Sorcerer
Hit Points
Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + Con Modifier
Hit Points at Higher Levels: d6 + Con Modifier
Proficiences
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Overview & Creation
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
Class Features
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points: You have a number of sorcery points equal to your sorcerer level. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Spell Slot Level |
Sorcery Point Cost |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Empowering Reserves When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.
Imbuing Touch As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Sorcerous Fortitude As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
Metamagic
At 3rd 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 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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. If you cast any spell that includes a teleport, you can spend 1 sorcery point to double the maximum range of teleportation.
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 increase its duration.
• If the duration of the spell is 1 minute, it is extended to 10 minutes.
• If the duration of the spell is 10 minutes, it is extended to 1 hour.
• If the duration of the spell is 1 hour, it is extended to 8 hours.
• If the duration of the spell is 8 hours, it is extended to 24 hours.
Extend spell cannot extend the duration of a spell to over 24 hours.
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.
Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, 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.
Elemental 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, thunder.
Seeking Spell When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Unerring Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
Metamagic Mastery
When you reach 20th level, you gain mastery over metamagic. Choose two two additional metamagic options. You can now use two metamagic options on a spell when you cast it, unless You are using Empowered Spell metamagic, then you can use three metamagic options at once.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A light crossbow and 20 bolts or any simple weapon
- A component pouch or an arcane focus
- A dungeoneer’s pack or an explorer’s pack
- Two daggers
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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, since the power of your magic relies on your ability to project your will into the world. 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
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
Subclass Options
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 highe you roll a d20 & d100. First one determines whether You will use good, neutral or bad result, and the second one determines which effect triggers.
Negative result | Neutral result | Good result |
1-5 | 6-15 | 16-20 |
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. You regain use of this feature whenever You roll on Wild Magic Surge Table.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Chaos bolt, Hideous Laughter |
3rd |
Reduce/Enlarge, Blur |
5td |
Blink, Hunger of Hadar |
7td |
Polymorph, Confusion |
9td |
Animate object, Synaptic static |
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. You can use your action to bend luck in your favor. For the next minute or untill up to Charisma modifier (a minimum of one) wild magic surges trigger you can have only roll neutral or good effects, with bad effects being treated as neutral ones.
Controlled Chaos
At 14th level, you start to gain some control over the Wild Magic. Your Wild Magic Surge roll treats only a roll of a 1 as a bad result.
Negative result | Neutral result | Good result |
1 | 2-15 | 16-20 |
Additionaly anytime you would trigger a Wild Magic Surge you can spend a Sorcery Point to prevent You from triggering it.
Spell Bombardment
Beginning at 18th level, you become an agent of chaos. Whenever you cast a spell that triggers a wild magic surge you are able to spend additional sorcery points for free. You can spend up to 2 sorcery points on the spell you cast or on the wild magic surge effect (if possible).
Draconic
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.
Dragon Color |
Damage Type |
Black / Copper |
Acid |
Blue / Bronze |
Lightning |
Red / Brass / Gold |
Fire |
White / Silver |
Cold |
Green |
Poison |
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.
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.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Thunderwave, Cause fear |
3rd |
Dragon breath1, See invisibility |
5td |
Fireball1, Protection from energy |
7td |
Elemental bane, Stoneskin |
9td |
Immolation1, Hold Monster |
1 Unless you gain this spell from another source, damage dealt by these spells match the damage type associated with your dragon color ie Red/Gold = Fire, Black = Acid, ect
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. 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.
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 natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the 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 normally associated with the cleric 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 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.
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.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Detect magic, Shield of faith |
3rd |
Lesser restoration, Augury |
5td |
Daylight, Spirit guardians |
7td |
Death ward, Banishment |
9td |
Greater restoration, Mass cure wounds |
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.
Angelic Form
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.
Your allingment 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.
Shadow
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.
Eyes of the Dark
From 1st level, you have darkvision with a range of 120 feet.
You can cast
Darkness 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.
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Disguise self, Silent image |
3rd |
Darkness, Silence |
5td |
Animate dead, Fear |
7td |
Greater invisibility, Arcane eye |
9td |
Mislead, Seeming |
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 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 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 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
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 vaati or 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.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Fog cloud, Thunderwave |
3rd |
Gust of wind, Levitate |
5td |
Call lightning, Sleet storm |
7td |
Conjure minor elementals1, Ice storm |
9td |
Conjure elemental2, Control Winds |
1 Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.
2 Unless you gain this spell from another source, you can summon only air or water elementals with it.
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.
Runechild
The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.
The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.
Essence Runes
At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.
At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.
As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.
If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.
Glyphs of Aegis
Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.
At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Absorb elements, Shield |
3rd |
Enlarge/Reduce, Invisibility |
5td |
Glyph of warding, Blink |
7td |
Arcane eye, Stoneskin |
9td |
Legend lore, Awaken |
Sigilic Augmentation
Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.
Manifest Inscriptions
At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.
Runic Torrent
Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.
Arcane Exemplar Form
Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
• You have a flying speed of 40 feet.
• Your spell save DC is increased by 2.
• You have resistance to damage from spells.
• When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.
When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.
Phoenix
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Mantle of Flame
Starting at 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
• You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
• Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
• Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Bless, Feather fall |
3rd |
Aganazzar's scorcher, Flaming sphere |
5td |
Fly, Beacon of hope |
7td |
Fire shield, Wall of fire |
9td |
Immolation, Reincarnate |
Phoenix Spark
Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Nourishing Fire
Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
Form of the Phoenix
At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
• You have a flying speed of 40 feet and can hover.
• You have resistance to all damage.
• If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
Aberrant Mind
An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered.
Invasive Thoughts
At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.
Warped Being
Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.
Bonus Spells
At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level |
Bonus Spells |
1st |
Arms of hadar, Dissonant whispers |
3rd |
Calm emotions, Detect thoughts |
5td |
Hunger of hadar, Sending |
7td |
Compulsion, Evard's black tentacles |
9td |
Modify memory, Rary's telepatic bond |
Psionic Sorcery
Beginning at 6th level, when you cast any of the spells gained from your Bonus 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 components.
Psychic Defenses
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh
Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
• You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
• You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
• Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.
Warp Reality
At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.
As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported.
Once you use this feature, you can’t use it again until you finish a long rest.
Level | Proficiency | Feat Points | Features | Cantrips Known | Spells Known | Spell Slots per Spell Level |
---|
1 | +2 | +1 | Spellcasting, Sorcerous Origin | 4 | 2 | 1st: 2 |
2 | +2 | +1 | Font of Magic | 4 | 3 | 1st: 3 |
3 | +2 | +1 | Metamagic | 4 | 4 | 1st: 4, 2nd: 2 |
4 | +2 | +1 | - | 5 | 5 | 1st: 4, 2nd: 3 |
5 | +3 | +1 | - | 5 | 6 | 1st: 4, 2nd: 3, 3rd: 2 |
6 | +3 | +1 | Sorcerous Origin Feature | 5 | 7 | 1st: 4, 2nd: 3, 3rd: 3 |
7 | +3 | +1 | - | 5 | 8 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 1 |
8 | +3 | +1 | - | 5 | 9 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 2 |
9 | +4 | +1 | - | 5 | 10 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 1 |
10 | +4 | +1 | Metamagic | 6 | 11 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2 |
11 | +4 | +1 | - | 6 | 12 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1 |
12 | +4 | +1 | - | 6 | 12 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1 |
13 | +5 | +1 | - | 6 | 13 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1 |
14 | +5 | +1 | Sorcerous Origin Feature | 6 | 13 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1 |
15 | +5 | +1 | - | 6 | 14 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1 |
16 | +5 | +1 | - | 6 | 14 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1 |
17 | +6 | +1 | - | 6 | 15 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1, 9th: 1 |
18 | +6 | +1 | Sorcerous Origin Feature | 6 | 15 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 1, 7th: 1, 8th: 1, 9th: 1 |
19 | +6 | +2 | - | 6 | 15 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 2, 7th: 1, 8th: 1, 9th: 1 |
20 | +6 | +1 | Metamagic Mastery | 6 | 15 | 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 2, 7th: 2, 8th: 1, 9th: 1 |