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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: 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

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.   Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.   Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.   Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.  

Raw Magic


Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.   The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.   Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.  

Unexplained Powers


Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.   Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.  

Creating a Sorcerer


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.  

QUICK BUILD

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.  

The Sorcerer

-Spell Slots per Spell Level-

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2nd +2 2 Font of Magic 4 3 3 - - - - - - - -
3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 5 - 5 6 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin Feature 5 7 4 3 3 - - - - - -
7th +3 7 - 5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 9 - 5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11 - 6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 13 - 6 13 4 3 3 3 2 1 1 - -
14th +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 - -
15th +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

 


Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Archfey Bloodline, Divine Power, Draconic Bloodline, Ooze-touched, Storm Sorcery or Wild Magic.   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 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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.  

Creating Spell Slots

 
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points.

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.  

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.  

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.  

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.  

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) 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  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.


Subclass Options

Sorcerous Origins


Different sorcerers claim different origins for their innate magic.  

Archfey Bloodline


The Archfey are the kings, queens, princes, and princesses of the realm known as the Feywild. A chaotic realm claimed by wild nature and wilder magic, these beings of immense power shape it as they see fit. Archfey frequently visit the mortal realms, their power comes from the collective emotions and passions of the mortal races. Once in a great while an archfey will bear a mortal son or daughter. You are a child of one such bloodline, and have begun to develop the immense magical power of your ancient kin.

Line of Archfey

You may choose from the Druid Spell list as well as the Sorcerer Spell list.   You can communicate and understand simple ideas with animals and plants, and difficult terrain as a result of the natural environment or foliage does not hinder you. The environment will make itself more amenable to your (and only your) passage as if you were in the Feywild.  

Choose Your Fey Bloodline

  Frost The Queen of Frost is a servant of Auril, the goddess of Fear and Winter. Her heart is as cold as the ice she has mastery over. You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known:   Frost Bloodline Spells  
Level Spell
1st inflict wounds
3rd hold person
5th sleet storm
7th ice storm
9th cone of cold
  Lord of the Hunt The Lord of the Hunt revels in felling the beasts of the Feywild with his enchanted arrows, combining sorcery and marksmanship. You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known.         Lord of the Hunt Spells
Level Spell
1st Longstrider
3rd Spike Growth
5th Conjure Animals
7th Freedom of Movement
9th Wall of Stone
  Queen of Night and Magic The Queen of Night and Magic deals in the raw forces of magic, able to unravel and reconstruct the weave. You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known.   Queen of Night and Magic Spells
Level Spell
1st Mage Armor
3rd Mirror Image
5th Dispel Magic
7th Banishment
9th Wall of Force
The River King The River King draws his power from the domain of the rivers and swamp of the Feywild You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known.   River King Spells
Level Spell
1st Fog Cloud
3rd Blur
5th Slow
7th Control Water
9th Cloudkill

Sorcerous Recovery

When you take a short rest you regain sorcery points equal to 1+1/4 your sorcerer level (rounded up).
  • Level 1: 2 Sorcery Points
  • Level 5: 3 Sorcery Points
  • Level 9: 4 Sorcery Points
  • Level 13: 5 Sorcery Points
  • Level 17: 6 Sorcery Points
This feature can be used once per long rest      

Ancient Powers

  At 6th level the connection to your ancient bloodline improves, granting one of the following benefits:   Flood Blast (River King) A blast of pressurized water can be issued forth from you as a reaction to taking damage for 1 sorcery point. This acts in an identical manner to the Thunderwave spell except that it does bludgeoning damage and effects only targets you choose. You may increase the damage of this effect by 1d8 for each additional sorcery point you choose to spend (to a maximum of 5d8). If you have the Control Water spell active, this feature deals an additional 4d8 damage   Ice Prison (Queen of Frost) Whenever you cast a spell with a frost component, you may attempt to freeze large or smaller targets of that spell at a cost of 1 sorcery point per target. Targets must make a Dexterity save vs your Spell Save DC or be restrained for 1 minute or until the icy restraints are destroyed (AC 10, hitpoints equal to your sorcerer level)   Reweaving (Queen of Night & Magic) Whenever you lose concentration on a spell you can use your reaction to gain sorcery points equal to half the level of the spell lost, rounded up. If this exceeds your sorcery point maximum you must use the additional sorcery points on your next turn or suffer 1d6 force damage per point and lose them. This effect does not apply if more than half of the spell's duration has expired, as too much of its magic has been consumed   Sorcerous Arrow (Lord of the Hunt) You gain proficiency in bows and crossbows. Whenever you cast a ranged spell you may do so as part of a single ranged weapon attack using your Spell Attack modifier, if you are within the spell’s range. Taking this action eliminates the ability to select multiple targets with the spell if the spell would normally be able to do so (For example: Scorching Ray). You may also spend 5 sorcery points to make the shot a Lightning Arrow, as per the third level ranger spell

Born of Enchantment

Starting at 14th level, your awakening Archfey blood has granted you mastery over hostile enchantment spells,   
  • When you fail a save against an enchantment spell or curse you can instead choose to succeed. This feature can be used once per short or long rest.
  • You gain advantage on wisdom saving throws.
  • When you succeed on a saving throw against an enchantment spell or curse, you can expend 1 sorcery point per level of the spell to redirect it at another target within 60 feet of yourself.
  • The deleterious time and memory effects of the Feywild do not apply to you or those you choose within one 100 feet of you.
Archfey Transformation As your power reaches new levels, your very force of presence has elevated you beyond mortal standing and you transform into a lesser Archfey. This transformation causes the following changes:
  • Your race changes to Sylvan, your racial type is Fey
  • You gain a flying speed of 30 feet. If you already have a flying speed, increase it by 60 feet. You have the hover property.
  • You no longer age, if you were already older you revert in appearance to a young adult.
  • You gain resistance to non-magical weapons.
  • If you spend at least one minute talking to a beast, fey, or humanoid of CR1 or lower they must make a Wisdom saving throw against your spell save DC or be charmed. While charmed, they have a positive opinion of you and their thoughts are preoccupied with being in your presence. Creatures charmed in this manner will protect you or follow you into danger only if they would do so for a friend or loved one. The effect ends when you dismiss it or if you take hostile action towards them or their companions.
  • In the feywild, none of your spells require concentration.
Your appearance changes: you become slimmer, your ears become elongated to twice the length of an elf's ears, and your size becomes medium (if it isn't already). You may assume your original appearance or your archfey appearance as an action. As an Archfey you must choose a court, your bloodline does not determine this, it is a decision you must make based upon your own alignment and attitudes:    

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 Soul Features

Sorcerer Level Feature
1st Divine Magic, Favored by the Gods
6th Empowerer Healing
14th Otherworldly Wings
18th Unearthly Recovery
 

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
Chaos
You learn the bane spell, 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.   Evil
You learn the inflict wounds spell, 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.   Good
You learn the cure wounds spell, 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.   Law
You learn the bless spell, 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.   Neutrality
You learn the protection from evil and good spell, 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.  

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.  

Draconic Ancestry

Dragon Damage Type
Black Acid
Blue Lightning
Brown Bludgeoning
Green Poison
Grey Acid
Orange Fire
Pink Thunder
Purple Psychic
Red Fire
Teal Radiant
White Cold
Yellow Necrotic
Adamantine Thunder
Brass Fire
Bronze Lightning
Cobalt Cold
Copper Acid
Gold Fire
Iron Lightning
Mercury Poison
Mithril Radiant
Orium Acid
Silver Cold
Steel Force
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.  

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.  

Ooze-touched


Your power draws from the magic properties that animates oozes. You or your ancestors perhaps rendered a sentient gelatinous cube a great service, you were dipped in a vat of arcane gelatin, or you hail from the para-elemental plane of ooze. Whatever the cause, this strange magical power dwells within you. This power comes at a cost. The ooze coursing through your veins demands to be unleashed. It sometimes oozes out your pores.   Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. Ooze-touched sorcerers have a reputation (deserved or not) for reckless behavior.   At your option, you can pick from or roll on the following table to create a unique quirk for your character.

Ooze-touched Quirks

d6 Quirks
1 I never need to drink ale because I'm already drunk.
2 I bend, stretch, and mold the truth, exaggerate, or outright lie to be interesting to other people.
3 I find it hard to care about important things and instead focus on what is most trivial.
4 There is only one person I can trust. And only I can see this special friend.
5 I can’t take anything seriously. The more serious the situation, the funnier I find it.
6 What I believe aren’t just conspiracy theories, that’s just what they want you to think about me.
 

Sticky Touch

  At 1st level, you gain the ability to cover your hand with a light coating of ooze. Starting at 18th level, your Sticky Touch feature can eat through 2-inch-thick, nonmagical wood or metal in 1 round.  

Mantle of Slime

  Starting at 1st level, you unleash the power of the ooze which flows through you. As a bonus action, your flesh and blood polymorph into translucent ooze of a color of your choosing, leaving your bones and equipment untouched. You look like a walking skeleton encased in rubbery slime. For 1 minute, you gain the following benefits:  
  • You have resistance to bludgeoning and piercing damage.
  • Any creature takes 1d4 acid damage if it hits you with a melee attack within 5 feet of you or if it touches you. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d6).
Once your use this feature, you can’t use it again until your finish a long rest.  

Gelatinous Defense

At 6th level, you gain resistance to acid damage.   You also gain the ability to defend yourself by momentarily assuming a gelatinous form. As a reaction, when you are hit by an attack and take slashing or lightning damage from it, you can spend 1 sorcery point to reduce that damage by an amount equal to your sorcerer level plus your Charisma modifier.

Form of Sludge

Starting at 14th level, you gain the ability to enter a sem-ifluid state while moving. You gain a climbing speed equal to your walking speed. Additionally, you can cast Spider Climb on yourself once per long rest.   On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.  

Soul of Ooze

Starting at 18th level, your being is altered by the power of the ooze. Your Mantle of Slime feature gains the following improvements:
  • The acid damage is increased by your Charisma modifier.
  • You corrode any nonmagical weapon that hits you. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
  • Nonmagical ammunition that hits you is destroyed after dealing damage.
  • When you cast a sorcerer spell of 5th level or lower that deals acid damage, you can deal maximum damage with that spell.
  • You are no longer limited in how often you can activate the Mantle of Slime feature and the first time you do so, you suffer no adverse effect. If you use the Mantle of Jelly again before you finish a long rest, you take 2d12 necrotic damage. Each time you use the Mantle of Jelly feature again before finishing a long rest, the necrotic damage increases by 1d12. This damage ignores resistance and immunity.
  Once you use this feature, you can’t use it again until you finish a long rest.  

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.  

Storm Sorcery Features

Sorcerer Level Feature
1st Wind Speaker, Tempestuous Magic
6th Heart of the Storm, Storm Guide
14th Storm's Fury
18th Wind Soul
 

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 forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this 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. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.  

Wild Magic Surge

d100 1d100 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 Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each 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 For the next minute, you must shout when you speak.
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.
 


Created by

JD Kenada.

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