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Sorcerer

(Revised)
The sorcerer has always been expressed as a magic user who holds raw power that is more primal
and instinctive than the studious wizard, but the discrete nature of spells and restrictions on (or
shared) metamagic never made the sorcerer stand out as something truly different or re lected the
primal nature of their ability. They could never do something substantial with magic that those
trained in its use could not. The goal of this revision was to have the sorcerer only command a list of
fundamental magical powers that they then turn into something much more devastating, making
metamagic not just a bonus separate from spells but the very thing that makes a sorcerer a sorcerer.
This still does not have the same number of codi ied solutions a class like a wizard might have, but
their powers are more lexible than spells and still plenty potent.

The Sorcerer
Proficiency Sorcery Shaping Cantrips Powers Metamagic
Level Features
Bonus Points Limit Known Known Known

1st +2 4 1 Shaping, Sorcerous Origin 4 2 1


2nd +2 5 2 Font of Magic 4 3 2
3rd +2 6 3 Sorcerous Origin Feature 4 3 2

4th +2 7 3 Ability Score Improvement 5 3 2

5th +3 8 4 — 5 4 3
6th +3 9 4 Sorcerous Origin Feature 5 4 3
7th +3 10 5 — 5 5 4

8th +3 11 5 Ability Score Improvement 5 5 4

9th +4 12 4 — 5 6 5
10th +4 13 4 Improvisational Shaping 6 6 5
11th +4 14 5 — 6 7 5

12th +4 15 5 Ability Score Improvement 6 7 6

13th +5 16 8 — 6 8 6
14th +5 17 8 Sorcerous Origin Feature 6 8 6
15th +5 18 9 — 6 9 7

16th +5 19 9 Ability Score Improvement 6 9 7

17th +6 20 10 — 6 10 7
18th +6 21 10 Sorcerous Origin Feature 6 10 8

19th +6 22 10 Ability Score Improvement 6 10 8

20th +6 23 10 Sorcerous Restoration 6 10 8




Class Features Cantrips
As a sorcerer, you gain the following class At 1st level, you know four cantrips of your
features. choice from the sorcerer spell list. You learn

additional sorcerer cantrips of your choice at
Hit Points higher levels, as shown in the Cantrips Known
Hit Dice: 1d6 per sorcerer level column of T able: The Sorcerer.
Hit Points at 1st Level: 6 + your Constitution
modi ier
Hit Points at Higher Levels: 1d6 (or 4) + Sorcery Points
your Constitution modi ier er sorcerer level You have 4 sorcery points, and you gain one
after 1st additional point every time you level up, to a
maximum of 23 at 20th level. You can never
Pro iciencies have more sorcery points than shown on the
Armor: None table for your level. You regain all spent
Weapons: Daggers, darts, slings, sorcery points when you inish a long rest.
quarterstaffs, light crossbows
Tools: None Invoking A Power
You invoke your power as an action, spending
Saving Throws: Constitution, Charisma 1 sorcery point and performing the described
Skills: Choose two from Arcana, Deception, action. Some powers allow for more than 1
Insight, Intimidation, Persuasion, and point to be spent invoking the power for an
Religion additional effect. Invoking a power requires
verbal and somatic components, but you can
Equipment use an arcane focus in place of one or the
You start with the following equipment other; and it is treated like casting a spell - the
granted by your background: level of which is given in the table below
based on points spent invoking the power:
● (a) a light crossbow or ( b) any simple
weapon Shaping Table
● (a) a component pouch or ( b) an Points Spent Effective
arcane focus Invoking Spell Level
● (a) a dungeoneer's pack or ( b) an
1 1st
explorer's pack
● Two daggers 2 1st
3 2nd
Shaping 4 3rd
5 4th
In their most basic form, sorcerers can use
magic that could only rival cantrips. Shaping 6 5th
is the method used to change the nature of 7 6th
that power into something greater. When a 8 7th
sorcerer is said to know a power, they know it
better than any school could teach. They do 9 8th
not care the source or the proper form, but 10 9th
they can deconstruct and modify it to their
whim.
Charisma is your the ability used for Powers and Metamagic Known at
your powers, since the power of your magic
relies on your ability to project your will into 1st Level and Higher
the world. You use your Charisma whenever a Your Sorcerous Origin gives you two initial
power refers to your spellcasting ability. In powers and a metamagic, but your knowledge
addition, you use your Charisma modi ier grows as your experience does.
when setting the saving throw DC for a The Powers Known and Metamagic
sorcerer power you invoke and when making Known column of T able: The Sorcerer
an attack roll with one. shows when you learn more powers of your
choice. Additionally, when you gain a level in
Power save DC = 8 + your pro iciency bonus this class, you can choose one of the bonus
+ your Charisma modi ier part of invoking a power or casting a cantrip,
you shape it by spending any number of
Power attack modifier = your pro iciency sorcery points up to the Shaping Limit for
bonus + your Charisma modi ier your level shown in the table below. The effect
of shaping depends on the metamagic used;
some only have a single effect when used,
Metamagic while others scale based on the points spent.
Along with your initial powers, your origin
also sets the irst technique you use to shape
cantrips and powers known as metamagic. Powers and Metamagic Known at
Aspart of invoking a power or casting a 1st Level and Higher
cantrip, you shape it by spending any number Your Sorcerous Origin gives you two
of sorcery points up to the Shaping Limit for initial powers and part of invoking a power or
your level shown in the table below. The effect casting a cantrip, you shape it by spending
of shaping depends on the metamagic used; any number of sorcery points up to the
some only have a single effect when used, Shaping Limit for your level shown in the
while others scale based on the points spent. table below. The effect of shaping depends on
the metamagic used:

Shaping Table
Points Spent
Combine Extend Distant Twin Empower Expand
Invoking

1 — Doubled +10 feet 2 targets +2d8 +5 feet


2 — Tripled +60 feet 3 targets +3d8 +10 feet
3 2 Powers +1 hour +300 feet 4 targets +4d8 +20 feet
4 3 Powers +8 hours +1000 feet 5 targets +5d8 +30 feet
5 4 Powers +1 day +1 mile 6 targets +6d8 +50 feet
6 5 Powers +1 week +100 miles 7 targets +8d8 +70 feet
7 6 Powers +1 month +300 miles 8 targets +10d8 +100 feet
8 7 Powers +1 year +1000 miles 9 targets +12d8 +500 feet
9 8 Powers Permanent Any Distance 10 targets +15d8 Within sight

part of invoking a power or casting a cantrip,
you shape it by spending any number of
Ability Score Improvement
sorcery points up to the Shaping Limit for
your level shown in the table below. The effect When you reach 4th level, and again at 8th,
of shaping depends on the metamagic used; 12th, 16th, and 19th level, you can increase
some only have a single effect when used, one ability score of your choice by 2, or you
while others scale based on the points spent. can increase two ability scores of your choice
by 1. As normal, you can't increase an ability
score above 20 using this feature.
Powers and Metamagic Known at
1st Level and Higher Improvisational Shaping
Your Sorcerous Origin gives you two initial

powers and a metamagic, but your knowledge
By the time you reach 10th level, you are
grows as your experience does.
comfortable shaping magic to your whim
The Powers Known and Metamagic
even without understanding it. You can use
Known column of T able: The Sorcerer
the chaotic and unpredictable power of your
shows when you learn more powers of your
magic to deal with a problem in front of you
choice. Additionally, when you gain a level in
when you are not engaged in combat,
this class, you can choose one of the bonus
concentrating on a power, or otherwise in a
powers you know and replace it with another
situation that could call for a concentration
power.
check. When you do so, spend 3 sorcery

points and make a Charisma check adding
Sorcerous Origin your pro iciency modi ier to the roll. If
successful, you are able to achieve the effect
An event in your past, or in the life of a parent you desire.
or ancestor, left an indelible mark on you, However, even if you fail you do still
infusing you with an innate ability to craft shape your magic in a wild and unpredictable
magic anyone without it in their very being way, possibly making the situation worse.
could not.
Choose a sorcerous origin, which
describes the source of your innate magical
Sorcerous Restoration

power: Draconic Bloodline or Wild Magic,
At 20th level, you regain all expended sorcery
both detailed at the end of the class
points and hit dice whenever you inish a
description.
short or long rest.
Your choice grants you features when

you choose it at 1st level and again at 3rd, 6th,
14th, and 18th level.

Sorcerous Origins
Different sorcerers claim different origins for
Font of Power their innate magic.

At 2nd level, you can fuel your magic with
your own life energy. When you spend hit dice
Draconic Bloodline
at the end of a short rest, you can choose to

Your innate magic comes from draconic magic
regain hit points or sorcery points.
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 increases by 1 and increases by 1 again
bargain with a dragon or who might even whenever you gain a level in this class.
have claimed a dragon parent. Some of these
bloodlines are well established in the world, Dragon Scales
but most are obscure. Any given sorcerer Starting at 3rd level, parts of your skin are
could be the irst of a new bloodline, as a covered by a thin sheen of dragon-like scales.
result of a pact or some other exceptional When you aren’t wearing armor your AC
circumstance. equals 13 + your Dexterity modi ier.
Additionally, you gain resistance to
Powers Known: Breath(Ancestry Damage), the type of damage associated with your
Repulse draconic ancestry.
Metamagic Known: Empower

Elemental Af inity
Dragon Ancestor Starting at 6th level, when you invoke a power
At 1st level, you choose one type of dragon as or cast a spell that deals damage of the type
your ancestor. The damage type associated associated with your draconic ancestry, add
with each dragon is used by features you gain your Charisma modi ier to the irst time that
later. ability deals damage.
As a reaction, you can spend 2 sorcery
Draconic Ancestry point to absorb any damage of that type dealt
Dragon Damage Type to you until your next turn reducing the
damage dealt to you to 0. At the beginning of
Black Acid your turn, gain hit points equal to half the
Blue Lightning damage absorbed with this ability, up to your
Brass Fire sorcery point maximum.

Bronze Lightning
Dragon Wings
Copper Acid At 14th level, you gain the ability to sprout a
Gold Fire pair of dragon wings from your back, gaining
Green Poison a ly speed equal to your current speed. You
can create these wings as a bonus action on
Red Fire your tun. They last until you dismiss them as
Silver Cold a bonus action on your turn.
White Cold You can’t manifest your wings while
wearing armor unless the armor is made to

accommodate them, and clothing not made to
You can speak, read, and write Draconic.
accommodate your wings might be destroyed
Additionally, whenever you make a Charisma
when you manifest them.
check when interacting with dragons, your

pro iciency bonus is doubled if it applies to
the check. Draconic Presence
You become immune to damage of the type
associated with your draconic ancestry, and
Draconic Strength you don’t need to pay a sorcery point cost to
As magic lows through your body, it causes
absorb damage of that type.
physical traits of your dragon ancestors to
In addition, you can spend a bonus
emerge. At 1st level, you hit point maximum
action to reduce the total sorcery point cost
spent to invoke Burst powers of that damage Any time before you regain sorcery
type or thee Repulse power by 3 until the end points, the DM can have you roll on the Wild
of your turn. Magic Surge table immediately after you cast
a spell or invoke a power. If they do, you
Wild Magic regain 2 sorcery points.

Your innate magic comes from the wild forces Untamed Knowledge
of chaos that underlie the order of creation. At 3rd level, your mind is touched with the
You might have endured exposure to some churning chaos that fuels your magic.
form of raw magic, perhaps through a planar Whenever you complete a short or long rest,
portal leading to Limbo, the Elemental Planes, you can choose to roll a d20. If you roll a 1 or
or the mysterious Far Realm. Perhaps you a 20, you can forget a cantrip or power you
were blessed by a powerful fey creature or know and learn a new cantrip or power in its
marked by a demon. Or your magic could be a place.
luke of your birth, with no apparent cause or
reason. However it came to be, this chaotic
magic churns within you, waiting for any
Bend Luck
outlet. Starting at 6th level, you have the ability to
twist fate using your wild magic. When
Powers Known: Endure, Recall another creature you can see makes an attack
Metamagic Known: Twin 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
Wild Magic Surge rolled as a bonus or penalty (your choice) to
Starting when you choose this origin at 1st the creature's roll. You can do so after the
level, your spellcasting can unleash surges of creature rolls but before any effects of the roll
untamed magic. Immediately after you use occur.
metamagic to shape a power or spell, the DM
can have you roll a d20. If you roll a 1, roll on Controlled Chaos
the Wild Magic Surge table to create a random At 14th level, you gain a modicum of control
magical effect. A Wild Magic Surge can over the surges of your wild magic. Whenever
happen once per turn. you roll on the Wild Magic Surge table, you
If a Wild Magic effect is a spell, it's too can roll twice and use either number.
wild to be affected by Metamagic. If it
normally requires concentration, it doesn't Spell Bombardment
require concentration in this case; the spell Beginning at 18th level, the harmful energy of
lasts for its full duration. your spells intensi ies. When you roll damage
for a spell and roll the highest number

possible on any of the dice, choose one of
Tides of Chaos those dice, roll it again and add that roll to the
Starting at 1st level, you can manipulate the damage. You can use the feature only once per
forces of chance and chaos to gain advantage turn.
on one attack roll, ability check, or saving
throw by spending 2 sorcery points as a part
of performing the action.
Metamagic
You can use as many metamagic options on a
power or cantrip as you want, but the total
sorcery point cost cannot pass your shaping sorcery points to increase the damage dealt
limit. When a metamagic allows for a number by the spell.
of sorcery points to be spent, the effect is
described in the T
able: Shaping Table. Expand
When you invoke a power or cast a spell that
Careful targets an area of effect, you can spend a
When you invoke a power or cast a spell that number of sorcery points to increase the size
forces other creatures to make a saving throw, of the area of the power or spell.
you can protect some of those creatures from
the power or spell’s full force. To do so, you Extend
spend 1 or 2 sorcery points and choose a When you invoke a power or cast a spell, you
number of those creatures up to your can spend a number of sorcery points to
Charisma modi ier (minimum of one increase any amount of time listed in the
creature). If you spend 1 point, a chosen power or spell.
creature automatically succeeds on its saving
throw against the power or spell. If you spend
2 points, a chosen creature is not affected by Heighten
the power or spell. When you invoke a power or cast a spell that
forces a creature to make a saving throw to
resist its effects, you can spend 3 sorcery
Combine points to give one target of the power or spell
Restriction: Sorcery Powers Only disadvantage on its irst saving throw made
When invoking a power, you can spend a against the power or spell. Alternatively, you
number of sorcery points to combine the can spend the same number of sorcery points
effects of a different power. The powers are to give yourself advantage on the irst attack
invoked with the worst range, number or roll of a power or spell.
targets, or area of effect of the combined
powers - for example is one power targets a
creature and one affects an area the combined Quicken
spell targets one creature in the area of effect When you invoke a power or cast a spell that
that is also in the range of the other power. has a casting time of 1 action, you can spend 2
You must roll an attack roll or call for a save sorcery points to invoke the power or cast the
from each power individually even when they spell as a bonus action instead.
are invoked at the same time.
Sculpt
Distant Restriction: Sorcery Powers Only
When you invoke a power or cast a spell that When you invoke a power with an area of
has a range of 5 feet or greater, you can spend effect, you can spend 2 sorcery points to
a number of sorcery points to extend the change the area of effect to a different one of
range of the power or spell. the same size. For example, you can change a
When you cast a spell that has a range cone to a radius or a line to a cube.
of touch, it counts as having a range of 0 feet.
Subtle
Empower When you invoke a power or cast a spell, you
When you invoke a power or cast a spell that can spend 1 sorcery point to invoke or cast it
deals damage, you can spend a number of without any somatic or verbal components.

Twin Attract makes the touched object or creature
Restriction: Sorcery Powers Only supernaturally draw the attention of the
When you invoke a power that targets a designated threat within a 30 foot around the
creature, you can spend a number of sorcery target. Typically this power is used to draw a
points to increase the number of targets creature type to an area, but it has also been
affected by the power used to bend the direction of arrows or draw
a school of spellcasting. You must make a
power attack roll against an unwilling
Sorcery Powers creature targeted by the power, but the effect
If a sorcery power has prerequisites, you of the power varies based on the threat listed:
must meet them to learn it. You can learn the Creature Type: Any creature that
invocation at the same time that you meet its begins its turn in the effect of the power must
prerequisites. If a power has brackets make a Wisdom saving throw or move as
following its name, you must choose a single close as they can to the target. An creature
version of the power to learn though you can with intelligence of 6 or less is compelled to
learn that power multiple times with different attack the object if they are able to.
variations each time. Spell Effect: If a magical spell or spell
These powers are intended to be like effect includes the area of effect of this
lexible, a Dungeon Master must use their power, the source of the effect must make a
common sense when the power is invoked. Wisdom saving throw or their effect becomes
centered on the target of this power. If a
creature other than the target must save
Animate against the magical effect, they have
Range: 120 feet advantage on the saving throw.
Duration: Concentration, up to 1 minute Objects: If an item is in the area of
Animate imbues one tiny non magical with a effect of this power, it moves 10 feet power
semblance of life, permitting it to move under round towards the target. Anyone holding the
its own power. These objects are under your object must make a Strength saving throw or
command, and interacts with the have disadvantage on attack rolls while
environment as if you were - such as holding the object, though it doesn’t ly from
attempting ability checks with your bonus. An their grasp unless they let go.
animated object cannot make attacks, and Ranged Attacks: That would cross the
uses the statistics of the objects in the area of effect of this power are made as
animated objects spell. disadvantage if either attack roll would have
Enhanced - By spending up to 5 hit the intended target, it changes course and
sorcery points to invoke this power instead of hits the target of this power instead.
1, you can increase the number of object
targeted by this power by 2 per point spent
above 1. For each point spent above 1, you can Banish
target one step larger objects with the power Range: 60 feet
to a maximum of huge sized objects. If you Duration: Concentration, up to 1 round
spend 3 or more points to invoke this power, You temporarily banish a creature to its native
the objects can be used to attack. plane, or to a harmless demiplane if it
currently resides on its native plane. The
target must make a Charisma saving throw or
Attract(Threat) be banished, returning to the same space or
Range: Touch the closest unoccupied space at the end of the
Duration: 10 minutes power’s duration.
Enhance - If the target comes from a be linked to your mind, and will try to follow
different plane, than you can spend 4 sorcery any instruction you verbally express to the
points to completely banish them to their best of its ability. The creature is aware of its
native plane instead. actions, and the power will end if it is harmed
following your instruction or if it makes an
Breathe(Damage Type) attack.
Range: Self(15-foot cone) Enhanced - If you spent 5 or more
Duration: Instantaneous sorcery points invoking this power, you can
You breathe out violently illing the area of choose to either remove the advantage on the
effect with damage of the chosen type. saving throw in combat, prevent the end of
Creatures and objects in the area must make the duration early if it is harmed, or prevent
Dexterity saving throws or take 1d8+your the end of the duration early if it makes an
power modi ier damage of that type or half attack. If you spend 9 or more sorcery points
that damage on a successful save. invoking this power, you can choose to ignore
all the drawbacks instead.

Bypass Armor
Range: Touch Enhance
Duration: 1 minute Range: 60 feet
The next time the target attacks a creature, Duration: 1 minute
they roll against an AC of 10 + the creature’s When you invoke this power, choose one
dexterity modi ier. If the attack is made ability score. Choose one creature within
against an object, the attack automatically range, it has advantage on ability checks using
succeeds and is considered a critical hit. that ability score for the duration.
Enhanced - If you spend more than 3
sorcery points total to invoke this power, it Enchant
can be invoked as a part of an attack you Range: Touch
make, or you can use your reaction to invoke Duration: Special(See Text)
the power on a target in range. This power can only be invoked with the
Combine metamagic. You touch an object and
Diminish store the combined power cancelling the
Range: 60 feet effect of the invoked power. The power’s
Duration: 1 minute effect gets released when the next time you
When you invoke this power, choose one complete a short or long rest, with any area of
ability score. Choose one creature within effect centered on the object or targeting the
range, it must make a saving throw for that closest creatures within range of the object.
ability score, or have disadvantage on ability If this power is invoked with a
checks using that score for the duration. duration of 1 day or longer, then the effect
gets released at the end of the duration
instead.
Dominate(Creature Type) Enhancement - You can spend an
Range: 10 feet additional 2 sorcery points when invoking
Duration: Concentration, up to 30 minutes this spell to name a speci ic trigger, such as a
A creature targeted by this power must make command word or by touch. The stored
a Wisdom saving throw or become charmed power effect is invoked at the trigger or the
by your for the duration. If you are attacking next time you complete a short or long rest,
the creature, it has advantage on the saving whichever comes irst.
throw. A creature charmed by this spell will
Endure weapons are enlarged, the target's attack with
Range: Touch them deal 1d4 extra damage.
Duration: Concentration, up to 1 hour Reduce. The target's size is halved in
Endure allows the recipient of the power to all dimensions, and its weight is reduced to
abstain from something usually required for one-eighth of normal. This reduction
life, removing both the desire or need decreases its size by one category - from
for/from it as well as removing the effect for Medium to Small, for example. Until the spell
the duration of the power. When the spell is ends, the target also has disadvantage on
cast, the substance or process being endured Strength checks and Strength saving throws.
must be chosen. Typical choices include hot The target's weapons also shrink to match its
or cold weather, breathing, food, addictions, new size. While these weapons are reduced,
poisons, or diseases. This spell does not the target's attacks with them deal 1d4 less
prevent hit point damage from attacks or damage (this can't reduce the damage below
magic, but it can be used to ignore the pain 1).
that might require a concentration check or
allow a creature to ignore the effects of Enthrall
exhaustion or the need to breath when Range: Self (5-foot radius)
underwater. It also doesn’t cure the cause for Duration: 10 minutes
a sickness, exhaustion, poison, etc. As you invoke this power, you must speak a
An unwitting target of this power may one word command. All intelligent creature
elect to make a Wisdom saving throw to resist that can hear you must make a Wisdom
the effect. saving throw or attempt to complete the
command to the best of their ability.
Enlarge/Reduce Creatures immune to being charmed are
Range: Touch immune to this power.
Duration: 1 minute Enhancement - You can invoke this
Choose either a creature or an object that is power for 3 sorcery points instead of 1, if you
neither worn nor carried within range. If the do you make speak a complete instruction
target is unwilling, it can make a Constitution instead of a one word command.
saving throw. On a success, the spell has no
effect. Evoke
If the target is a creature, everything it Range: 5 feet
is wearing and carrying changes size with it. Duration: 30 minutes
Any item dropped by an affected creature You conjure a creature from another plane
returns to normal size at once. under your service, the function of which is
Enlarge. The target's size doubles in detemrined by how many points were spent
all dimensions, and its weight is multiplied by evoking the spell after metamagic:
eight. This growth increases its size by one Less than 4 Points - This power
category - from Medium to Large, for example. functions like u nseen servant.
If there isn't enough room for the target to 4 Points or More - This power
double its size, the creature or object attains functions like a spell of the same effective
the maximum possible size in the space spell level as this power. It must be a spell
available. Until the spell ends, the target also from the conjuration school, and the power
has advantage on Strength checks and must resolve with one or more creatures
Strength saving throws. The target's weapons conjured from its effect or else the power fails
also grow to match its new size. While these and the points spent are lost.

Fly remain motionless. If the vessel is destroyed
Range: Touch the power immediately ends.
Duration: Concentration, up to 1 round Enhancement - If you spend 5 or more
You touch a willing creature. The target gains sorcery points on invoking this power, than
any effect that would kill the target
a lying speed equal to their walking speed for
instantaneously instead breaks the vessel and
the duration. When the spell ends, the target
the effect is canceled. In addition, the target
falls if it is still aloft, unless it can stop the fall. no longer needs to remain in sight of the
Enhancement - If you spent 4 or more target for the duration.
sorcery points on invoking this power, then By spending 5 points to invoke this
the target can choose a 60 foot lying speed if power, than you can transfer your own soul in
they desire. its entirety into the vessel and your body
appears completely dead. You cannot move or
use reactions while in the vessel, but you can
Haste speak and perceive normally. As an action,
Range: Touch
you can extend your soul up to 100 feet in any
Duration: 1 minute
direction and either return to your body
You touch a creature. The target’s speed is
appearing to come back to life. If your body is
doubled for the duration. When the power
not within 100 feet at the end of the duration,
ends, the target can’t move or take actions
or if it is at 0 hit points, you die.
until after its next turn.
Alternatively, you can pull a creature’s
Enhancement - If you spend 2 or more
soul from their body into the vessel. An
sorcery points on invoking this power, its
unwilling target must make a Charisma save,
duration changes to concentration, up to 1
and on a failure their soul is transferred into
minute. If you do, you can spend up to 3
the container where they can speak and
additional sorcery points to gain 1 of the
perceive normally but can otherwise take no
following bonuses per point spent for the
action. If the target’s body is not within 100
duration: the target gains +2 to AC, the target
feet at the end of the duration, or if it is at 0
has advantage on Dexterity saving throws, the
hit points, it dies. If you invoke this power in
target can take an additional action on its turn
this way within 1 round of a creature dying,
(its additional action is limited to the Attack
you can permanently trap its soul inside the
action, Dash, Disengage, hide, or Use an
vessel.
Object).


Hide Life Hinder
Range: Self(40-foot cube)
Range: Touch
Duration: 1 minute
Duration: 1 hour
Up to six creatures of your choice in the area
You touch a creature and remove a portion of
of effect of the power must succeed on a
their soul to be stored inside a vessel of your
Wisdom saving throw or half their speed
choice, typically a gemstone. The creature
reduced by half and can’t use reactions.
takes 1 damage, and the next time they would
A creature affected by this spell makes
be reduced to 0 hit points they are reduced to
another Wisdom saving throw at the end of
1 hit point instead as the soul returns to their
body. They must remain within your sight for its turn. On a successful save, the effect ends
the duration, or the spell ends and the for it.
creature gains 1 hit point. The target appears Enhancement - If you spend 2 or more
dead for as long as they don’t breathe and sorcery points on invoking this power, its
duration changes to concentration, up to 1
minute. If you do, you can spend up to 3 extends into the ethereal plane blocking
additional sorcery points to gain 1 of the ethereal travel.
following bonuses per point spent for the If you spend 8 or more sorcery points
duration: the target takes a -1 penalty to AC, on invoking this power, this spell cannot be
the target has disadvantage on Dexterity dispelled.
saving throws, the target can only take an
action or bonus action on its turn. Intuition
Range: Self
Holdfast Duration: Concentration, up to 10 minutes
Range: 60 feet For the power’s duration, you can attempt to
Duration: Concentration, up to 1 round discern the true emotions and motives of an
Choose a medium or smaller sized creature or intelligent creature you can perceive within
object you can see within range. The target 30 feet as an action. The target must be
must succeed on a Wisdom saving throw or capable of emotional thought, and makes a
be ixed in place for the duration. A creature Charisma saving throw. On a failed, save you
that is ixed in place is effectively restrained, learn the prevailing emotions in the target
but cannot be moved from their spot. and any other object or creature that emotion
A creature can make another Wisdom is focused on. On a successful save, you learn
saving throw at the end of each of its turn. On the strongest emotion it feels without context.
a success, the spell ends on the target. Enhancement - If you spend 4 or more
Enhancement - By spending up to 6 sorcery points on invoking this power, you
sorcery points to invoke this power instead of cannot be suprised. If you do, you can spend
1, you can target one step larger creatures or up to 4 additional points to add 1 effect per
objects with the power for every 2 points point spent: you have advantage on attack
spent. If you spend 3 or more sorcery points rolls, you have advantage on ability checks,
invoking this power, it is considered you have advantage on saving throws, or
paralyzed instead of restrained. creatures have disadvantage on attack rolls
against you.
Imprison
Range: Self(5-foot cube) Mark
Duration: 1 minute Range: Special(See Text)
A cage of visible magical force springs to Duration: Concentration, up to 1 hour
existence around the area of effect of this You choose a creature or object you can see
power. The cage is made from a lattice of within range, and paint it with an invisible
½-inch bars spaced with a ½-inch gap. I f the mark only you and any ally within a 5-foot
creature tries to use teleportation or radius of you can see. Until the spell ends, the
interplanar travel to leave the cage, it must target appears to shed light in a 10-foot
irst make a Charisma saving throw. On a radius for anyone that can see the mark and
success, the creature can use that magic to the creature cannot bene it from being
exit the cage. On a failure, the creature can't invisible or obscured by anything besides
exit the cage and wastes the use of the spell or hard cover. Furthermore, the creature leaves
effect. the illuminated mark on any object it touches
Enhancement - The area of effect of for 1 minute for the duration.
the power can be halved (to a minimum of Enhancement - If you know the
10-foot by 10-foot) and create an invisible Empower metamagic, you can spend 2
cube of magical force that prevents any spells sorcery points to invoke this power (instead
cast into or out of the area; this cube also of 1) to add 1d8 extra damage to the target
when you hit it with a weapon attack for the was not there. The creature
duration. may choose the arm, and
If you spend 3 or more sorcery points anything held by that hand is
on invoking this power, anyone that can see immediately dropped.
the mark has advantage on attack rolls 7-12 - The magic affects the target’s
against the creature if they are within 10 feet legs with a creeping
of the mark. numbness. The target cannot
move more than half speed,
Neutralize Magic and must make a Dexterity
Range: Touch save if they attempt the Dash
Duration: Instantaneous action falling prone if they fail.
Choose any creature, object, or magical effect 13-17 - The target’s abdomen is
you can perceive within range. Any magic wracked with churning
with the equivalent effective spell level as this sickness. The target is
power on the target ends. If the effect is of a poisoned, and cannot take
higher effective level, make an ability check reactions. If the targets
using your power ability modi ier to attempt attempts any action other
to end the targeted effect. The DC equals 10 + than moving, they must make
the targeted effect’s effective level. On a a Constitution save or end
successful check, the targeted effect ends. their turn.
Enhancement - If you know the 18-19 - The target’s chest seizes and
Quicken metamagic, you can invoke this gain 3 levels of exhaustion as
power as a reaction by spending 3 sorcery their circulation nearly stops.
points to invoke this power. 20 - The target’s brain is affected, and
If you know the Extend metamagic, they are stunned.
you can invoke this power for a duration of
concentration, up to 1 minute to continuously Perceive(Alien Creatures,
dispel magic on the target for the duration by Condition, Ethereal, Magic,
spending 4 sorcery points to invoke this
power. Secrets)
If you know the Expand metamagic, Range: Self(30-foot cone)
you can invoke this power on a 5-foot radius Duration: Concentration, up to 1 minute
sphere within range by spending 2 sorcery For the duration, you sense the presence of
points to invoke this power. the chosen type within the area of effect. If
you sense the presence, you can see and read
its aura and gain additional information
Palsy depending on the type as an action.
Range: Touch Magic - You can see the outline of any
Duration: Concentration, up to 1 minute object or creature hidden by
Make a power attack roll against a creature in magic, and you can determine
range. On a hit, the target is af licted with a the school of magic if any
condition depending on where your magic used.
touches for the duration. A creature can make Alien Creatures - You know the
a Wisdom saving throw at the end of each of location and creature type of
its turn. On a success, the spell ends on the any aberration, dragon,
target. Roll a d20 to determine the effect: celestial, elemental, fey, iend,
1-6 - The magic makes one of the shapechanger, or undead you
target’s arms go limp as if it perceive.
Condition - You know any condition see through the illusion. A creature that
affecting a creature, and the inspects the illusion closely can use its action
source of the condition. This to make an Intelligence(Investigation) check
includes rare ailments such as against your power save DC to try and see
reduced hit point maximums, through the illusion. A creature that sees
reduced ability scores, etc. and through the illusion still perceives the illusion
their source. but also perceives the truth.
Ethereal - You can force the presence Enhancement - If you know the Sculpt
partially into the material metamagic, you can change your physical
plane, making it visible to appearance into another creature of the same
anyone on that plane as long size with this power by spending 2 sorcery
as it remains in the area of points instead of 1.
effect. It can be interacted If you know the Heighten metamagic,
with as if on either the you can use it and target an object or creature
ethereal or material plane. within range of the power to turn invisible
Secrets - You know if what you along with all their equipment. If you spend
perceive is a door and/or a more than 5 sorcery points invoking the
trap and its location. power in this way, you can make attacks or
Enhancement - By spending 3 sorcery cast spells while invisible otherwise the spell
points to invoke this power instead of 1, you ends when you do so.
can choose to perceive the surface thoughts of
intelligent object or creature as an action Project(Sight, Smell, Sound, Taste,
instead of the chosen type. If you choose to
see and read its thoughts the target it Touch)
becomes aware of the action and must make a Range: 30 feet
Wisdom saving throw. If it fails, you gain Duration: Concentration, up to 1 minute
insight into its thoughts such as worries or You create an invisible intangible sensor
what it is focused on. If it succeeds, you are within 5 feet of you that replaces your sense
ejected from its mind and must make a of the chosen type. As an action, you can move
Wisdom save against your own power or the the sensor to any location within range during
effect ends immediately. the duration of the power. The sensor can
If you know the Heighten metamagic, move through objects but cannot be moved
you can have truesight within the area of through more than 3 foot of wood or dirt, 1
effect as well as seeing into the ethereal plane foot of stone, 1 inch of most metals, or a thin
by spending 5 sorcery points. sheet of lead.
A creature that can see the sensor
sees a luminous intangible shape
Phantom(Sight, Smell, Sound, representing the chosen sense about the size
Taste, Touch) of your ist (such as a large ear for hearing).
Range: 60 feet Enhancement - If you know the
Duration: Concentration, up to 10 minutes Distant metamagic, you can choose to
You create an illusion that fools the chosen perceive a creature or object on the same
sense in an area of effect no larger than a plane of existence as you by spending 6
20-foot cube. As an action, you can move the sorcery points instead of 1. A creature you
illusion within the range of the power. project your sense to perceive this way must
A creature using a different sense to make an Intelligence saving throw, and you
contradict the illusion can make a Wisdom must have been within 30 feet of the target at
save at the beginning of its turn to attempt to least once. On a successful save, power has no
effect and the target is aware of what Re lect
happened. On the target is unaware of the Range: Touch
power’s effect - though if they can see the Duration: Instantaneous
invisible sensor they can still become aware You touch an intelligent creature alive or
of the power that way. Either way, you cannot dead. That creature perfectly recalls an bit
use this power against them again for 24 information you seek if it is able, and you
hours. know as much about the subject as the
If you know the Sculpt metamagic, creature can recall.
you can change the sense you perceive to A living creature may resist this
another as an action by using the metamagic power, to do so they must succeed an
to invoke the power. Intelligence saving throw against your power
DC.
Portal
Range: 30 feet Regenerate
Duration: 1 round Range: Touch
You open a doorway in front of you and at Duration: Instantaneous
another location within range. Anyone you A creature you touch regains a number of hit
choose can walk through one doorway to the points equal to 1d8 + your power modi ier.
other so long as you are within 5 feet of one of This power has no effect on undead or
the doorways for the duration. constructs.
Enhancement - If you know the Enhancement - By spending 8 sorcery
Quicken metamagic, you can invoke this points to invoke this power instead of 1, the
power as a reaction by spending 5 sorcery target regains their full hit points any
points instead of 1. If you do so, you can step permanent injuries such as severed limbs or
through the doorway as a part of invoking the old scars recover the next time the target
power. takes a long rest.
If you know the Heighten metamagic, If you know the Heighten metamagic,
you can use it to open a portal on a different you can undo debilitating effect by spending 6
plane of existence and/or on a teleportation sorcery points instead of 1. If you do so, you
circle by invoking this with 6 sorcery points can lower the target’s exhaustion level by one,
instead of 1. A portal opened this way must be end an effect that charmed or cursed the
to a named location you know of, or the sigil target, restore one ability score of the target,
sequence of a teleportation circle. or restore the target’s hit point maximum.

Projected Ward Repulse
Range: Special(See Text) Range: 60 feet
Duration: Special(See Text) Duration: 1 minute
You can only invoke this power with the Choose one creature in range, the target must
Combine metamagic. When invoked, it succeed on a Wisdom saving throw or become
changes a power targeting any number of frightened for the duration. A target with 25
individual targets into targeting a 5-foot hit points or fewer makes the saving throw
radius with that target as the center. with disadvantage. The spell has no effect on
Alternatively, you can use this power constructs or undead.
to give a spell with range Self a range of 30 A creature can make another Wisdom
feet. Any area of effect is centered on the saving throw at the end of each of its turn. On
target chosen in range. a success, the spell ends on the target.

Resist(Damage Type) Sense(Object, Named Creature,
Range: 10 feet Nature, Location)
Duration: 1 round Range: Self
The target becomes immune to the damage of Duration: Concentration, up to 1 round
the type chosen for the duration. The target Describe or name a target of the type chosen
must be a creature, or an object no bigger for this power you are familiar with while
than you are. If you invoke this power again, invoking it. You sense the direction to the
any other instance is immediately ended. target’s location, as long as that object is
within a quarter mile of you until the power
Revivify ends. If the object is in motion, you know the
Range: Touch direction of its movement.
Duration: Instantaneous This spell can’t locate an object is any
You use control over the power of living and thickness of lead, even a thin sheet, blocks a
dead. Make a power attack against an undead direct path between you and the object.
creature in range. You can overwrite the
creature’s current commands once, which it Shapeshift(Creature Type)
then follows to the best of its ability. Range: Touch
If you invoke this power on a undead Duration: Concentration, up to 10 minutes
creature that you control, then you gain You change the physical appearance of a
control over it for 24 hours. creature you touch of the chosen type to that
Enhancement - If you know the of a creature of the chosen type that is within
Heighten metamagic, you can use it to invoke one size category of the target and has the
this power. If you do, then you can touch a same or lower challenge rating as the target
medium or small humanoid corpse. If the (or the target’s level if it doesn’t have a
creature died within the last minute it returns challenge rating). The target’s game statistics
to life with 1 hit point, otherwise it becomes a are replaced by the statistics of the chosen
skeleton or zombie depending on the level of creature, but it retains its alignment and
decay. An undead creature created this way is personality. The exception is humanoids,
not under your control. which maintain their original ability scores.
The target assumes the hit points of
Sculpt(Substance Type) its new form. When it reverts to its normal
Range: Touch form, the creature returns to the number of
Duration: Concentration, up to 10 minutes hit points it had before it transformed. If it
You touch an object made of the chosen reverts as a result of dropping to 0 hit points,
material, up to a 5-foot by 5-foot volume. For any excess damage carries over to its normal
every 10 minutes you spend concentrating on form. As long as the excess damage doesn't
the material you can change the shape of a reduce the creature's normal form to 0 hit
1-foot by 1-foot volume to your desired shape points, it isn't knocked unconscious.
(concentrating less than 10 minutes means The target is limited in the actions it
the power has no effect). can perform by the nature of its new form,
Enhancement - If you know the though it maintains its features if they are
Quicken metamagic, you can change the capable of performing in the new form. The
duration of this power to instantaneous if you target does not gain any additional features
spent 5 sorcery points or more invoking it. except for those used by a creature of that
This allows you to shape the entire 5-foot by type. For example, changing an adult black
5-foot volume in an instant. dragon into a young black dragon does not
remove its legendary resistance, tail attack, or
frightful presence while changing a otyugh For the duration of the power you have
into a nothic means it doesn’t preserve any of advantage on all saving throws against spells
its abilities. and other magical effects. If you succeed in
If the target is unwilling it must saving against an effect that deals damage on
succeed a Wisdom saving throw for this a successful save, you take no damage instead.
power ot have any effect, though a For the duration, you consider all
shapeshifter is immune to this power. Any magical effects to be hostile and must succeed
gear the target is carrying when this power is on a Wisdom saving throw against your own
invoked melds into the new form if it is a power save DC for a spell that normally does
different size than the target. If you target not require a saving throw for that spell to
yourself, you can change shape again as an have an effect.
action for the duration of the spell.
Enhancement - If you spend 4 sorcery Summon(Special)
points or more when invoking this power, you Range: Touch
can change the target into any size creature of Duration: Instantaneous
the same type instead of one size category You can touch a speci ic object that its into a
different. 5-foot by 5-foot volume. That object vanishes
If you spend 6 sorcery points or more into a demiplane of your creation, and you
when invoking this power, you can target any can recall the object as a bonus action to an
creature type. This allows you to change any unoccupied space within reach or to your
creature into any size creature of the chosen hand. If you use this power on a different
type. object while another is in a demiplane, the
If you spend 8 sorcery points or more objects swap position as neatly as possible.
when invoking this power, you can change The irst time you learn this power, it
objects into creatures of the chosen type allows you to store one object. If you choose
whose challenge rating is 9 or lower. You can to learn this power again, you can store a
also change creatures into an object of your second object. You can only use one instance
choice. of this power when invoking it, allowing you
to interact with one object at a time (unless
Smother using the Combine metamagic).
Range: Touch
Duration: Concentration, up to 1 minute Tap
Make a power attack roll, if you hit you Range: Special
shroud a creature in a thin vacuum. Creatures Duration: Special
in this vacuum cannot breathe or make This power can only be invoked when
sounds of the duration. You can choose to end combined with another power. If this power
the power early as a reaction, causing a burst deals hit point damage, recover hit points
of magical energy. The target must make a equal to one quarter of the damage dealt. The
Strength saving throw of be pushed 5 feet or maximum hit points recovered can not exceed
knocked prone. ten time the points spent to invoke the power.
You must keep the same hand free If this power cancels a magical effect,
while concentrating on this power. recover sorcery points equal to one quarter
the effect’s level. The maximum sorcery
Spell Resistance points recovered this way cannot exceed one
Range: Self half the points spent to invoke the power.
Duration: 1 minute

Transfer Wound
Range: 20 feet
Duration: Concentration, up to 1 round
Choose a creature in range, any condition that
target is suffering is instantly transferred to
another target within range so that both are
suffering from the same condition for the
duration of the power. The second creature
must succeed on a Constitution saving throw
to cancel the effect.

Transmogrify(Substance Type)
Range: 20 feet
Duration: Concentration, up to 10 minutes
You touch an object made of one material, up
to a 5-foot by 5-foot volume. For every 10
minutes you spend concentrating on the
material you can change a 1-foot by 1-foot
volume of it to material of the chosen type.
After 1 hour, the material reverts back to its
original composition.
Enhancement - If you know the
Quicken metamagic, you can change the
duration of this power to instantaneous if you
spent 5 sorcery points or more invoking it.
This changes the entire 5-foot by 5-foot
volume from one material to the chosen type
in an instant.

Wrack(Damage Type)
Range: 90 feet
Duration: Instantaneous
Make a power attack roll against a creature or
object in range, if successful deal 2d8 damage
of the chosen type to the target. If a target is
reduced to 0 hit points from this damage,
there is an obvious sign of the type of damage
dealt such as a creature being frozen solid or
a wall being melted or caught on ire.

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