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SORCERER Golden eyes flashing, a human stretches out her hand and unleashes the dragontfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the ai: Long hair whipped by a conjured wind, a halfelf spreads his arms wide and throws his head baek. 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 hi finger to strike the ereature, She ducks back behind the rock formation with a grin, unaware that her wild magic has tured her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, CF 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. InnaTE Macic Magic is a part of every sorcerer, sulfusing 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 isa sorcerer. Most of the time, the talents of sorcery appear as apparant flukes. Some sorcerers can't name the origin oftheir power, wile 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, ora taste of, the water from a mysterious spring might spark the gift of sorcery. So too might the gift ofa deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, o 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 (0 hey can discover new and staggering ways to unleash their power. mess and channel their own inborn magic, UNEXPLAINED POWERS Sorverers are rare in the world, and its 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 ifit isn't called on. SORCERER Proficiency Sorcery Level Bonus Points ast = Features Spellcasting, Sorcerous Origin 2nd + Font of Magic ard Metamagic (2) 4th 42 Ability Score Improvement Sth = Metamagic (4), Sorcerous Origin en) feature 7th = 8th Ability Score Improvement oth 5 roth Metamagic (6) ith = Vath + Ability Score Improvement 13th 5 a Metamagi (8), Srcerous Origin sth = V6th Ability Score Improvement ath 5 1th +6 Sorcerous Origin feature 1th Ability Score Improvement Sorcerous Restoration CREATING A SORCERER ‘Sorcerers often have obscure or quixotie motivations driving them to adventure, The most important question to consider when creating your sorcerer is the origin of your power: Asa starting character, youll choose an origin that ties to an array of varied species - but the exact source of your power is up to you to decide. Is ita family curse, passed down to you from distant ancestors? Or did some ‘extraordinary event Ieave you blessed with innate magic but perhaps scarred as well? How do you feel about the power coursing through you? Do you embrace it and master it, or revel in its unpredictable nature? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? Perhaps you feel like you've been given this power for alofiy purpose, or you might decide that the power gives you the right to do what you want, to take what you want from others. Maybe 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 ereated you as an experiment, or the deity who chose you to carry this. ‘SwordMeaw | The Sorcerer, Tweaked | Art by H.R. Sinclair Discorp oF Many Tuines - Discop.coJSARRs? Cantrips Spells Known Known 2 Cass FEATURES Asa sorcerer you gain the following class features. Hrr Points Hit Dice: 146 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifi Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st PROFICIENCIES ‘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 EQuiement You start wilh the following equipment, in addition othe equipment granted by your background: ‘© @)a light crossbow and 20 bolts or (b) any simple weapon ‘+ @)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 chapter 10 for the general rules of spelicasting and chapter 11 for the sorcerer spell list CANTRIPS At Ist 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 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, ifyou know the Istlevel spell burning hands and have a Istlevel and a 2nd-level spell slot available, you can cast burning hands using either spel slot. SPELLS KNOWN OF 18T LEVEL AND HIGHER You know two Istevel spells of your choice from the sorcerer spell lst. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of, these spells must be ofa level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of Ist 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 spel from the sorcerer spell list, which also must be of a level for which you have spell slots. ‘SPELLOASTING ABILITY Charimsa 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 east 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 Setr Focus When you cast spells that require a material component, you: a the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required ignore that component unless it has a value, such SoRCEROUS ORIGIN Choose a sorcerous origin, which describes the source of, your innate magical power. There are too many to upkeep this list, and they're all linked at the end of the class description. Your choice grants you features when you choose it at Ist level and again at 6th, 14th, and 18th level OnrcIN SPELLS Each origin has a list of spellsits origin spells that you gain at the sorcerer levels noted in the origin description. Once: you gain an origin spell you always know it, and it doesn't ‘count against the number of spells you know: Ifyou have an origin spell that daesn't appear on the sorcerer spell lst, the spell is nonetheless a sorcerer spell, for you. Font oF Macic At 2nd level, you tap into a deep wellspring of magie 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 Sth [Any spell slot you create with this feature vanishes when you finish a long rest. 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 slots level ‘SwordMeow | The Sorcerer, Tweaked Discorp oF Many TtNGs - Disconp.cJSAnesr (CREATING SPELL SLOTS ‘Spell Slot Level Sorcery Point Cost Ast 2nd 3rd Ath sth METAMAGIC At 3rd level you gain the ability to twist your spells to suit your needs. You gain two ofthe following Metamagic ‘options of your choice. You gain two more at 6th, 10th, and Lath Ievel. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted AUGMENTED SPELL ‘When you cast a spell that forces a ereature to make a ‘saving throw to resist its effects, you can spend 4 sorcery points to change the first saving throw required for one target of the spell Ifthe original save is a physical atribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is, a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one. 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 spel's full force. To do so, you spend 1 sorcery point and choose a number of those ereatures up to your Charisma modifier (minimum of one creature). A chosen ‘creature automatically succeeds on its saving throw against the spell DELAYED SPELL ‘When you cast a spell you can delay it occuring until the start of your next turn by spending 1 sorcery point (expending the spell slot as normal), When the start of your ‘next turn begins, you can choose to delay it once more, for 1 ‘more sorcery point. 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. ‘SwordMeow | The Sorcerer, Tweaked Discoe or MANy Tinos - Disconp.coJSAnxse EMPOWERED SPELL When you roll damage for a spell, you can spend I sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). 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, toa 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 ofthe spell disadvantage on its first saving throw made against the spell QuIcKENED SPELL When you cast a spell that has a casting ime of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Suptte Spec. When you cast a spell you can spend 1 sorcery point to cast ittwithout any somatic or verbal components. ‘TWINNED SPELL When you cast a spel that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spel’s level to target a second, creature in range with the same spell (1 sorcery point ifthe spell is a cantrip). ‘Tobe eligible, a spell must be incapable of targeting more than one creature at the spells current level For example, ‘magic missle and scorching ray arent 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, Sorcerous RESTORATION ‘At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. SORCEROUS ORIGINS Different sorcerers claim different origins for their innate ‘magic. Many variations exist and the following table lists the various sorcerous origins. Sorcerous ORIGINS ane source __ Page Dacoic Bodine Pl? Hanbook 6 tow Map Cocfeier 788 Cesouched calender 8 peal ight Conder 10 les Win Ascend Swordeow 12 Vapi Blood CadReader 14 eral Hertage supebiw 15 ETT supebia 16 YegardanAeesty supebiy 17 Phoeni Soul RevedUAbyintowe 18 Aberant Coceaier 19:20 Astral Ghost SwordMeow 21-22 AWESOME PEOPLE ‘These awesome people helped this work happen. ‘+ Jackbad, that baddie, for blending the artwork on page 1! + Caim/Cometdance for reviewing Wintry Ascendant. + CaelReader and SargeBriar for making such fantastic ‘works, it must be sorcery. ‘+ Many of my friends on the Discord of Many Things for discussing this with me and giving feedback in arrays of + Eiti/83 for this magnificent GMBinder theme! + Anyone who has supported this concept! Thank you! ‘SwordMeow | The Sorcerer, Tweaked | Art by Coliandre Discorp oF Many Tunes - Disconp.coJSARRsP 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 10 ‘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 new bloodline, as a result of a pact or some other exceptional circumstance. Draconic ORIGIN SPELLS SorcererLevel Spells ist cause fear 3rd dragon's breath sth fear 7th elemental bane sth control winds Vth true seeing Dracon ANCESTOR At Ist 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 Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire silver Cold White Cold 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 Dracontc RESILIENCE ‘As magic flows through your body, it causes physical traits ‘of your dragon ancestors to emerge. At Ist 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 dragom-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier DGS sauce ernie A eer een Disco O MANY Tinos - Discorp.coJSARxsr ELEMENTAL AFFINITY ‘Starting at 6th level when you cast a spell that deals ‘damage of the type associated with your draconie 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, Dracon Wincs At Lath 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 fon 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) toa distance of 60 fect. For 1 minute or until you lose your concentration (as if you were casting a concentration spell) each hostile creature that stars its turn ‘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. this aura must succeed on a Raw Macia You are capable of tapping directly into the source of arcane ‘magic, Your magic is unfiltered, powerful, and hard to control capable of both increased power and unpredictable side effects. You might have been born with this innate capability, or perhaps an encounter with powerful magic has imbued you with these chaotic abilities. Raw ORIGIN SPELLS Sorcerer Level Spells Ist chaos bolt 3rd rystul's magic aura sth dispel magic 7th confusion oth wall of force vith {globe of invulnerability Raw Macic Your magie comes straight from the source ‘unpredictable. Through your will you are able to control it, but this control can be loosened, causing greater enerigies to surge through you, potentially empowering your magic, but also with chaotic side effects. When you cast a sorcerer spell of Ist level or higher, you can choose to roll on both the Positive Surge and Negative Surge tables (using a sep: ate rol for each) to cause both a positive and a ative side effect ofthe spell MAGICAL INTERFERENCE Starting at Ist evel whenever a creature other than yourself within 30 feet of you casts a spell of Ist level or higher, you can use your reaction to force them to roll on both the Positive Surge and Negative Surge tables to cause both a positive and a negative side effect of the spelh CLOSE TO THE WEAVE Beginning at 6th level your unfiltered access to magic allows you to more easily manipulate your spells. You gain two additional Metamagic options of your choice. Additionally, you regain 1 sorcery point when you complete a short rest. SurcE CONTROL At 14th level you gain a measure of control over your raw ‘magic surges. Whenever you roll on the Positive Surge or Negative Surge table, you can reroll the die and must use the new roll UNLIMITED POWER Boginning at 18th level you are able to directly overcharge your spells at cost to your own well-being, When you roll ‘damage for a sorcerer spell of Ist level or higher, you may spend a number of hit dice up to your Charisma modifier. You and any targets ofthe spell take force damage equal to the total rolled. You ean use this feature only once per turn, Positive SuRGES d20 Positive Surge No Effect The smell of your favorite food fils the air around you. ‘Small plants grow to full bloom around your feet. Your clothes become cleaned, and faded dyes return to full brightness, ‘Your body becomes sheathed in a thin layer of protective ‘energy. You gain temporary hitpoints equal to the spel's level + your spelicasting ability modifier. You are innervated, Your movement speed increases by 15 feet until the end of your next turn, ‘The energy ofthe spell flashes brightly. A target of your choice within 5 feet ofthe target ofthe spell must make ‘8 Constitution saving thraw against your Spel Save DC ‘or be blinded until the end of your next turn ‘The energy ofthe spell becomes raw and without defined form. Ifthe spell deals damage, you can choose to change its damage type to force damage. ‘With a surge of energy, you are able to shift your position. You may immediately teleport to apoint of your choice within 10 feet of you. ‘Accs of chaotic energy emanate from the spel. randam hostile creature within 15 feet ofthe target af the spell takes 18 lightning damage. Enemy attacks are pushed away. The next attack against you before the start of your next turn has disadvantage. The air around you crackles. Until the start of your next tum, if 2 creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d4 lightning ‘damage to the attacker. This damage increases by 144 for every level ofthe spell above Ist Ifyou cast a spell before the end of your next tur, roll ‘on this table and gain a positive effect. You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy. ‘The spell amplifies If the spell deals damage, it deals an extra 1d6 damage to each target, increasing by an additional 1d6 for every level ofthe spell above Ist Ifyou take damage from a spell before the start of your next turn, you can roll 1d8 and reduce the damage by the number rolled ‘The spell becomes unusually stable. IFthe spell requires concentration, you have advantage on constitution saving throws you make to maintain it ‘The spell seems to guide itself towards your targets. You have advantage on the attack rll, and targets have disadvantage on saving throws, for this spel The spells efficient, allowing you to siphon excess 4g magic. You regain a Ist level spell slot ifyou have ‘expended any. If you have the Font of Magic feature, you can choose to regain 2 sorcery points instead, 20 Roll twice on this table and gain both effect; eral 20s ‘SwordMeow | The Sorcerer, Tweaked | Raw by Caclreader Discorp oF Many Tuines - Discop.coJSARRs? yr NEGATIVE SURGES 420 Negative Surge 1. Roll twice on this table and suffer both effects; eroll 1s The spell requires additional energy to cast. You must expend a spel slot of Ist level or higher, orelze the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead, The spell becomes erratic and hard to aim. You have 3 disadvantage on the attack roll, and targets have advantage on saving throws, fr this spell. The spell becomes unstable, requiring extra effort to 4 hold in place. Ifthe spell requires concentration, you have disadvantage on concentration checks fori 5 lfyou take damage fom a spell before the stat of your next tum, you take an additional 1d8 force damage. The spell bleeds away energy. I the spell deals damage, it 6 deals 146 less damage to each target, decreasing by an additional 1d6 for every level ofthe spell above Ist Electricity courses through your muscles, causing you to 7 tense up. You suffer the effects of the slow spell until the end of your next turn. If you cast a spel before the end of your next turn roll fon this table and suffer a negative effect. Static energy builds up in your body, waiting for something to ignite it. Until the start of your next tur, if 9. acreature hits you with an attack, you take an additional 1d4 lightning damage. This damage increases by 1d4 for every level ofthe spell above Ist Enemy attacks are drawn to you. The next attack against 10 you before the start of your next turn has advantage [Arcs of chaotic energy emanate from the spel, A random 11 friendly creature within 15 feet of the target ofthe spell takes 148 lightning damage. Your position becomes unstable, and you blink side to 12. side wildly. You immediately teleport toa random point within 10 feet of you The spel als to coalesce and penetrate defenses 13. properly. Ifthe spell deals damage, targets with Fesistance to the damage have immunity instead. ‘flash of light bursts straight into your face. You must 14 make a Constitution saving throw against your Spell Save DC oF be blinded until the end of your next turn 15. Youare enervated. Your movement speed decreases by 15 feet until the end of your next tur, Some of the spells energy backfires. You take force 16 damage equal to the spells level + your spelleasting ality modifier. 17 Yee faint ngngin your es forthe next Fractal, ightningslike scars appear on your hands and 18 arms, which disappear when you receive any magical healing 19 You immediately become thirsty and hungry. 20. No Effect. GopToucHED ‘The gods are beings ofimmense power, but yet, they are distant, refraining from directly meddling in the affairs of ‘mortals. Instead, they invest mortal agents with their powers to carry out their will upon the material plane. A Godtouched is one such agent, imbued with divine power by the gods to complete a specific quest. You might have ‘been godtouched at birth, or through some divine revelation Jater in life. Your magic is divine, your very being carrying @ spark of the gods’ own power within it. Unlike other agents fof the gods, you require no faith and no ritual to channel their might. ‘The gods have vested you with a purpose, a fate, a destiny to fulfill It may be a legendary prophecy, or an enigmatic {quest that you yourself do not know the extent of, You may receive celestial visions or messages concerning your destiny, and dark forces are almost assuredly working 10 stop it. GopToucHED ORIGIN SPELLS Sorcerer Level Spells ist cure wounds ard prayer of healing Sth revivily 7h ‘Buardian of faith 9th ‘greater restoration 1th heal Divine Sout Starting at 1st level you are imbued with divine magic, rather than arcane as other sorcerers are. You do not use the sorcerer spell list for your Spelicasting feature, instead you use the cleric spell list. All spells on the cleric spell ist ‘count as sorcerer spells for you, and the spells on the ‘sorcerer spell list no longer count as sorcerer spells for you. ‘Additionally, you can speak Celestial and you are able to use a holy symbol as your spelleasting focus. Drvine Destiny At Ist level your destiny is ordained by celestial powers, and fate itself can be bent to serve it. Work with your DM to determine what your divine destiny is, and how much you know about it. You have advantage on Intelligence and Wisdom checks to recall information or discover insights about your destiny Ifyou fail an ability check, saving throw, or 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 fong rest. (CHANNEL Divinity Beginning at 6th level you are able to channel divine energy to fuel magical effects. Each Channel Divinity option listed below explains how to use it. When you use your Channel Divinity, you choose which option to use. You must finish a short or long rest to use your Channel Divinity again. ‘Some Channet Divinity effects require saving throws, When you use such an effect from this class, the DC equals, your sorcerer spell save DC. Blessing of Life. When you use a spell of 1st level or higher to restore hit points toa creature, you can cause the creature to regain additional hitpoints equal to 148 ~ the spelt’s level. using your Channel Divinity Blinding Rebuke. When you are damaged by a creature within 60 fect of you that you can see, you can use your Channel Divinity as a reaction to cause a blinding flash of light to erupt in front ofthe target. The target must succeed on a Constitution saving throw or be blinded until the end ofits next turn, Empowered Radiance. When you roll damage for a spell you can use your Channel Divinity to deal additional radiant damage equal to the spell's level + your Charisma modifier to each creature damaged by the spell SrRapHic Form Ar 14th level, your divine essence causes you to undergo a physical transformation. Your appearance takes on an otherworldly aspect, simultaneously beautiful kind, and imposing. You gain proficiency with Intimidation and Persuasion, and your proficieney bonus is doubled for ability checks that use them. Additionally, you are able to briefly conjure spectral wings to bear you alojt, As a bonus action you can conjure these wings, granting you a flying speed of 30 feet until the end of your turn. Whenever you fall you descend 60 feet per round ‘until you land, which you do safely: You choose the appearance of the wings, such as angelic or bat-like. MARTYRDOM Starting at 18th level you are a divine beacon even in the darkest of times. When you are reduced to 0 burst of divine energy is released from your body, affecting all creatures within 60 feet of you. Hostile creatures within the radius must succeed on a Charisma saving throw against your sorcerer spell save DC. A target takes 846 radiant damage on a failed save, or half as much damage on a successful one. Friendly creatures within the radius gain '8d6 temporary hitpoints. Once you have used this feature, you can't do so again until you finish a long rest Discorp oF Many TtNGs - Disconp.cJSAnesr Mc Godtouched by Caelreader LX SwordMeow | by: Sh ImPERIAL BIRTHRIGHT There is power in king’ blood. Your innate magic comes, {from your royal ancestry. Whether you are a far flung cousin, ‘of a great house, the child of a deposed prince, a secret bastard denied legitimacy, or the rightful heir to a kingdom, your bloodline is that of kings and emperors. You might be unaware of your lineage and of the source of your power, or perhaps you have always known yourself to be the true inheritor ofa throne now held by usurpers. The appearance cof one with this birthright often presents a political ‘opportunity either by the sorcerer themselves or by others seeking to exploit their claim to power. Many who possess it opt to keep their ancestry hidden for fear of assassination IMPERIAL ORIGIN SPELLS Sorcerer Level Spells Ist heroism 3rd spiritual weapon Sth conjure barrage 7th Mordenkainen’s private sanctum Sth geas Vth heroes' feast Commanpine Voice Your bloodline has granted you a voice fit for a ruler, one that makes your enemies tremble and puts fire into the hearts of your allies. At Ist level you gain proficiency in your choice of Intimidation, Performance, or Persuasion. Additionally you learn the command spell, which counts as a sorcerer spell for you, and does not count against your ‘number of spells known. When you cast the spell, you can speak up to three words together as the command, instead of only one. Whenever you cast a spell of Ist evel or higher that has verbal components, you can grant temporary hitpoints ‘equal to your Charisma modifier to a friendly creature within 30 feet of you, which last for I minute. ‘SwordMeow | Imperial by CaclReader | Art Public Domain Discoep oF Many TutNos - Discop.coJSAnesr ANCESTRAL HOMELAND At Ist level, your bloodline has imprinted on you many aspects of your lineage's homeland. You or your DM selects the nature and location of your ancestral homeland, {ypically a kingdom or the capital region of an empire. You learn the native language of your homeland, and gain proficiency with a tool of your choice associated with its culture. You have advantage on Intelligence checks to recall information about your homeland its history, and its culture. Majestic PREsENGE {A th level, you gain an ara of majesty that steels the hearts and minds of those who follow you. When you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can use your reaction to grant them advantage on the saving throw. You ean choose to use this feature after the creature makes its rll but before the DM determines whether the saving throw succeeds o fails INDOMITABLE DECREE ‘Starting at 6th level when you cast a spell with verbal components, you can spend 1 sorcery point to imbue your voice with magic. You can cast the spell regardless of any obstruction to your ability to speak or magical prevention, such as silence. Ifthe spell involves speaking to a creature, the target can hear and understand you even if it doesn't share your language or is deafened. BEND THE KNEE Beginning at 14th level, when a creature fails the initial ‘saving throw imposed by one of your spells, they become frightened of you until the end of your next turn, ANCESTRAL TITLE At 18th level. you adopt a ttle beft a legendary monarch, and gain permanent benefits associated with that title Choose one of the following benefits: ‘The Conqueror. You can add twice your Charisma ‘modifier to one damage roll of any spell you cast. The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 24, ‘The Holy. You learn the beacon of hope and revivify spells, which count as sorcerer spells for you, and you can cast them at will without expending a spell slot ‘The Kind, You learn the sanctuary spell which counts as a sorcerer spell for you, and you can cast it at will. without expending a spell sit. Your Commanding Voice feature {grants temporary hitpoints to all friendly creatures within 30 feet of you, instead of just one, The Terrible. You are immune to being frightened and charmed. Creatures that are frightened of you have disadvantage on saving throws against your spells. ‘The Wise. Choose four of your skill proficiencies. You fain expertise with them, which means your proficiency bonus is doubled for any ability check you make with them. 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 oft, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic ofthe storm permeates your being. Storm sorcerers are invaluable m nbers 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 ORIGIN SPELLS Sorcerer Level Spells. Ast fog cloud ard gust of wind sth lightning bolt 7th storm sphere oth control winds nith chain lightning 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 Macic Starting at 1st level you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround yo diately before or after you cast a spell of Ist level or higher. Doing so allows you to ily up to 10 feet without provoking opportunity attacks. Heart oF THE STORM Ar 6th level you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of {st 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 GuipE At 6th level you gain the ability to subtly control the weather around you. If tis raining, you can use an action to {cause the rain to stop falling in a 20-footradius sphere centered on you. You can end this effect as a bonus action. Ifit is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-fo0% radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesnt alter the speed of the wind. Storm's Fury Starting at 14th level, when you are hit by a melee attack, you can tse your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level The attacker must also make a Strength saving throw. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you, Winp Sout At 18th level. you gain immunity o lightning and thunder damage. You also gain a magical flying speed of 60 fect. As ‘an action, you ean reduce your flying speed to 30 fect 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. ‘SwordMcow | The Sorcerer, Tweaked | Art by Shalizeh7 Discorp oF Many Tunes - Discoxp.coJSARRsP ‘WintTRy ASCENDANT ‘An old legend speaks of an ancient queen so hard-hearted ‘and cold that her very heart turned to ice, her touch was frigid, and her mind as unstoppable as a glacier. Her beautiful and terrible power has come to fruition within you, Perhaps you came in contact with a magical relic from, the deep north that once belonged to her, or you are a long forsaken descendant ofthis old monarch. Will you one day take up the throne of the old queen? Or does it mean nothing to you, and you'l forge your own path of ambition? Regardless of your destiny, wintry ascendants are cold in both soul and body. Consider how this has been beneficial (or detrimental to your relationships in the past and how it ‘may yet affect you. It could lead to having stilted relations with others, or pragmatic, business like ones, WINTRY ORIGIN SPELLS Sorcerer Level Spells ast armor of agathys 3rd snilloc's snowball storm Sth pillars of winter 7th ‘crown of ice oth cone of cold Vth wall of ice CovENANT WITH IcE Beginning at Ist level. you can shape ice as an action up to 30 feet away from you You can shape the ice around you, either creating ice from your hand, which can pour out as much as a 15 foot cube, or freezing up toa 15 foot cube of water. You can shape it or any other ice up to that size in any manner you choose and can move it within range as part of the same action, You ean raise or lower it, though it must still touch the ground It can be up to 15 feet in any dimension, but you ‘can't shape it to trap a creature You can shape the ice to harm a creature, Make a spell attack against a target in range. Shards, tendrils, o spears, race towards it. On a hit, the creature takes 246 cold ‘damage and their speed is reduced by half until the end of their next turn. The damage increases to 446 at 5th level 6d6 at 11th, and 8d6 at 17th. The ice can also freeze an object that isn't being worn or carried, can shatter ‘nonmagical metals, and can crack stone. You have a number of uses of this ability equal to twice your Charisma modifier (minimum of 2) and regain all ‘expended uses when you finish a fong rest, Currin NorTHERN WIND At 6th level, you can emanate a wind whirling with snow. You can release or suppress this wind as a bonus action. When released, the area 15 feet around you is difficult terrain for all creatures except those of your choice, who, along with you, gain resistance to cold damage while in the radius, The wind moves with you, centered on you, At 18th level the range increases to 30 feet. ‘SwordMeaw | The Sorcerer, Tweaked | Inspired by Belithioben Discoxp or Many Tunes - Discop.ca/)SAnns? Sorcerous BuizzaRD Starting at 6th level when you ora willing creature casts a spell within your Cutting Northern Wind that deals a damage type other than cold, you can change it damage with 1 soreery point ‘When you or a willing creature within your Cutting Northern Wind deals cold damage to creature with a spell of Ist level or higher, your Cutting Northern Wind expands by 15 feet until the start of your next turn. At 18th level it expands by 30 fect. tocold PERMAFROST Ar 14th level, you gain immunity to cold damage, cold damage you deal ignores resistance, and as a reaction when you or a ereature within your Cutting Northern Wind are hit by an attack or fail a Dexterity saving throw, you can reduce the damage taken by half your sorcerer level + your Charisma modifier (minimam of 1) Snow Caste Beginning at 14th level over the course of one minute, you can choose an area of ice no larger than 150 feet on a side within 600 feet of you, or you can freeze an area of water of, that size. You can reshape the ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fil ina trench, erect or flatten a wall or form a pillar. The extent of any such changes can't execed half the area's largest dimension. For example, if you affect a 150 foot square, you can create a pillar up to 75 feet high, raise o Tower the square’ elevation by up to 75 feet, and so on. You cant shape the ice to damage a creature in the area, but you can shape it to trap them. Each 5 foot section of the ice has an AC and hitpoints equal to your sorcerer level Additionally, you can designate one structure of your choice that you have created and shaped with this feature 1s your Snow Castle. Doing so makes the surrounding landscape in a 10 mile radias change to winter over the course of one month, and your Cutting Northern Wind extends to the entire 10 mile radius of the Snow Castle. You cant designate a structure as your Snow Castle again for 7 days, and once you do, the previous one melts, ‘Winter's REGAL ARMOR ‘Starting at 18th level you have gained a frozen heart and, can don the attie of a winter monarch, You ean spend 5 Sorcery points as an action to don Winter's Regal Armor. Its appearance is up to you, it replaces of goes over your present clothes, and only you can wear it. For 1 minute or until you lose your concentration (as if you were concentrating on a spell} you gain the following benefits: + You have resistance to all damage. + Creatures who deal damage to you with a melee attack take your sorcerer level in cold damage. * Cold damage you deal treats immunity as resistance. * Creatures you kill with cold damage become petrified and stand as statues or shatter (your choice) They can only be returned to life by true resurrection and if you die. Once you use this feature, you can't do so again until you finish a long rest. PILLARS OF WINTER Sre-level transmutation Classes: Druid Casting Time: 1 action Range: 120 feet Components: VS Duration: Concentration, up to 10 minutes ‘You cause moisture in the air to condense into up to 2 ey pillars within range, or 3 if you are in a snowstorm. Each pillar isa eylinder that has a diameter of § feet and a height of up to 15 feet, and they conjured floating 15 feet above the ground AL the start of your next turn, the pillars fall to the ground. Ia pillar falls onto a Medium or smaller creature, it must ‘make a Dexterity saving throw. On a failure, it takes 2d6 cold and 2d6 bludgeoning damage and is restrained, pinched between the pillar and the ground. On a success, the creature takes half as much damage and must move 5 feet in any horizontal direction or fail the save automaticaly. A restrained creature who could move 5 feet ‘can make a Strength or Dexterity check (their choice) as an action against your spell save DC. On a success, the creature is no longer restrained and must move from under the pillar. Once the pillars fall, you can use your bonus action to ‘cause one of more of the pillars to shatter. Each creature within 5 feet of the shattered pillar must make a Dexterity saving throw, taking 2d6 cold and 2d6 bludgeoning damage ‘on a failed save, or half as much on a success. After the damage is dealt, a creature restrained by the pillar is no longer restrained Ifyou maintain your concentration on this spell for its full duration, the pillars become permanent and can't be dispelled. Otherwise, they fade when the spell ends. At Higher Levels. When you cast this spell using a spell slot of Sth level or higher, you create one additional pillar for every two slots above 3rd. Ice SareL> 2ndHlevel abjuration Classes: Druid, Sorcerer Casting Time: 1 reaction, which you take when you fail a Dexterity or Constitution saving throw that deals damage Range: Self ‘Components: VS Duration: | round A shield of ice coalesces to protect you from oncoming, danger. Until the start of your next turn, you gain 246+6 ‘temporary hitpoints, which can be lost by the triggering effect. FREEZE rd level evocation Classes: Druid Sorcerer Casting Time: 1 action Range: Touch Components: VS Duration: Concentration, up to 1 minute You grasp the flesh or armaments of a ereature and disperse their heat to the ai, freezing them. They must ‘make a Constitution saving throw. On a failure, they are paralyzed. At the end ofits next turn, it must make another Constitution saving throw, and it does so with advantage if itis Large or bigger. The spell ends on a success, but on a failure, they are petrified, turned to ice. The creature can repeat the saving throw atthe end of each ofits turns, ending the effect on a success. If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to ice. Mass FREEZE Sub-level evocation Classes: Druid, Sorcerer Duration: Concentration, up to 1 minute You choose up to 6 creatures within range who must each ‘make a Constitution saving throw. On a failure, they are paralyzed. At the end of their next turn, they must make another Constitution saving throw, and they do so with advantage if they are Large or bigger. The spell ends on a success, but on a failure, they are petrified, turned to ice. ‘The creatures can repeat the saving throw at the end of each oftheir turns, ending the effect on a success. If the spell lasts for its entire duration for a creature that failed every save, itis permanently turned to ice. Crown oF Ick 4th level abjuration Classes: None Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to L hour You don a crown of ice, marking your connection to an ancient ice monarch. Until the spell ends, any ereature who targets you with an attack or a harmful spell must first ‘make a Constitution saving throw. On a failed save, their speed is reduced to 0 and they become prone before they ‘make their attack or cast the spell and you gain advantage ‘on any saving throw you must make against the attack or spell Once a creature succeeds on the saving throw against this spell, they are immune to it for its duration, ‘SwordMeow | The Sorcerer, Tweaked | Pillars by Jonoman3000 Discorp oF Many TtNGs - Disconp.coJSAnesr Vampiric BLOOD The blood of vampires runs thick with power, the same blood runs in your veins, granting you powerful magic and ‘enhancing you with a taste of vampiric abilities. You may have inherited this bloodline directly from a vampire in your family, or perhaps you survived a neardeath attack by a vampire, or were a thrall toa vampire for a time, You may reject your inner vampirism, attempting to abstain from blood and hiding the source of your power, or perhaps you embrace these powers, and seek to drain the blood of your {ves on a quest to become a true vampire VAMmPIRIC ORIGIN SPELLS Sorcerer Level Spells Ast ‘charm person 3rd darkness Sth vampiric touch 7th ‘Mordenkainen's private sanctum oth dominate person ith wind walk Broop Tuirst Starting at 1st level, while you may not be a vampire yourself, lacking their fangs or hatred of sunlight, your heritage bestows upon you a certain taste for blood. Drinking a pint of blood fulfills your need for food and, water for a day. As an action, you can drink blood from the ‘wounds of an incapacitated humanoid or one that has died in the past minute, and gain temporary hitpoints equal to your spelleasting modifier. Additionally, you have advantage ‘on Wisdom (Perception) checks and Wisdom (Survival) checks to find or track creatures that are bleeding, . Se DRalnine SPELLS At Ist level the arcane power granted by your bloodline drains your foes of their vitality. Once per turn, when you deal damage to a creature using a spell of Ist level or hhigher, you can regain a number of hitpoints equal to the spell’ level CREATURE OF THE NIGHT Starting at 6th level you have resistance to necrotie damage, and you gain darkvision with a radius of 60 feet. IF you already have darkvision, its radius increases by 30 feet. You can use your action to shapeshift into a Tiny bat like form. While in this form, you cant attack, speak or cast spells, your walking speed is 5 feet, and you have a fying speed of 30 feet. You can climb difficult surfaces, including, upside down on ceilings, without needing to make an ability check while in bat form, Your statistics, other than your size and speed, are unchanged ‘Your equipment merges into your new form. You remain {in bat form until you use an action to return to your normal form, or you are reduced to 0 hitpoints. You can shapeshift using this feature twice, and regain expended uses when you finish a short or long rest GREATER DRAINING Starting at 6th level when you regain hitpoints using your Draining Spells feature, you can spend 1 sorcery point to triple the number of hitpoints you regain. You can only do so once per turn Bioop Macic Starting at 1th level. you can drain your own magical blood to empower your spells. Once per turn when you use one of your Metamagic features, you can choose to lose hitpoints instead of spending sorcery points. The number of hitpoints equals five times the spell’ level (5 hitpoints for cantrips) per sorcery point the Metamagic would normally cost. Truz VAMPIRISM AL 18th level, your immense power allows you to fully embrace your vampiric heritage. You can cast the shapechange spell targeting yourself without components, or expending a spell slot. When you do so, you can't assume any other form than a Vampire (Monster Manual page 297), and can't cast the spell again using this feature until you complete a long rest. Ifyou spend 1 hour inside a coffin, you can designate it your resting place for the purposes of your Vampire form's Misty Escape feature. Ifyou cast shapechange on yourself using this feature while in the coffin, the spell lasts as long as you stay in the coffin. Ifyou stay in the coffin for 10 continuous years in vampire form, the spell no longer requires concentration, and the duration becomes permanent.

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