Sorcerer
Hit Points
Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiences
Armor: None
Weapons: Darts, daggers, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Overview & Creation
Level |
Prof. Bonus |
Sorcery Points |
Features |
Cantrips Known |
Spells Known |
Max Spell Level |
Metamagic Options |
1st |
+2 |
4 |
Spellcasting, Sorcerous Origin |
4 |
3 |
1st |
— |
2nd |
+2 |
8 |
Metamagic |
4 |
4 |
1st |
2 |
3rd |
+2 |
9 |
Font of Magic |
4 |
6 |
2nd |
2 |
4th |
+2 |
11 |
Ability Score Improvement, Sorcerous Versatility |
5 |
7 |
2nd |
3 |
5th |
+3 |
11 |
Font of Magic Improvement, Magical Guidance |
5 |
9 |
3rd |
3 |
6th |
+3 |
13 |
Sorcerous Origin feature |
5 |
10 |
3rd |
4 |
7th |
+3 |
15 |
— |
5 |
12 |
4th |
4 |
8th |
+3 |
18 |
Ability Score Improvement |
5 |
13 |
4th |
4 |
9th |
+4 |
22 |
— |
5 |
14 |
5th |
4 |
10th |
+4 |
25 |
— |
6 |
15 |
5th |
5 |
11th |
+4 |
28 |
— |
6 |
16 |
6th |
5 |
12th |
+4 |
29 |
Ability Score Improvement |
6 |
16 |
6th |
5 |
13th |
+5 |
32 |
— |
6 |
17 |
7th |
5 |
14th |
+5 |
33 |
Sorcerous Origin feature |
6 |
17 |
7th |
5 |
15th |
+5 |
37 |
— |
6 |
18 |
8th |
5 |
16th |
+5 |
38 |
Ability Score Improvement |
6 |
18 |
8th |
5 |
17th |
+6 |
42 |
— |
6 |
19 |
9th |
6 |
18th |
+6 |
44 |
Sorcerous Origin feature |
6 |
19 |
9th |
6 |
19th |
+6 |
48 |
Ability Score Improvement |
6 |
20 |
9th |
6 |
20th |
+6 |
51 |
Sorcerous Actualization |
6 |
20 |
9th |
6 |
Class Features
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
- Aberrant Mind
- Arcane Prodigy
- Clockwork Soul
- Divine Soul
- Draconic Bloodline
- Shadow Magic
- Storm Sorcery
- Wild Magic
Metamagic
At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 6th, 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Aberrant Spell
You need to have chosen the Aberrant Mind sorcerous origin to take this option.
When you cast a spell that deals damage to you can spend 1 sorcery point to change the damage type dealt by the spell to psychic damage.
Balanced Spell
You need to have chosen the Clockwork Soul sorcerous origin to take this option.
When you cast a spell that would result in a roll being made at advantage or disadvantage, you can spend 2 sorcery points to make all rolls associated with the spell be done without advantage or disadvantage. No abilities or features can negate this balance.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Divine Spell
You need to have chosen the Divine Soul sorcerous origin to take this option.
When you cast a spell that deals damage to you can spend 1 sorcery point to change the damage type dealt by the spell to a damage type determined by the affinity you chose for your Divine Magic feature: radiant for good or law, necrotic for evil or chaos, or force for neutrality.
Draconic Spell
You need to have chosen the Draconic Bloodline sorcerous origin to take this option.
When you cast a spell that deals damage to you can spend 1 sorcery point to change the damage type dealt by the spell to a damage type indicated by your draconic ancestry.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Focused Spell
You need to have chosen the Arcane Prodigy sorcerous origin to take this option.
When you cast a spell that requires concentration, you can spend 1 sorcery point to focus your will. When you do, you have advantage on all saving throws made to maintain concentration on the spell.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of this spell.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Tempest Spell
You need to have chosen the Storm Sorcery sorcerous origin to take this option.
When you deal lightning or thunder damage to a creature with a spell you have cast, you may spend 1 sorcery point to push that creature up to 15 feet.
Tenebrous Spell
You need to have chosen the Shadow Magic sorcerous origin to take this option.
When you use your action to cast a spell, you may spend 3 sorcery points to turn invisible until the start of your next turn. The cost to activate this option is reduced to 1 sorcery point if you are in dim light or darkness.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are.
Wild Spell
You need to have chosen the Wild Magic sorcerous origin to take this option.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 1 sorcery point to roll randomly on the wild saving throw chart below to determine what kind of saving throw the spell requires. This saving throw replaces the normal saving throw required to resist the spell.
1d6 |
Wild Saving Throw |
1 |
Strength |
2 |
Dexterity |
3 |
Constitution |
4 |
Intelligence |
5 |
Wisdom |
6 |
Charisma |
Font of Magic
At 3rd level, you can use a bonus action on your turn to let flow the font of magic within you. When you do, you regain all of your spent sorcery points. In addition, for the next minute you are in a sorcerous trance.
While in this sorcerous trance, you can use any number of Metamagic options on a spell but can still only use each Metamagic option once. You can use this feature again after you complete a long rest.
Starting at 5th level, you can use this feature twice between long rests.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Sorcerous Versatility
At the 4th level, and whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
- Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
- Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
Magical Guidance
Starting at the 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must take the new roll, potentially turning the failure into success.
Sorcerous Restoration
At 20th level, while you are in a sorcerous trance, spell slots cost half as many sorcery points to create (rounded up)
Starting Equipment
You may chose (a) or (b):
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a Dungeoneer's pack or (b) an Explorer's pack
- Two daggers
Alternatively, you can ignore the equipment from your class and background, and start with 3d4 x 10 gp.
Spellcasting
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. This font of magic, whatever its origin, fuels your spells.
Cantrips
You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, learning a 5th cantrip at 4th level and a 6th at 10th level.
Sorcery Points
You gain a pool of 4 sorcery points that you can use to cast spells (and later manipulate their properties through your Metamagic feature). When you wish to cast a spell, you expend a number of sorcery points to create a spell slot of a given level as indicated on the sorcery point cost chart, and then use that slot to cast a spell. You can’t reduce your sorcery point total to less than 0, and you regain all spent sorcery points when you finish a long rest.
The number of sorcery points you have to spend increases as you gain levels in this class, as shown in the Sorcery Points column on the sorcerer class table. Your sorcerer level also determines the maximum level of the spell slots you can create. Even though you might have enough points to create a slot above this maximum, you cannot do so.
Casting Spells of 6th level and Higher
Spells of 6th level and higher are particularly taxing to cast. You can use sorcery points to create one slot of each level of 6th level or higher. You can’t create another slot of the same level until you finish a long rest.
At higher levels, your ability to create spell slots of 6th level and above improves. At 19th level, you can create two 6th level spell slots, and regain the ability to create more when you finish a long rest. At 20th level, you can create two 7th level spell slots, and regain the ability to create more when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Spell Level |
Point Cost |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
6th |
9 |
7th |
10 |
8th |
11 |
9th |
13 |
Subclass Options
Aberrant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.
1d6 |
Origin |
1 |
You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. |
2 |
A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you. |
3 |
You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind. |
4 |
You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. |
5 |
As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. |
6 |
Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! |
Psionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level |
Spells |
1st |
Arms of Hadar, Dissonant Whispers, Mind Sliver |
3rd |
Calm Emotions, Detect Thoughts |
5th |
Hunger of Hadar, Sending |
7th |
Evard's Black Tentacles, Summon Aberration |
9th |
Rary's Telepathic Bond, Telekinesis |
Telepathic Speech
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Psionic Sorcery
Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
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 yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
- You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
- Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion
At 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Arcane Prodigy
Since your first conscious attempt at the use of your innate magic, you’ve displayed a natural aptitude for magic uncommon even amongst sorcerers. Since that time, the more you tried to learn magic through rote memorization and practiced study, the less your innate talent shone through. Sorcerers who are arcane prodigies eventually discover its better to let their own instincts and idiosyncrasies guide their use of magic. While arcane prodigies never truly abandon the attempt to understand magic on a rational or methodical level, their prodigious talent for spellcasting relies on their intuitive, rather than intellectual, grasp of it.
Alternative Spellcasting Ability
When you choose this sorcerous origin at 1st level, you can choose to use Intelligence instead of Charisma as your sorcerer spellcasting ability. If you do, Metamagic options that use your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.
Living Grimoire
Starting at 1st level, a book containing your notes on arcane research springs to life. Your living grimoire functions as if it was a familiar created by the find familiar spell and chosen the statistics of a raven, but is a construct rather than a celestial, fey, or fiend. If your living grimoire is ever killed, you can create a new one by over the course of 1 hour using 10 gp worth of paper and ink.
Rare Genius
At 1st level, you gain proficiency in the Arcana skill.
In addition, your intuitive mastery of arcane formulas allows you to learn spells normally associated with the Wizard class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Metamagic Prodigy
At 6th level, you gain a pool of prodigy points equal to your level in this class. This pool increases by 1 each time you gain a level in this class. You can spend prodigy points instead of sorcery points to use Metamagic options. You regain all expended prodigy points when you finish a long rest.
Spell Tinkering Savant
At 14th level, when you cast a spell you may spend an additional sorcery point to use two Metamagic options to modify that spell, rather than just one. You must pay the sorcery point costs for those Metamagic options as normal.
Metamagic Mastery
At 18th level, you have achieved perfect mastery over one of your Metamagic options. You can use the Metamagic option without spending sorcery points and using it on a spell does not prevent you from using another Metamagic option on the same spell.
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
Clockwork Magic
You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level |
Spells |
1st |
Alarm, Protection from Evil and Good |
3rd |
Aid, Lesser Restoration |
5th |
Dispel Magic, Protection from Energy |
7th |
Freedom of Movement, Summon Construct |
9th |
Greater Restoration, Wall of Force |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
1d6 |
Manifestation |
1 |
Spectral cogwheels hover behind you. |
2 |
The hands of a clock spin in your eyes. |
3 |
Your skin glows with a brassy sheen. |
4 |
Floating equations and geometric objects overlay your body. |
5 |
Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. |
6 |
The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
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 proficiency bonus, and you regain all expended uses when you finish a long rest.
Bastion of Law
Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Trance of Order
Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Cavalcade
At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
- The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Divine Magic
Your link to the divine allows you to learn spells from the cleric 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 cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Affinity |
Spell |
Good |
Cure Wounds |
Evil |
Inflict Wounds |
Law |
Bless |
Chaos |
Bane |
Neutrality |
Protection From Evil and Good |
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 healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
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.
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.
Dragon |
Damage Type |
Black |
Acid |
Blue |
Lightning |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Gold |
Fire |
Green |
Poison |
Red |
Fire |
Silver |
Cold |
White |
Cold |
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if 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.
Shadow Magic
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
1d6 |
Shadow Magic Quirk |
1 |
You are always icy cold to the touch. |
2 |
When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
3 |
You barely bleed, even when badly injured. |
4 |
Your heart beats once per minute. This event sometimes surprises you. |
5 |
You have trouble remembering that living creatures and corpses should be treated differently. |
6 |
You blinked. Once. Last week. |
Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:
- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your sorcerer level.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Shadow Walk
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.
Storm Sorcery
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Wind Speaker
The arcane magic you command is infused with elemental air. 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.
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn 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 10 feet without provoking opportunity attacks.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Wind Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Wild Magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
1d100 |
Effect |
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 Fireball 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 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 of 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 disappears 1 minute later. |
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. |
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. |
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, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. 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 2 sorcery points to roll 1d4 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, roll it again and add that roll to the damage. You can use the feature only once per turn.