast the Choose a number of skills equal to the amount you
Scorching Rays spell at 3rd level by expending 3 sorcery normally get upon choosing your starting class (2 as a
points. sorcerer) you gain semi proficiency in these skills. Meaning
you add half of your proficiency bonus (Rounded down) to
Spell Limit checks made with them.
Until you grow stronger yourself, you are incapable of casting Additionally, choose one saving throw you lack proficiency
spells of high levels. The maximum level of spell you can cast in. You gain the same bonus to rolls made for that particular
is shown in the Spell Limit column in the Legendary saving throw.
Sorcerer class table. If you ever gain proficiency in a skill or saving throw you
had semi-proficiency in, you may move your semi-proficiency
Spells Known of 1st Level and Higher to a new one of the same type.
You start knowing 2 spells from the Sorcerer spell list, and You only gain this feature if Sorcerer is the first class you
you learn more at certain levels as shown in the Spells choose. You can not have two instances of this feature from
Known column of the Sorcerer class table. The spells you separate classes.
learn must be of a level equal to or lower than your Spell
Limit.
These spells are engraved into your very being and as such,
are hard to change, unlike a caster such as a Wizard or
Cleric. Whenever you gain a level in this class, you may
choose one of the sorcerer spells you know and replace it
with another spell from the sorcerer spell list, which still
must be of a level you can cast.
Sorcerous Origin Metamagic
1st/6th/10th/14th/18th/26th Level Feature 3rd Level Feature
Choose a sorcerous origin from the options listed later in You gain access to special powers capable of manipulating
this document. This choice should describe and reflect how your magic known as Metamagics. You start knowing two
and why you have your magical powers. metamagics, the options for which can be found later in this
document. If a metamagic can be applied to a spell, you can
Origin Spells only apply one metamagic to the spell (Unless otherwise
Your origin also determines special spells known as your stated in the metamagics description)
Origin Spells. You can cast each of your origin spells once per You start knowing two metamagics, the option for which
long rest without requiring any sorcery points, material are listed later in this document. You gain more metamagic at
components or any sort of resource. These spells are certain levels as shown in the Metamagics Known column of
considered Sorcerer spells for you, however they cannot be the Legendary Sorcerer class table. Whenever you gain a
cast using sorcery points, spell slots or some other resource level in this class, you may exchange one metamagic you have
by any means. for another you meet the prerequisites for.
Every 10 levels after you gain a particular level of spell, you
gain one more usage for each of your origin spells of that Secrets of Magic
level (For example, a 13th Level Sorcerer would have 2 uses
per long rest for each of their 1st and 2nd Level origin spells, 3rd/6th/9th/12th/15th/18th/21st/24th/27th/30th Level
and one usage for each of their other origin spells) Feature
Origin spells are cast at a level equal to your proficiency Additionally upon reaching 3rd level, you have unearthed
bonus, unless your proficiency bonus is lower than the spells even more arcane secrets. You may choose a Combat Trait
minimum level. from the options listed later in this document. Some features
have a level prerequisite, in order to choose that feature, you
must have at least that many levels in the Sorcerer class.
Signs of Power Upon reaching the following levels in this class, you may
2nd Level Feature select an additional Combat Trait that you meet the
The signs of your power have began to manifest in prerequisites for: 9th Level, 15th level, 21st level, 27th level.
extraordinary ways. You start having manifested 3 signs, the
options for which are listed later in this document. You gain Ability Score Improvement
more signs at certain levels as shown in the Signs Manifested
column of the Legendary Sorcerer class table. 4th/8th/12th/16th/20th/24th/28th Level Feature
If a sign has a level prerequisite, you must be at least that When you gain this feature, you can increase one ability
level in this class in order to select it. Whenever you gain a score of your choice by 2, or you can increase two ability
level in this class, you may exchange one sign you have for scores of your choice by 1. As normal, you can’t increase an
another you meet the prerequisites for. You cannot exchange ability score above 20 using this feature. Alternatively, you
a sign for one if you would've been incapable of selecting the can choose a feat.
new sign when you gained the original sign (For example, if When you reach 7th level and again at levels 15 and 23, you
you attempt to exchange a sign you gained at 6th Level for gain a Legendary Ability Score Improvement. You may either
another, the new sign must have either no prerequisites or a gain the benefits of a regular ASI as per the rules up above,
prerequisite of 6th level) or you may take a Legendary Feat, which are listed in the
Legendary Player Characters document.
Arcane Action Epic Spell Slots
5th/11th/17th/23rd/29th Level Feature 21st/23rd/25th/27th/29th Level Feature
You gain an additional action on your turns that can only be The world of epic magic has been revealed to you at 21st
used to cast a spell of 1st level or a cantrip. When casting a level. You gain a single 10th level spell slot, you receive a
spell using this action, it can still be upcast as normal. second one at 23rd level.
Whenever you gain this feature again, the maximum level At 25th level you gain a single 11th level spell slot, you
of spell you can cast using this action is increased by 1 (2nd receive a second one at 27th level.
at 11th Level, 3rd at 17th, 4th at 23rd, and 5th at 29th) Finally at 29th level, you gain a single 12th level spell slot.
Subclasses
All subclasses can be found below
Aberrant (Page 8) - An eldritch subclass for those seeking
Full-Caster Spellcasting
to wield unnatural powers. Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Arcane (Page 9) - An archetypal subclass that suffuses the
1st 2 — — — — — — — —
sorcerer with even more sorcerous abilities.
Blessed (Page 10) - A divine subclass for those chosen by 2nd 3 — — — — — — — —
a higher power. 3rd 4 2 — — — — — — —
Clockwork (Page 11) - An orderly subclass that
manipulates fate for determined results. 4th 4 3 — — — — — — —
Draconic (Page 12) - A mighty subclass for those seeking 5th 4 3 2 — — — — — —
to emulate the might of dragons.
6th 4 3 3 — — — — — —
Oceanvein (Page 13) - A controlling elemental subclass
that manipulates the battlefield. 7th 4 3 3 1 — — — — —
Pyreheart (Page 14) - A damaging elemental subclass that 8th 4 3 3 2 — — — — —
unleashes blazes of flame.
Shadow (Page 15) - A durable subclass that is at home 9th 4 3 3 3 1 — — — —
within the darkness. 10th 4 3 3 3 2 — — — —
Steelshifter (Page 16) - An abnormal subclass that has
11th 4 3 3 3 2 1 — — —
the sorcerer transform into weapons.
Stormblood (Page 17) - A mobile elemental subclass that 12th 4 3 3 3 2 1 — — —
wields the power of wind and sparks.
13th 4 3 3 3 2 1 1 — —
Terrasoul (Page 18) - A defensive elemental subclass that
wields earth to protect themselves and others. 14th 4 3 3 3 2 1 1 — —
Wild (Page 19 to 23) - A dangerous subclass that thrums 15th 4 3 3 3 2 1 1 1 —
with chaotic, uncontrollable magic.
Wrathful (Page 24) - A lethal subclass that creates orbs of
16th 4 3 3 3 2 1 1 1 —
pure force to destroy their foes. 17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
Origin Spells 19th 4 3 3 3 3 2 1 1 1
Don't forget, every origin grants you special origin 20th 4 3 3 3 3 2 2 1 1
spells! Each individual origin spell has 1 use per
long rest when you initially gain them, and they 21st 4 3 3 3 3 2 2 1 1
gain another usage every 10 levels after you gain 22nd 4 3 3 3 3 2 2 2 1
them (So Draconic Sorcerer would have one use of
Absorb Elements and one use of Chromatic orb at 23rd 4 3 3 3 3 2 2 2 1
1st level, and at 11th level they'd have two usages 24th 4 3 3 3 3 2 2 2 2
of each of these spells as an example!)
25th 4 3 3 3 3 2 2 2 2
26th 4 3 3 3 3 3 2 2 2
27th 4 3 3 3 3 3 2 2 2
28th 4 3 3 3 3 3 3 2 2
29th 4 3 3 3 3 3 3 2 2
30th 4 3 3 3 3 3 3 3 2
Aberrant Origin Aberrant Mind
6th/18th Level Feature
A mark completely alien has been left upon your biology.
You have resistance to Psychic damage, you gain immunity
Whether mind flayers attempted to place a ceremorph in you
to it at 18th Level. Additionally, you have advantage on saving
and it failed, or a beholder dreamt you into power, your magic
throws against the Charmed and Frightened conditions, you
has an aberrant story behind it.
gain immunity to both of these conditions at 18th Level.
Aberrant Origin Spells
Sorcerer Level Spells Unknown Body
1st Arms of Hadar, Dissonant Whispers 10th Level Feature
You do not require air and can survive in completely airless
3rd Calm Emotions, Detect Thoughts
environments such as the vacuum of space. Additionally, your
5th Hunger of Hadar, Sending form cannot be altered against your will.
7th Black Tentacles, Summon Aberration
9th Animate Objects, Telekinesis
Flesh Shift
14th Level Feature
As an action, you may grant yourself a speed type of your
Invasive Thoughts choice (Such as Flying, Swimming, Climbing, or Burrowing)
1st Level Feature If you grant yourself a swimming speed, you also gain the
As a bonus action, you may target a creature you can see ability to breathe in water. Alternatively you may grant
and establish a telepathic link with them. While this link yourself a type of special sight other than Truesight (Such as
persists, the two of you can communicate telepathically Blindsight or Devils Sight)
provided you share a language. The link lasts until you are You retain this benefit until you use this feature again.
incapacitated or die, or if you form a link with a new creature.
You can also end this link early as a bonus action. Reality Warp
26th Level Feature
Warped Body As a bonus action, you may teleport to an unoccupied
1st Level Feature location within 60-feet of you (You need not see the location
Your aberrant origins grant you the following benefits: to teleport to it) All creatures of your choice within 5-feet of
the space you left suffer 1d10 psychic damage.
You are covered by some sort of alien phenomenon that
As an action, you may instead teleport yourself and all
grants you a Natural AC of 13 + Your Charisma modifier.
creatures of your choice within 60-feet of you to a location
You cannot use this AC while wielding a shield.
you have been to before on the current plane of existence.
Your hit point maximum increases by 2 and by 2 again Unwilling creatures may make a Charisma saving throw
whenever you gain a level in this class. against this effect, not being teleported on a successful save.
Once you use this ability, you cannot teleport at all using this
You learn the Deep Speech language. feature until you complete a long rest.
Arcane Origin
While all sorcerers draw their lineage back to some sort of
arcane phenomenon, the source of your power is magic itself.
Whether you descend from a mighty wizard, you are the
chosen of a deity of magic, or something similar, the raw
power of magic floods through you.
Fluid Magic
1st Level Feature
You learn one additional spell from the Sorcerer spell list.
At levels 5, 11, 17, 23 and 29, you learn another spell.
Whenever you finish a long rest, you may replace a spell you
gained from this feature with another Sorcerer spell of a level
you can cast.
Innate Ties
1st Level Feature
You gain expertise in the Arcana skill, which allows you to
add double your proficiency bonus to all skill checks made
with the skill.
Manifest Power
6th/18th Level Feature
You learn an additional metamagic option, and you
manifest another sign.
At 18th Level, you learn another metamagic option and
manifest yet another sign.
Early Awakening
10th Level Feature
You gain one option of your choice from the Arcane
Awakening feature.
Extraordinarily Magical
14th/26th Level Feature
Your Sorcery point maximum is increased by your
Sorcerer level, and you gain one additional Sorcery point
every time you gain a level in this class.
At 26th level, the amount of sorcery points this feature
grants is doubled.
Blessed Origin Spells
Blessed Origin Sorcerer Level Spells
Upon your birth, you were blessed by a deity. For some 1st Bane, Bless
reason, this deity saw promise within you and bestowed
power upon you. Whether you align yourself with this deity or
3rd Aid, Enhance Ability
oppose their machinations is up to you, regardless, you have 5th Bestow Curse, Remove Curse
their power now. 7th Compulsion, Divination
9th Contact Other Plane, Hallow
Gods Chosen
1st Level Feature
Whenever you miss with an attack roll or saving throw, you
may roll 2d4 and add it to the roll, potentially turning it into a
success.
Once you use this feature to turn a failure into success, you
may not do so again until you complete a short or long rest.
Divine Warrior
1st Level Feature
You gain proficiency in Light Armor, Medium Armor,
Shields, all simple weapons, and all martial weapons.
Additionally, you are capable of providing the somatic
components for spells even while your hands are occupied.
Extra Attack
6th/18th Level Feature
You can attack twice, instead of once, whenever you take
the Attack action on your turn. You may substitute one of
these attacks for casting a cantrip you know.
Upon reaching 18th level, the number of attacks you can
make is increased to 3.
Divine Ward
10th Level Feature
You are immune to disease, curses and you can't be
possessed. You also gain immunity to one damage type of
your choice that isn't bludgeoning, piercing or slashing.
Whenever you finish a long rest, you may change the
damage type you gained immunity to from this feature.
Favorite Child
14th Level Feature
You may now use Gods Chosen once per round instead of
needing to finish a short or long rest to be able to reuse it.
Unearthly Recovery
26th Level Feature
As a bonus action on your turn, you may regain hit points
equal to your hit point maximum. Any excess healing is
turned into temporary hit points.
If you are reduced to 0 HP, you may use this feature as a
reaction.
Once you use this feature, you may not do so again until
you complete a long rest.
Clockwork Origin Immutable Soul
6th/18th Level Feature
You draw your power directly from law and order, specifically
You gain resistance to force damage, and creatures other
the plane of Mechanus. Perhaps the inhabitants of Mechanus
than you cannot reduce your ability scores or hit point
influenced one of your ancestors in some way, or perhaps
maximum.
they chose you for some reason. Regardless, the power of
At 18th Level, you gain immunity to force damage
order is yours.
alongside the Charmed and Frightened conditions.
Clockwork Origin Spells
Sorcerer Level Spells Correct Inconsistency
1st Command, Magic Missile 10th Level Feature
As an action or using your arcane action, you may expend
3rd Hold Person, Shatter
one use of your Restore Balance feature to touch another
5th Sending, Spirit Guardians creature and end one effect of your choice on them. This
7th Banishment, Death Ward effect can either be a disease, ongoing spell, ongoing psionic
ability, a curse, or other similar effects. You can only end one
9th Animate Objects, Wall of Force effect at a time using this feature.
You may use this feature on yourself using either a bonus
Restore Balance action or by using your arcane action.
1st Level Feature
When you or another creature within 60-feet of you would Inevitable Outcome
make an ability check, attack roll or saving throw with 14th Level Feature
advantage or disadvantage, you can use your reaction to When you would fail a saving throw, you can expend three
cancel out the advantage or disadvantage, having them roll usages of your Restore Balance feature to succeed instead.
normally. When used on yourself, this ability does not require
a reaction. State of Order
You may use this ability a number of times equal to your
proficiency bonus, you regain all expended uses upon 26th Level Feature
completing a long rest. By expending 2 sorcery points (No You gain a special state known as your State of Order
action required) you may regain one usage of this feature. which you may activate or deactivate as a bonus action. While
the state is activated, whenever you would roll an ability
check, attack roll, or saving throw, instead of rolling a d20,
Dictations of Order you treat it as if you had rolled a 10.
1st Level Feature Additionally, whenever you would roll for damage in this
You gain proficiency in two skills of your choice. state, you use the average of each damage die rather than
rolling (d4's = 3, d6's = 4, d8's = 5, d10's = 6, and d12's = 7)
Draconic Origin Elemental Affinity
6th/18th Level Feature
Somewhere within your heritage, you can claim relation to a
Whenever you cast a spell and that spells damage of the
mighty dragon. Whether it be a benevolent one or a
same type as your Draconic Type, you may cause one roll of
tyrannical one, you nonetheless draw your magic from its
the spell to deal bonus damage equal to your Charisma
mighty magical blood.
modifier (Minimum of 1) At 18th level, this bonus increases to
Draconic Origin Spells two times your Charisma modifier (Minimum of 2)
Sorcerer Level Spells You also gain resistance to your Draconic Type. At 18th
level, you gain immunity to your Draconic Type.
1st Absorb Elements, Chromatic Orb
3rd Alter Self, Dragon's Breath Extremely Magical
5th Fear, Elemental Weapon 10th Level Feature
7th Elemental Bane, Polymorph Your Sorcery point maximum is increased by 10. Every
time you gain a level in this class, you gain one additional
9th Dominate Person, Summon Draconic Spirit sorcery point.
Ocean Bender
14th Level Feature
You can cast the Control Water spell at will without
requiring any Sorcery points. When you cast Control Water,
its range is increased by a number of feet equal to 20 times
your Sorcerer Level. Additionally, the maximum cube of
water you can effect is increased by a number of feet equal to
10 times your Sorcerer level.
Aspect of Water
26th Level Feature
You gain the following benefits:
Flaming Being
6th/18th Level Feature
You gain resistance to Fire damage. Additionally, whenever
you would suffer fire damage, you may choose to regain 1
Sorcery point for every die of fire damage the ability had.
Once you do so, you cannot do so again until you complete a
long rest.
At 18th Level, you gain immunity to fire damage, and the
number of Sorcery points this ability regains is doubled.
Ultimate Darkvision
1st Level Feature
Shadow Walk
You treat all dim light as bright light and all darkness as if it 14th Level Feature
were dim light. You can't discern color in darkness, only As a bonus action, you may teleport to an unoccupied
shades of grey. space within 120-feet of you. Both you and the space must be
You can also see through magical darkness as if it were within dim light or darkness.
regular darkness.
Grave Lord
Shadow Minion 18th Level Feature
6th Level Feature You may now use Strength of the Grave as many times as
As a bonus action, you may choose a beast you have seen you wish between long rests.
before with a CR equal to or less than your proficiency bonus
and expend sorcery points equal to their proficiency bonus Umbral State
(Minimum of 1 Sorcery point)
26th Level Feature
A shadowy version of the beast appears within 60-feet of
While you are in dim light or darkness, you gain the
you. The beast obeys your every command and defends you
following benefits:
to the best of its abilities if not given any commands-it acts on
its own turn in initiative. You have resistance to all damage except Force and
The beast uses its normal statblock, however it is Radiant damage.
considered a construct. It lasts until it is reduced to 0 HP or
you use this feature again. You can move through other creatures and objects as if
they were difficult terrain, you suffer 5 force damage if you
end your turn in such an object.
Shadow Shield
10th Level Feature
These benefits disappear while in an area of bright light, if
After successfully using Strength of the Grave, shadows
you were in a creature or object when exposed to this bright
cling to you, increasing your AC by 3 until the end of your
light, you are shunted to the nearest unoccupied space, and
next turn. If Strength of the Grave triggers multiple times,
suffer 5 force damage for every 5-feet you were forced to
this benefit does not stack with itself.
travel.
As a bonus action, you may expend 8 Sorcery points to
gain these benefits for 1 minute, which persist regardless of
the light level of the area around you.
Steelshifter Origin Self Attack
6th/14th Level Feature
Your blood has manifested a... Peculiar power. You possess
When you take the attack action while in Weapon Form,
the ability to transform into a weapon at will, whether you use
you may make an additional attack with yourself as apart of
this power to fight alone or be wielded by a noble warrior is
the attack action. If another creature is wielding you, they
up to you.
may make an additional attack with you whenever they take
Steelshifter Origin Spells the attack action.
Sorcerer Level Spells At 14th level, this is increased to two additional attacks.
Barrier of Stone You have a burrow speed equal to your walking speed, and
can move through unworked earth and stone without
1st Level Feature
disturbing the material.
As a bonus action, you can grant yourself or a creature
within 30-feet of you 2d6 temporary hit points, which
increases by 1d6 every two levels after you gain this feature.
You may use this feature a number of times equal to your
proficiency bonus, you regain all expended uses upon
completing a long rest. By expending 2 sorcery points (No
action required) you may regain one usage of this feature.
Earth Weaver
1st Level Feature
You can scoop and mold solid earth and stone with your
hands as if it were soft clay. You can also use your hands to
add intricate detail to earthen or stone faces (Such as writing
on a stone wall)
You also learn the Primordial language.
Mass Barrier
6th/18th Level Feature
When you use Barrier of Stone, you can target two
creatures instead of one. If you still only target one, you roll
d8's to determine the temporary hit points that creature gains
instead of d6's.
At 18th Level, you can target three creatures instead of two.
If you only target two, you roll d8's to determine the
temporary hit points the creatures gain instead of d6's. If you
only target one, you roll d10's instead.
Tremorsense
10th Level Feature
You know the exact location of all creatures within 60-feet
of you provided you and those creatures are standing on the
same surface.
Wild Origin Bend Luck
6th/18th Level Feature
Deep within you the raw force of chaos churns and toils,
Whenever you or a creature you can see makes an ability
begging to be released. Perhaps a powerful chaotic entity
check, attack roll or saving throw, you may expend 3 Sorcery
blessed (or cursed) your birth. Perhaps you were born close
points as a reaction to roll 1d4, and apply the result of it as
to a planar portal leading to a chaotic plane of existence... Or
either a penalty or bonus to the roll, potentially changing the
perhaps you are simply an enigma, as random as the magic
result.
you wield.
At 18th Level, you instead roll 2d4.
Wild Origin Spells
Sorcerer Level Spells Reset Chaos
1st Chaos Bolt, Faerie Fire 10th Level Feature
As an action, you may expend 6 Sorcery points to regain
3rd Spray of Cards, Vortex Warp
usage of your Tides of Chaos feature.
5th Blink, Hypnotic Pattern
7th Confusion, Polymorph Desperate Restraint
9th Animate Objects, Mislead 14th Level Feature
When you would trigger a Wild Surge, after seeing your
result you may choose to ignore it. If you do, you do not
Wild Surge regain usage of your Tides of Chaos if it was unavailable,
1st Level Feature additionally, the next time you would roll a 1d10 to see if you
Whenever you cast a Sorcerer spell of 1st level or higher, trigger a Wild Surge, you instead automatically trigger a Wild
you must immediately roll 1d10 afterwards. If the result is 10, Surge.
roll on the Wild Magic Table and consult the results to see
what happens. Regardless of how many spells you cast, you Avatar of Pure Chaos
only make this roll once per round.
26th Level Feature
Once per round as an action or using your arcane action,
Tides of Chaos you may cause a Wild Surge to trigger, rolling on the Wild
1st Level Feature Magic Table as normal.
Whenever you make an ability check, attack roll or saving
throw, you can direct the flow of chaos to grant yourself a +5
bonus to you roll, potentially changing your result. You can do
so after seeing your roll but before any effects of the roll
resolve. Once you use this ability, you cannot do so again until
you complete a long rest.
While this ability is unavailable, you trigger Wild Surges if
the result of your d10 is 6, 7, 8, 9 or 10, rather than just if it
was 10. Once you trigger Wild Surge while this ability is
unavailable, you regain usage of this ability.
Wild Magic Table
d100 Result
1 Roll on this table at the start of each of your subsequent turns for the next minute, ignoring this result on subsequent
rolls.
2 For the next minute, you can see any invisible creature if you have line of sight of it.
3 All creatures within 30-feet of you (Including you) swap bodies with each other until the end of your next turn. This
replaces each creatures statistics with the person whose body they are in (Excluding any magical abilities)
4 You flash with a blinding light, forcing all creatures within 30-feet of you that can see you to make a Constitution
saving throw, becoming Blinded for 1 minute on a failed saving throw. A creature may repeat their saving throw at
the end of each of their turns, ending the effect on a successful saving throw.
5 You become covered in a thick layer of grease that lasts until you wash it off. While the grease remains, you have
advantage on checks made to avoid or escape being grappled. However, if you ever use more than half your
movement during a single turn, you lose control and move in a straight line for your remaining movement.
6 For the next 24 hours, whenever you or a creature within 60-feet of you takes the dash action, they must succeed on
a Charisma saving throw. On a failed saving throw, they fall prone as a banana peel appears under their feet.
7 You and all creatures within 30-feet of you must succeed on a Dexterity saving throw, suffering 6d6 fire damage + an
additional 1d6 fire damage per point of your proficiency bonus on a failed saving throw, or half as much on a
successful one. Flammable objects in the area that aren't being worn or carried are ignited.
8 For the next minute, you regain hit points equal to your Constitution modifier (Minimum of 1) at the start of each of
your turns. While this healing is happening, if you hold a severed body part up to the stump, it instantly reattaches.
9 For the next 24 hours, whenever you tell a lie, your pants light aflame.
10 For the next minute, your jump distance is doubled and you can move the full distance of your jumps without
needing a running start. However, you can only move via jumps.
11 Roll 1d4, on a 1 or 2 you and all of your equipment shrinks by 1 size category for 10 minutes, causing all of your
weapon attacks to deal 1d6 less damage, however you have advantage on Dexterity checks and saving throws. On a
3 or 4, you and all of your equipment grows by 1 size category for 10 minutes, causing all of your weapon attacks to
deal 1d6 more damage, however you have disadvantage on Dexterity checks and saving throws.
12 1d4+1 small missiles of force shoot out, you may divide these missiles amongst any creatures within 60-feet of you.
A creature suffers 2d4 force damage for each missile that is directed towards them. If there are no other creatures
within 60-feet of you, you suffer 2d4 force damage and nothing else happens.
13 For the next 10 minutes, a narrator narrates all of your internal thoughts and intentions.
14 You and all creatures within 30-feet of you must roll 1d8. Each creature moves 30-feet in a direction based on the
result of their die (1 - North, 2 - Northeast, 3 - East, 4 - Southeast, 5 - South, 6 - Southwest, 7 - West, 8 - Northwest)
This movement does not provoke attacks of opportunity.
15 You grow a long beard of feathers until you sneeze, at which point the feathers fall off your face.
16 Creatures have disadvantage on their initial saving throw against the next spell you cast that involves a saving throw
within 1 minute.
17 Roll 1d10. Your height changes by a number of inches equal to the result of the roll. If the roll is odd, you shrink. If
the roll is even, you grow. If you roll this option while your height is currently affected by a previous roll of it, you
instead return to your normal height.
18 An eye appears on your forehead for the next 10 minutes. During that time, you have advantage on Perception
checks that rely on a sight, and you have advantage on saving throws made to avoid being Blinded.
19 Your skin turns a vibrant color and remains this color until you have the Remove Curse spell cast on you, roll 1d6 to
determine the color (1 - Blue, 2 - Red, 3 - Green, 4 - Yellow, 5 - Purple, 6 - Orange)
20 You teleport to a space of your choice within 60-feet of you.
21 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.
22 Up to three creatures of your choice within 30-feet of you suffer a number of d12's in lightning damage equal to
your proficiency bonus.
23 You become Frightened of the nearest creature until the end of your next turn.
24 A random creature other than you within 60-feet of you becomes Poisoned for 1d4 hours. If there are no other
creatures within 60-feet of you, you become Poisoned for 1d4 hours instead.
25 All creatures within 30-feet of you (Including you) become Invisible for the next minute. This invisibility ends early
when it attacks or casts a spell.
d100 Result
26 For the next minute, all spells with a casting time of an action have a casting time of a bonus action for you.
27 You turn into a potted plant until the start of your next turn, becoming incapacitated and gaining vulnerability to all
damage for this duration. If you are reduced to 0 HP, you return to your normal form early.
28 You gain the benefits of the Greater Restoration spell, and you regenerate any missing body parts.
29 For the next 24 hours, whenever you miss an attack roll or fail a saving throw, you are verbally admonished by an
unseen force, dealing 1d4 psychic damage to you.
30 For the next 10 minutes, your Strength score becomes equal to your Charisma score.
31 Illusory butterflies and flower petals flutter in the air within 10-feet of you for the next minute.
32 You may immediately cast a spell of 1st level from any spell list with a casting time of an action without expending
any sorcery points.
33 For the next minute, you must shout when you speak.
34 You can hear the surface thoughts of one random creature within 60-feet of you for the next hour, even if you are no
longer within 60-feet of them.
35 You transform into a random CR 0 Beast, replacing your statistics with its (You retain your mental scores) If you
suffer damage while in this form, the beasts HP suffers damage before your own, if the beasts HP is reduced to 0,
you return to your normal form and any excess damage is dealt to you. This effect can only end via your beasts HP
being reduced to 0.
36 For the next 24 hours, you can hold items using your feet. Your movement speed is halved while holding an item
with one of your feet, and your movement speed is 5-feet if both of your feet are holding items.
37 You can't speak for the next minute, whenever you try to do so, pink bubbles float out of your mouth. This does not
prevent you from supplying the verbal components for spells.
38 You regain a usage of one of your 1st level origin spells (If you have all usages remaining for all of your 1st level
origin spells, reroll)
39 For the next hour, you can only speak backwards. Once every minute, you can attempt a DC 20 Intelligence check.
On a success, you can ignore this effect for 1 minutes as you manually speak backwards, causing the surge to make
your words normal.
40 A spectral shield surrounds you, granting you a +2 bonus to AC and immunity to magic missile for 1 minute.
41 For the next minute, whenever you touch a flammable object not being worn or caried by another creature, it bursts
into flames.
42 You create a duplicate of yourself within 30-feet of you which lasts for 24 hours. The duplicate is tangible however it
is immune to damage, it is incapable of taking any actions other than moving however (Its movement speed is the
same as yours) As a bonus action, you may teleport the duplicate to an unoccupied space within 30-feet of you.
Alternatively if it's already within 30-feet of you, you may use your bonus action to swap places with it.
43 Your hair falls out, but grows back over the course of the next 24 hours.
44 For the next minute, you can use your bonus action to teleport to an unoccupied space within 20-feet of you.
45 The area in a 15-foot radius around you fills with thick smoke, making the area heavily obscured for 1 minute.
46 Your hair lights aflame for 8 hours, causing you to shed bright light in a 20-foot radius around you and dim light for
another 20-feet beyond that. The flame is harmless, although it emits enough warmth to render you immune to the
effects of the extreme cold.
47 All of your available hit die are expended, for every hit die expended in this way, a vials worth of tree sap seeps from
your pores, which you can collect into vials if you wish. A creature holding a vial of this tree sap can use their bonus
action to consume it, regaining 1d6 + your Constitution modifier hit points.
48 Your eyes begin to shine for 24 hours, allowing you to see in darkness as if it were dim light and dim light as if it
were bright light.
49 A random body part of yours (Such as an arm or leg) doubles in size for 24 hours. While this body part is enlarged,
you have disadvantage on all Strength and Dexterity ability checks, and your speed is halved.
50 Spider legs grow out of your back for the next hour, granting you a climbing speed equal to your walking speed. You
can climb across walls and ceilings while leaving your hands free using these legs.
d100 Result
51 You are immune to being intoxicated by alcohol for the next 5d6 days.
52 Roll 1d6 two times, each result corresponds to an ability score. You have advantage on all ability checks and saving
throws for the first ability score rolled, and disadvantage on all ability checks and saving throws for the second ability
score rolled. If you roll the same number twice, nothing happens. This effect lasts for 10 minutes (1 - Strength, 2 -
Dexterity, 3 - Constitution, 4 - Intelligence, 5 - Wisdom, 6 - Charisma)
53 Your hands turn into metal for the next minute, you are incapable of supplying the somatic components to spells
during this time, however you have advantage on all checks made to grapple creatures, and your unarmed strikes deal
2d8 damage on a hit. You use your Charisma modifier for your attack and damage rolls using your metal hands, you
also use it for any grapple attempts you make.
54 All other creatures within a 30-foot radius suffer 1d10 necrotic damage, you regain hit points equal to the damage
dealt.
55 You briefly inflate like a balloon before bursting, dealing thunder damage to yourself and all creatures within 10-feet
of you equal to your Sorcerer level.
56 All objects with locks (Such as doors, windows, chests, ect) that are locked within 60-feet of you become unlocked,
and all that were unlocked become locked.
57 Roll 1d8, for the next hour, all words you say are spoken in the rolled language (1 - Elvish, 2 - Dwarvish, 3 - Gnomish,
4 - Sylvan, 5 - Draconic, 6 - Celestial, 7 - Infernal, 8 - Abyssal)
58 A small raincloud appears above your head that rains on you (And only you) the raincloud remains for 10 minutes.
59 For the next 24 hours, everytime you cast a spell, all verbal components and audible portions of the spell are
replaced with bagpipe music (You do not need to play bagpipes to supply the verbal components, but the
components you speak sound like bagpipes)
60 You and all creatures within 30-feet of you must make a Strength saving throw, on a failed saving throw they drop
whatever they are holding.
61 For the next hour, you are only capable of understanding and communing with beasts.
62 A disco ball suddenly appears hanging over you, you and all other creatures within 30-feet of you immediately make a
performance check, striking a quick dance move. The creature with the highest check has advantage on all attack
rolls, ability checks and saving throws until the end of your next turn. The disco ball then disappears.
63 A hand mirror appears in your hands. When you would make an ability check, attack roll or saving throw, you can use
your reaction to break the mirror and do so with advantage. If you do so, the mirror disappears you have disadvantage
on death saving throws for the next 7 days. If the mirror remains unbroken for 8 hours, it disappears and you gain
advantage on all ability checks, attack rolls and saving throws for 1 hour.
64 For the next hour, you may ignore the somatic or verbal components (But not both) of spells you cast.
65 You have disadvantage on all checks made to maintain concentration on spells for the next hour.
66 For the next 10 minutes, no sound can exist in a 15-foot radius around you.
67 You transform into a stuffed toy version of yourself. You remain transformed for 1 minute or until a creature touches
you. While you are a stuffed toy, you are considered to be Petrified.
68 You suddenly sneeze and a blast of fire blazes out in a 30-foot cone, all creatures within the cone must succeed on a
Dexterity saving throw, suffering a number of d6's equal to your proficiency bonus in fire damage on a failed saving
throw, or half as much on a successful one.
69 Clown makeup appears on your face and any clothing you wear changes to look like that of a clowns, these effects
can only be removed via the Remove Curse spell.
70 The next time you would suffer damage, you instead heal for an amount equal to the damage you would've suffered.
71 If there is no ceiling above you, you teleport 60-feet into the air. If there is a ceiling above you, you teleport to the
ceiling. If nothing else is holding you aloft, you fall. You suffer no falling damage when you land however.
72 Roll 1d6, you become immune to the rolled damage type for 1 hour (1 - Acid, 2 - Cold, 3 - Fire, 4 - Lightning, 5 -
Poison, 6 - Thunder)
73 Spectral cats and dogs begin to rain from the sky in a 30-foot radius around you from where this wild surge
triggered, the rain lasts for 1 minute (The radius does not follow you) Whenever a creature starts its turn within the
radius or enters it for the first time in a turn, they suffer 1d6 bludgeoning damage and 1d6 slashing damage.
74 For the next minute, your movement speed is doubled and you ignore the effects of difficult terrain.
75 You fly into a furious rage until the end of your next turn, for this duration you cannot cast any spells. In exchange
however, you have resistance to Bludgeoning, Piercing and Slashing damage, and you have advantage on weapon
attacks.
d100 Result
76 You may immediately cast one of your origin spells without requiring any actions, you must expend a usage as
normal however.
77 You let out an evil laugh, causing all creatures who can hear the laugh to make a Wisdom saving throw. On a failed
saving throw, a creature suffers disadvantage on the next attack roll or saving throw they make within the next
minute.
78 Each creature within 60-feet of you gets a cookie, it is their favorite type of cookie.
79 The next time you cast a damaging spell, it is replaced with cabbages (Such as cone of cabbages, cabbage bolt, or
cabbageball) this changes nothing about the spell, all it does is make the spell visibly look like cabbages.
80 An unfunny joke is told, and everyone within 30-feet of you can hear it. You and all creature within 30-feet of you
must succeed on a Wisdom saving throw, suffering 1d6 psychic damage on a successful saving throw. On a failed
saving throw, a creature falls prone and becomes incapacitated as it begins to laugh uncontrollably for 1 minute. A
creature can repeat their saving throw at the end of each of its turns or whenever it takes damage, ending the effect
on a successful saving throw. A creature has advantage on their saving throw if they made it as a result of taking
damage.
81 All water within 300-feet of you gains the consistency of syrup, causing creatures swimming in it to treat it as
difficult terrain. This lasts for 24 hours or until the Remove Curse spell is cast on the water.
82 For the next minute, all spells you cast are considered to have been cast at one level higher.
83 For the next hour, your voice is completely unrecognizable and sounds nothing like you. It is still completely
understandable however.
84 For the next minute, whenever you would roll a 1 on an ability check, you instead roll a 20.
85 You become aware of the fourth wall and this knowledge breaks your mind, causing you to be Paralyzed until the end
of your next turn. Once you stop being paralyzed, you forget all of the knowledge you gained.
86 For the next 24 hours, you grow gills and fins. You can breathe underwater during this time and you gain a 30-foot
swimming speed. If you already have a swimming speed, it is instead increased by 30-feet.
87 A wave of soothing water washes out from you, healing all creatures other than you within 30-feet of you for a
number of d6's equal to your proficiency bonus.
88 You grow large rabbit ears that last for 24 hours. While you have the ears, you have advantage on all Perception
checks made that rely on hearing.
89 A copy of yourself appears in an unoccupied location within 30-feet of you. Roll 1d4, on a roll of 1 or 2, it casts a
spell that helps your enemies or harms you before disappearing. On a roll of 3 or 4, it casts a spell that helps you or
harms your enemies before disappearing. The copy has access to all spells you have, but it will not cast a spell higher
than 5th level.
90 For the next 24 hours, you may roll a d6 and add it to any ability check, attack roll or saving throw you make. If you
are under the effects of this surge and roll it again, reroll.
91 A random creature within 60-feet of you (Which may be you) gains a 60-foot flying speed for 10 minutes.
92 If you die within the next hour, you come back as if by the Reincarnate spell.
93 The Sheep of Annihilation appears from above and makes a single attack against a random creature within 120-feet
of you (Which can be you) it then disappears. The sheep has a +19 to its attack roll and deals 3d12+10 bludgeoning
damage on a hit to the creature it attacks. This attack cannot reduce a creature below 1 HP.
94 For the next minute, you have resistance to all damage.
95 You teleport to a location of the DMs choice within 120-feet of you without any of your items or equipment.
96 If you cast a damaging spell and that's what triggered rolling on the wild magic table, maximize that spells damage.
Otherwise, reroll.
97 You and all creatures within 30-feet of you gain vulnerability to a type of damage for 1 minute. Roll 1d4. On a 1, the
damage is Bludgeoning. On a 2, the damage is Piercing. On a 3, the damage is Slashing. On a 4, the damage is Force.
98 You can immediately take an additional action.
99 You are surrounded by faint ethereal music for 1 minute, this music is audible in a 60-foot radius around you, and
you cannot be hidden from nor surprise any creature who can hear the music.
100 You regain all expended Sorcery points. If you roll this result a second time within 24 hours of the first time it was
rolled, you instead lose all sorcery points and cannot regain any sorcery points by any means until 1 week has passed.
Wrathful Origin Superior Mote Creation
10th Level Feature
Within your blood the primal essence of wrath flows through
Whenever you cast an origin spell, you may create two
you. Perhaps you had a powerful and violent warlord within
motes as per your Mote of Wrath feature, rather than just
your bloodline, or you draw heritage to a powerful demon of
one.
wrath... Whatever the case, raw, unfiltered wrath makes its
way into your magic.
Explosive Motes
Wrathful Origin Spells 14th Level Feature
Sorcerer Level Spells Whenever you cast a Sorcerer spell that deals damage in
1st Catapult, Cause Fear an area (Such as Fireball) and there is a sphere within that
area, you can cause the mote to explode. For every sphere
3rd Enlarge/Reduce, Shatter
that exploded within the spells area, the spell deals an
5th Call Lightning, Pulse Wave additional 1d10 force damage to all creatures within the
7th Blight, Wall of Fire spells area.
Grasp
6th Level Feature
As a bonus action, you may target a mote lingering from
your Mote of Wrath feature. You grab it and then throw it to a
point you can see within 30-feet of you, forcing all creatures
within 5-feet of that point to make a Dexterity saving throw,
suffering the motes damage on a failed saving throw.
You may use this feature a number of times equal to your
Charisma modifier (Minimum of 1) You regain all expended
uses upon completing a long rest.
Signs of Power Imbuing Touch
No Prerequisites
Upon reaching 2nd level in this class, you manifest signs of
All weapons you wield are considered magical for the
your power known as Signs. You start having manifested 3
purposes of overcoming immunities and resistance to
signs, and you manifest another sign every 4 levels
damage.
afterwards (6, 10, 14, 18, 22, 26, 30) if a sign has a level
As a bonus action, you may expend any number of sorcery
prerequisite, you must be at least that level in this class in
points. For every sorcery point expended, a weapon you are
order to select it.
holding gains a +1 bonus to its attack and damage rolls for
Whenever you gain a level in this class, you may exchange
one minute.
one sign you have for another you meet the prerequisites for.
This bonus cannot exceed half your proficiency bonus
You cannot exchange a sign for one if you would've been
(Rounded up)
incapable of selecting the new sign when you gained the
original sign (For example, if you attempt to exchange a sign
you gained at 6th Level for another, the new sign must have Magic Drain
either no prerequisites or a prerequisite of 6th level) No Prerequisites
As an action, you may touch a creature within 5-feet of you
Arcane Augmentation (Which may be done using your Arcane Action) if the creature
is unwilling, they must make a saving throw using their
No Prerequisites
spellcasting ability. On a failed saving throw, they lose their
Whenever you complete a long rest, you may expend a
highest level unexpended spell slot, and you regain sorcery
number of Sorcery points up to your Sorcerer level. For every
points equal to the level of spell slot they lost.
2 points expended, you may choose any ability score other
If you target another creature who has sorcery points, they
than Charisma, the chosen score receives a +1 bonus, up to a
instead lose a number of sorcery points equal to their spell
maximum of your Charisma score. This feature lasts until
limit on a failed saving throw, and you regain expended
you complete a long rest, and sorcery points expended via
sorcery points equal to the amount they lost.
this feature cannot be regained by any means other than
Once a creature fails on a saving throw against this ability,
completing a long rest (And if something would prevent your
that creature becomes immune to this ability for 24 hours.
ability scores from being reset to normal, your sorcery points
are not regained)
For example, when you complete a long rest you could
expend 6 Sorcery points to increase your Strength score by
+2 (4 points) and your Wisdom by +1 (2 points)
Arcane Endurance
No Prerequisites
Whenever you expend sorcery points to cast a spell, you
gain temporary hit points equal to two times the number of
Sorcery points expended.
Forceful Focus
No Prerequisites
When you would fail a Constitution saving throw to
maintain concentration on a Sorcerer spell, you may expend
2 sorcery points to re-roll the d20, you must use the new
result.
Guided by Blood
No Prerequisites
When you fail an ability check you may expend 2 sorcery
points to re-roll the d20, you must use the new result. If you
use this on an ability check you are proficient in, you only
need to expend 1 sorcery point.
Minor Element Overly Magical Blood
No Prerequisites No Prerequisites
Choose either Air, Earth, Fire or Water. You gain a feature Your blood is overly magical, as a bonus action you may
depending on your choice. If your Sorcerous Origin is an expend a hit die and suffer damage equal to one roll of it
elemental one, you cannot select an element if it is related to (Adding your constitution modifier as normal) You may then
your origin (You cannot select Air if you are the Stormblood coat this blood on a melee weapon or a number of pieces of
Origin, you cannot select Earth if you are the Terrasoul ammunition equal to your Charisma modifier (Minimum of
Origin, you cannot select Fire if you are the Pyreheart Origin, 1).
you cannot select Water if you are the Oceanvein Origin) If coated on a weapon, it receives a bonus to its attack and
Air. Whenever you cast a spell of 1st level or higher, you damage rolls equal to half your proficiency bonus (Rounded
may immediately to an unoccupied space within 5-feet of you up) This persists for 1 minute or until the weapon hits with a
without provoking attacks of opportunity. number of attacks equal to your Charisma modifier
Earth. Whenever you cast a spell of 1st level or higher, one (Minimum of 1)
creature within 30-feet of you (Which may be you) gains 1d6 If coated on ammunition, the ammunition receives a bonus
temporary hit points. to its next attack and damage roll equal to half your
Fire. Whenever you cast a spell of 1st level or higher, all proficiency bonus (Rounded up) This persists for 1 minute or
other creatures of your choice within 15-feet of you suffer 1 until after the ammunition is fired (Regardless of whether or
fire damage. not the attack hit)
Water. Whenever you cast a spell of 1st level or higher, one Regardless of whether it is coated to a weapon or
creature within 30-feet of you (Which may be you) is pushed ammunition, it is now considered magical for the purposes of
5-feet in a direction of your choice. overcoming immunity and resistance to damage. If applied to
You may select this sign multiple times, choosing a a weapon or ammunition that already has a numerical bonus,
different element for each subsequent taking. use whichever bonus is higher.
Alternatively, you can store this blood in a vial, anyone with
Otherworldly Evolution the vial can use their bonus action to apply it to a weapon or
piece of ammunition. It remains potent for a number of days
No Prerequisites
equal to your Charisma score, after which it is rendered inert.
Your sorcerous blood runs thick, and your lineage has
made you slightly more than mortal, choose two of the
following features: Sorcerous Space
Ageless. You no longer visibly age and suffer no drawbacks No Prerequisites
as a result of old age, this does not extend your lifespan in You gain access to a demiplane, while touching an object
any way. that is unsecured and not being worn/held by another
Beyond Sustenance. You no longer need food or water to creature, you can move it into this demiplane. You cannot
survive. move objects that cannot fit within a 5-foot cube into this
Breathless. You no longer need to breathe to survive. demiplane. Your demiplane can hold a number of pounds of
Darkvision. You can see in dim light within 60 feet of you weight equal to 10 times your Sorcerer level, you cannot put
as if it were bright light and in darkness as if it were dim an object within your demiplane if it would cause you to
light. You discern colors in that darkness only as shades of exceed this limit.
gray. As a bonus action, you may remove an object from your
Sleepless. You no longer need to sleep, to gain the benefits demiplane and cause it to appear in one of your free hands,
of a long rest, you can spend all 8 hours doing light activity. or harmlessly in an unoccupied space within 5-feet of you.
Tireless. You have advantage on any saving throws you If you die, all objects within your demiplane are harmlessly
make to avoid gaining levels of exhaustion. ejected to unoccupied spaces within 5-feet of you. If there is
You may select this ability up to three total times, selecting not enough room, the objects are ejected to the nearest
a different two options for every taking. unoccupied space.
Stealing Swipe
Prerequisite: 26th Level
As an action or using your arcane action, you may make a
melee spell attack against a creature within 5-feet of you. On
a hit, one spell of your choice currently affecting that creature
ends, and you gain the benefits of that spell for its remaining
duration (Unless the remaining duration is greater than 1
minute, in which case you only gain it for 1 minute) If the
spell required concentration, it no longer does while it is
affecting you.
As a bonus action you may choose any number of spells
you have stolen via this feature and end their effects on you.
Ultimate Absorber
Prerequisite: 30th Level, you do not have any other 30th
Level signs
You gain resistance to Acid, Cold, Fire, Lightning and
Thunder damage. Additionally, your cantrips and weapon
attacks deal 2d6 additional damage on hit. This bonus
damage is of one of the previous 5 types, you choose upon
gaining this sign and can change your choice upon
completing a long rest. These benefits are suppressed while
within a zone of antimagic. If you have the Anti-Antimagic
feature from Arcane Awakening, then these benefits are no
longer suppressed while within a zone of antimagic.
Elemental Spell
Metamagic No Prerequisites
Below you can find the Metamagic options available to When you gain this metamagic, choose a damage type
augment your spells upon reaching 3rd level. You start from the following list: Acid, Cold, Fire, Lightning, Poison or
knowing two and learn another at levels 10 (3 total) 17 (4 Thunder damage. This damage type becomes your Elemental
total) and 24 (5 total) When applying a metamagic to a spell, Type. Whenever you cast a spell that deals a damage type
you can only apply one metamagic to that particular spell. from the above list, you may instead cause it to deal damage
If a Metamagic has a level prerequisite, you must be at of your Elemental Type.
least that level in this class to select it. Instead of changing it to your Elemental Type, you may
change it to another damage type from the above list. Once
Big Spell you use this metamagic in this manner, you cannot do so
No Prerequisites again until you complete a long rest. For every 4 Sorcerer
When you cast a spell that produces an area of effect, you levels you have, you may use this metamagic one additional
may cause the spell to increase the spells area depending on time between rests.
Even if you have no usages of this metamagic, you may still
the type of area of effect it creates. The spells area is
increased by half of its usual amount, rounded up to the apply it to spells to change their damage type to your
nearest multiple of 5 (Minimum increase of 5-feet) for Elemental Type. Whenever you gain a level in this class, you
example, if a spell affected a 20-foot radius, it now affects a may change your Elemental Type to another type on the list.
30-foot radius.
Once you use this metamagic, you cannot do so again until Esoteric Spell
you complete a long rest. For every 5 Sorcerer levels you No Prerequisites
have, you may use this metamagic one additional time When you gain this metamagic, choose a damage type
between long rests. from the following list: Force, Necrotic, Psychic or Radiant
damage. This damage type becomes your Esoteric Type.
Careful Spell Whenever you cast a spell that deals a damage type from the
No Prerequisites above list, you may instead cause it to deal damage of your
When you cast a spell forces targets to make a saving Esoteric Type.
throw, you can use this metamagic to protect a number of Instead of changing it to your Esoteric Type, you may
change it to another damage type from the above list. Once
creatures up to your Charisma modifier (Minimum of 1)
Protected creatures automatically succeed on their saving you use this metamagic in this manner, you cannot do so
throw against the spell. If they would still suffer effects on a again until you complete a long rest. For every 4 Sorcerer
successful save (Such as half damage) they instead suffer no levels you have, you may use this metamagic one additional
effects. This only protects creatures from the initial saving time between rests.
Even if you have no usages of this metamagic, you may still
throw of the spell, it does not protect them from any
subsequent ones they may need to make if they are still in its apply it to spells to change their damage type to your Esoteric
area. Type. Whenever you gain a level in this class, you may change
Once you use this metamagic, you cannot do so again until your Esoteric Type to another type on the list.
you complete a long rest. For every 5 Sorcerer levels you
have, you may use this metamagic one additional time Extended Spell
between long rests. No Prerequisites
When you cast a spell that has a duration of 1 minute or
Consuming Spell longer, you can spend 1 sorcery point to double its duration,
to a maximum of 24 hours.
No Prerequisites
When you cast a spell that makes an attack roll or requires Once you use this metamagic, you cannot do so again until
a creature to make a Dexterity saving throw, you can expend you complete a long rest. For every 4 Sorcerer levels you
1 sorcery point to ignore the effects of half and three-quarters have, you may use this metamagic one additional time
cover against targets of the spell. between long rests.
Once you use this metamagic, you cannot do so again until
you complete a long rest. For every 4 Sorcerer levels you Mental Spell
have, you may this metamagic one additional time between No Prerequisites
long rests. When you cast a spell that forces creatures to make an
Intelligence, Wisdom or Charisma saving throw, you can
Distant Spell instead force them to make a saving throw of one of the other
No Prerequisites options. If a creature makes subsequent saving throws
When you cast a spell that has a range of 5-feet or greater, against the spell, they make it with the original saving throw
you can spend 1 sorcery point to double the range of the spell type.
Once you use this metamagic, you cannot do so again until
(To a minimum of 30-feet)
If the spell has a range of touch, you can spend 2 sorcery you complete a long rest. For every 7 Sorcerer levels you
points to give it a range of 30-feet. have, you may use this metamagic one additional time
between long rests.
Physical Spell Heightened Spell
No Prerequisites Prereuqisite: 10th Level
When you cast a spell that forces creatures to make a When you cast a spell that forces a creature to make a
Strength, Dexterity or Constitution saving throw, you can saving throw, you can use this metamagic to force one target
instead force them to make a saving throw of one of the other of the spell to make their initial saving throw with
options. If a creature makes subsequent saving throws disadvantage. The target makes subsequent saving throws as
against the spell, they make it with the original saving throw normal.
type. Once you use this metamagic twice, you cannot do so again
Once you use this metamagic, you cannot do so again until until you complete a long rest. For every 5 Sorcerer levels you
you complete a long rest. For every 7 Sorcerer levels you have beyond 10th Level, you may use this metamagic one
have, you may use this metamagic one additional time additional time between long rests.
between long rests.
Quickened Spell
Seeking Spell Prerequisite: 10th Level
No Prerequisites When you cast a spell that has a casting time of 1 action,
When you make an attack roll for a spell and miss, you may you can instead cast it as a bonus action.
reroll the attack against the target or another target within Once you use this metamagic, you cannot do so again until
30-feet of them. you complete a long rest. For every 7 Sorcerer levels you
Once you use this metamagic, you cannot do so again until have beyond 10th Level, you may use this metamagic one
you complete a long rest. For every 6 Sorcerer levels you additional time between long rests.
have, you may use this metamagic on additional time
between long rests. Subtle Spell
Prerequisite: 10th Level
Brutal Spell When you cast a spell you can choose to ignore its somatic
Prerequisite: 10th Level and verbal components (If any)
When you cast a Sorcerer spell that deals Fire, Force, Once you use this metamagic twice, you cannot do so again
Radiant or Thunder damage, you may force all creatures until you complete a long rest. For every 5 Sorcerer levels you
damaged by the spell to make a Constitution saving throw. have beyond 10th Level, you may use this metamagic one
On a failed saving throw, creatures who suffered Fire or additional time between long rests.
Radiant damage become Blinded for 1 minute, and creatures
who suffered Force or Thunder damage become Deafened Aware Spell
for 1 minute. At the start of each of their turns, a creature
Prerequisite: 17th Level
may repeat this saving throw, ending the effect on a
When you cast a spell that requires sight, you may choose
successful saving throw.
to cast it on any creature or location you are aware of within
Once you use this metamagic, you cannot do so again until
its range, regardless of whether you actually know where that
you complete a long rest. For every 7 Sorcerer levels you
creature is or whether you can see the creature/location or
have beyond 10th Level, you may use this metamagic one
not. If you attempt to cast it on a creature not within the
additional time between long rests.
spells range, the spell is cast centered on you/targeting you.
Once you use this metamagic, you cannot do so again until
Conserve Spell you complete a long rest. For every 6 Sorcerer levels you
Prerequisite: 10th Level have beyond 17th Level, you may use this metamagic one
When you cast a spell using sorcery points that involes an additional time between long rests.
attack roll or forces a saving throw, and it misses all of its
targets or all creatures succeed on their saving throw against Mighty Spell
it, you may regain sorcery points equal to half of the amount
Prerequisite: 17th Level
initially expended (Rounded down, minimum of 1)
When you cast a spell that deals damage, you can increase
Once you use this metamagic, you cannot do so again until
the total number of damage die by half of its usual amount
you complete a long rest. For every 6 Sorcerer levels you
(Rounded down) for example, if you cast a spell that dealt
have beyond 10th Level, you may use this metamagic one
8d6 damage, if you were to use this metamagic on it it'd
additional time between long rests.
instead deal 12d6 damage. This metamagic factors in
upcasting, but it does not factor in any external features that
may be granting your spells additional damage die.
Once you use this metamagic, you cannot do so again until
you complete a long rest. For every 6 Sorcerer levels you
have beyond 17th Level, you may use this metamagic one
additional time between long rests.
Twinned Spell Endless Spell
Prerequisite: 17th Level Prerequisite: 24th Level
When you cast a spell that targets only one creature and When you cast a Sorcerer spell of 5th Level or lower that
doesn't have a range of self, you can target a second creature has a duration of 1 minute or greater, you may cause the
within the spells range. In order to be eligible, a spell must be spells duration to become permanent. If the spell required
incapable of targeting multiple creatures (For example, Magic concentration, it no longer does while under the effect of this
Missiles and Scorching Rays are ineligible, but Ray of Frost metamagic. If the spell can end by means other than its
and Suggestion are eligible) duration ending (Such as losing all the temporary hit points
Once you use this metamagic, you cannot do so again until from Armor of Agathys, or a spell that ends when a creature
you complete a long rest. For every 6 Sorcerer levels you succeeds on its saving throw against it) then it ends as
have beyond 17th Level, you may use this metamagic one normal when those conditions are met.
additional time between long rests. As a bonus action, you may cause a spell affected by this
metamagic to end.
Contingent Spell Once you use this metamagic, you cannot do so again until
30-days have passed. This timer only begins once the spell
Prerequisite: 24th Level
you used this metamagic on ends.
When you cast a Sorcerer spell with a casting time of 1
action, you may choose to delay the spell, expending any
components and sorcery points as required.
True Spell
If you chose to delay the spell, you must set a condition Prerequisite: 24th Level
(Such as "When I am reduced to 0 HP, cast this spell When you cast a spell that involves an attack roll or forces
targeting the enemy who reduced me to 0 HP") When the a creature to make a saving throw, you can cause the attack
condition is met, the spell immediately happens, following roll to automatically hit, or you can cause one creature to
the specifications given. If the specifications cannot be met, automatically fail their saving throw. If the spell involves both
the spell fails (For example, being reduced to 0 HP as a result an attack roll and saving throw, you can only apply this
of falling from a tall height would fail to fully meet the metamagic to one of them.
conditions of the previous example, and thus the spell would At the end of your next turn, any ongoing effects of the spell
fail) This remains until you complete a long rest. end.
Once you use this metamagic, you cannot do so again until Once you use this metamagic, you cannot do so again until
you complete a long rest. you complete a long rest.
Movement of the Mage
Combat Traits When you would be caught in the area of a spell or effect
Below you will be able to find the features you are able to (Such as a dragons breath weapon or a spellcasters Fireball
select from your Secrets of Magic feature at levels 3, 6, 9, 12, spell) you may use your reaction to cast a spell that moves or
15, 18, 21, 24, 27 and 30. teleports you, potentially moving you out of the way of the
effects area.
Blood Money
Your blood and body now counts as an arcane focus for you Nimble Hands
and your spells. If you were to cast a spell with costly You may supply the somatic components for spells using
material components, you can instead sacrifice your vitality hands that are holding objects, weapons or shields.
to cast them. You may sacrifice any number of Sorcerer hit
die when casting such a spell, for every hit die sacrificed you
lose max HP equal to 1d4 + Your Constitution Modifier. You
die if your hit point maximum becomes 0.
Every Sorcerer hit die expended in this way is considered
to be a suitable replacement for up to 25 gold pieces worth of
costly material components. Upon completing a long rest,
you recover one hit die sacrificed from this feature, and you
recover max HP equal to the amount lost when you sacrificed
that particular hit die.
Cantrip Versatility
Whenever you finish a long rest, you may replace one
sorcerer cantrip you know with another of your choice.
Do No Evil
Prerequisite: You do not have "Speak No Evil"
Sorcerer spells you cast no longer require somatic
components, however spells that do not have verbal
components gain verbal components.
Further Learnings
You learn 2 spells from the Sorcerer spell list of your choice,
which do not count against your spells known. Upon
completing a long rest, you may exchange these spells for
different ones from the sorcerer spell list.
You may select this feature multiple times, learning 2
additional spells for each subsequent taking.
Hidden Wellspring
Your sorcery point maximum is increased by an amount
equal to one third of your Sorcerer level (Rounded up)
You may select this feature multiple times, gaining
additional sorcery points appropriately.
Magic Control
You learn two additional metamagics from the options
available.
You may select this feature multiple times, learning an
additional two metamagics for each subsequent taking.
Overload Arcanic Overload
At the start of your turn (No action required) You may begin Prerequisite: 9th Level, you have "Overload", you do not have
to overload your magic, entering your Overload state (You "Lucky Overload"
may also end it at the start of your turn with no action While in your Overload state, the maximum level of spell
required) While in this state, all Sorcerer spells you cast deal you can cast using Arcane Action is increased by 1.
bonus damage equal to your Sorcerer level. If a spell features Whenever you cast a spell using your Arcane Action, and
multiple instances of damage (Such as Scorching Rays or the number of sorcery points expended is beyond what you
Magic Missile) this only applies to one of those instances of are capable of without this feature, you gain one level of
damage. If a spell damages multiple creatures at the same Arcane Burnout.
time (Such as with the Fireball spell) it damages all of them. If you have the Efficient Overload combat trait, the
Whenever you end your turn while in this state, you gain maximum spell level is increased by 2 instead of 1.
one level of Arcane Burnout. You receive a penalty on all
ability checks, attack rolls and saving throws you make equal Lucky Overload
to your level of Arcane Burnout. Your spell save DC is also Prerequisite: 9th Level, you have "Overload", you do not have
decreased by an amount equal to your level of Arcane "Arcanic Overload"
Burnout. While in your Overload state, if you fail an ability check,
You lose all Arcane Burnout upon leaving initiative. attack roll or saving throw, you can gain one level of Arcane
Overload to reroll the roll, using the new result. You may use
Reactive Mage this feature as many times as you want on a single roll,
You gain an additional reaction, this reaction can only be however you still gain a level of Arcane Overload for each
used to cast spells as a reaction. usage.
You may select this feature as many times as you wish, If you have the Efficient Overload combat trait, you roll the
gaining an additional one of these special reactions each additional roll from this feature with advantage.
subsequent selection.
Magic Evasion
Repressed Power Prerequisite: 9th Level
You learn two Signs of your choice that you meet the When you are subjected to a spell that allows you to make
prerequisites for, following the normal restrictions behind a saving throw to take only half damage, you instead take no
doing so. You may exchange them as normal whenever you damage if you succeed on the saving throw, and only half
gain a level in this class, still following the normal damage if you fail.
restrictions.
You may select this trait multiple times. Conservative Overload
Prerequisite: 15th Level, you have "Overload", you do not
Resilient Body have "Guarding Overload"
Your HP maximum increases by an amount equal to two While in your Overload state, spells cast at 5th level or
times your level in this class. Everytime you gain a Sorcerer higher using Sorcery points cost 1 less Sorcery point to cast.
level, your maximum HP increases by an additional 2 HP. If you have the Efficient Overload combat trait, spells cast
You may select this trait multiple times. at 5th level or higher using Sorcery points instead cost 2 less
Sorcery points to cast.
Speak No Evil
Prerequisite: You do not have "Do No Evil" Guarding Overload
Sorcerer spells you cast no longer require verbal Prerequisite: 15th Level, you have "Overload", you do not
components, however spells that do not have somatic have "Conservative Overload"
components gain somatic components. While in your Overload state, you have a bonus on all
saving throws equal to half your Charisma modifier
(Rounded up, minimum of 1)
If you have the Efficient Overload combat trait, the bonus is
instead equal to your Charisma modifier (Minimum of 2)
Manifestation Zone Resistant Overload
Prerequisite: 15th Level Prerequisite: 21st Level, you have "Overload", you do not
Whenever you cast a cantrip, a Sorcerer spell of 1st level or have "Mighty Overload"
higher you may have it originate from a space within 30-feet While in your Overload state, if you fail a saving throw you
of you rather than the space you are currently in. may instead choose to succeed. If you do so, you gain one
You may select this feature multiple times, doubling the level of Arcane Burnout.
range for each subsequent taking (So 60-feet for the second If you have the Efficient Overload combat trait, roll 1d4
taking and 120-feet for the third taking) whenever you use this feature. If you roll a 4, you do not gain
a level of Arcane Burnout.
Mixed Bloodline
Prerequisite: 15th Level Efficient Overload
A secondary bloodline has exposed itself within your Prerequisite: 27th Level, you have "Overload", you do not
power. Choose a subclass other than the one you originally have "Permanent Overload"
chose-you gain that subclasses 1st level benefits and the You only suffer a -1 penalty to your ability checks, attacking
origin spells it gains at 1st level. rolls, saving throws and spell save DC's for every 2 levels of
If you have at least 27 Levels in this class, you may select Arcane Burnout you have, not for every 1 level.
this combat trait again to gain this bloodlines 6th level Additionally, all Combat Traits you possess that improve
features. your Overload in some way gain additional effects, as detailed
in the combat trait itself.
Mighty Overload (For ease of use, all of the Combat Traits that are improved
Prerequisite: 21st Level, you have "Overload", you do not by this one are: Arcanic Overload, Lucky Overload,
have "Resistant Overload" Conservative Overload, Guarding Overload, Mighty Overload
While in your Overload state, if you cast a Sorcerer spell and Resistant Overload)
that forces creatures to make a saving throw, you can force
them to have disadvantage on their saving throw. Permanent Overload
Alternatively, if you cast a Sorcerer spell that involves a spell Prerequisite: 27th Level, you have "Overload", you do not
attack roll, you can gain advantage on the attack roll (If the have "Efficient Overload"
ability involves multiple attack rolls, you gain advantage on all You are permanently considered to be under the effects of
of them) your Overload state, and you no longer gain levels of Arcane
If you use either of these abilities, you gain one level of Burnout at the end of each of your turns. This does not
Arcane Burnout. prevent other features that grant Arcane Burnout (Such as
If you have the Efficient Overload combat trait, roll 1d4 Resistant Overload) All levels of Arcane Burnout are lost after
whenever you use this feature. If you roll a 4, you do not gain you go 1 minute without gaining any.
a level of Arcane Burnout.
Cantrips Thunderwave Fireball Teleportation Circle
Acid Splash Witch Bolt Flame Arrows Wall of Light
Blade Ward Fly Wall of Stone
Booming Blade 2nd Level Gaseous Form
Chill Touch Aganazzar's Scorcher Haste 6th Level
Control Flames Alter Self Hypnotic Pattern Arcane Gate
Create Bonfire Blindness/Deafness Intellect Fortress Chain Lightning
Dancing Lights Blur Lightning Bolt Circle of Death
Fire Bolt Cloud of Daggers Major Image Disintegrate
Friends Crown of Madness Melf's Minute Meteors Eyebite
Frostbite Darkness Protection from Energy Fizban's Platinum Shield
Green Flame Blade Darkvision Sleet Storm Flesh to Stone
Gust Detect Thoughts Slow Glove of Invulnerability
Infestation Dragon's Breath Stinking Cloud Investiture of Flame
Light Dust Devil Thunder Step Investiture of Ice
Lightning Lure Earthbind Tidal Wave Investiture of Stone
Mage Hand Enhance Ability Tongues Investiture of Wind
Mending Enlarge/Reduce Vampiric Touch Mass Suggestion
Message Flame Blade Wall of Water Mental Prison
Mind Sliver Flaming Sphere Water Breathing Move Earth
Minor Illusion Gust of Wind Water Walk Otiluke's Freezing Sphere
Mold Earth Hold Person Scatter
Poison Spray Invisibility 4th Level Sunbeam
Prestidigitation Kinetic Jaunt Banishment Tasha's Otherworldly Guise
Ray of Frost Knock Blight True Seeing
Shape Water Levitate Charm Monster
Shocking Grasp Magic Weapon Confusion 7th Level
Sword Burst Maximilian's Earthen Grasp Dimension Door Crown of Stars
Thunderclap Mind Spike Dominate Beast Delayed Blast Fireball
True Strike Mirror Image Fire Shield Draconic Transformation
Misty Step Greater Invisibility Dream of the Blue Veil
1st Level Nathair's Mischief Ice Storm Etherealness
Absorb Elements Phantasmal Force Polymorph Finger of Death
Burning Hands Pyrotechnics Raulothim's Psychic Lance Fire Storm
Catapult Rime's Binding Ice Sickening Radiance Plane Shift
Chaos Bolt Scorching Ray Stoneskin Power Word Pain
Charm Person See Invisibility Storm Sphere Prismatic Spray
Chromatic Orb Shadow Blade Vitriolic Sphere Reverse Gravity
Color Spray Shatter Wall of Fire Teleport
Comprehend Languages Snilloc's Snowball Swarm Watery Sphere Whirlwind
Detect Magic Spider Climb
Disguise Self Suggestion 5th Level 8th Level
Earth Tremor Tasha's Mind Whip Animate Objects Abi-Dalzim's Horrid Wilting
Expeditious Retreat Vortex Warp Bigby's Hand Demiplane
False Life Warding Wind Cloudkill Dominate Monster
Feather Fall Web Cone of Cold Earthquake
Fog Cloud Wither and Bloom Control Winds Incendiary Cloud
Grease Creation Power Word Stun
Ice Knife 3rd Level Dominate Person Sunburst
Jump Ashardalon's Stride Enervation
Mage Armor Blink Far Step 9th Level
Magic Missile Catnap Hold Monster Blade of Disaster
Ray of Sickness Clairvoyance Immolation Gate
Shield Counterspell Insect Plague Mass Polymorph
Silent Image Daylight Seeming Meteor Swarm
Silvery Barbs Dispel Magic Skill Empowerment Power Word Kill
Sleep Enemies Abound Summon Draconic Spirit Psychic Scream
Tasha's Caustic Brew Erupting Earth Synaptic Static Time Stop
Fear Telekinesis Wish
Legendary Actions
Here you will find the Legendary actions that only a Sorcerer
Leveling Beyond 30
of the appropriate level can learn (If a Sorcerer specific Here you can find what the Legendary Sorcerer
Legendary action requires 2 actions, you must be a level 11 gains for every level beyond 30 they are! It is
Sorcerer to know it for example)
intentional that their proficiency bonus stops
increasing.
Arcane Leftovers Every 4 levels beyond 30 (34, 38, ect) a
Cost: 1 Legendary Action
legendary sorcerer gains a regular ASI.
If you used 3 or more sorcery points on your last turn, Every 3 levels beyond 30 (33, 36, 39, ect) a
regain 1 sorcery point. legendary sorcerer gains a combat trait.
Every third ASI a legendary sorcerer would gain
Overcharge after level 30 (42, 54, 66 ect) is instead a
Cost: 3 Legendary Actions legendary ASI.
The next damaging spell you cast before the end of your
next turn deals double damage. Every even level (32, 34, 36, 38 ect) you gain a
You suffer force damage equal to the spells damage, and +1 to one ability score of your choice.
the damage you take can not be reduced in any way. You gain 4 Sorcery points every level.
Extremely magical from Draconic Origin now grants Released with 21 Metamagics
bonus Sorcery points equal to your Sorcerer level since
Released with 11 Combat Traits
spell slots are no longer in the class.
Released with 6 Legendary Actions
Shadow Minion from Shadow Origin now specifies a
minimum of 1 Sorcery point and you can no longer have
more than one summon at a time. Shadow Walk is no
longer based on Manifestation Range (Since
Manifestation Range is gone) You may now spend 8
Sorcery points to gain Umbral States benefits while in
bright light.
Art on Pyreheart Page belongs to Elin Tan on Artstation! Savior: Mistaken Faith, YourWanderer
Art on Shadow Page belongs to Diana Franco on Renowned Hero: Cynical Sorcerer, Xabbu
Artstation!
Mercenary: DeathKnight, DemonMist, RobynHoodWest,
Art on Steelshifter Page belongs to Joshyjoshj on Sonaht
Artstation!
40