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Sorcerer

Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
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

Equipment
(a) A light crossbow and 20 bolts, or, (b) any simple weapon
(a) A component pouch, or, (b) an arcane focus
(a) A dungeoneer's pack, or, (b) an explorer's pack
Two daggers
Alternatively, you can ignore the equipment from your class and
background and start with 3d4 x 10 gp.

Spellcasting
 Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell
list. You learn additional sorcerer cantrips of your choice at higher levels,
as shown in the Cantrips Known column of the Sorcerer table.

 Spell Slots
The Sorcerer table shows how many spell slots you have to cast your
sorcerer spells of 1st level and higher. To cast one of these sorcerer spells,
you must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.
 Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn
more sorcerer spells of your choice. Each of these spells must be of a level
for which you have spell slots. Additionally, when you gain a level in this
class, you can choose one of the sorcerer spells you know and replace it
with another spell from the sorcerer spell list, which also must be of a level
for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use your
Charisma whenever a spell refers to your spellcasting ability. In addition,
you use your Charisma modifier when setting the saving throw DC for a
sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Charisma modifier.
Spell attack modifier = Your proficiency bonus + Charisma modifier.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate
magical power. Your choice grants you features when you choose it at 1st
level and again at 6th, 14th, and 18th level.
Divine Soul
Draconic Bloodline
Giant Soul
Phoenix Sorcery
Pyromancer
Sea Sorcery
Shadow Magic
Stone Sorcery
Storm Sorcery
Wild Magic

Font of Magic
At 2nd level, you gain sorcery points, which allow you to create a variety
of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain one additional point every time
you level up, to a maximum of 20 at level 20. 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 created spell
slots vanish at the end of a long rest. The Creating Spell Slots table
shows the cost of creating a spell slot of a given level. You can
create spell slots no higher in level than 5th.

Slot Level Cost


1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points: As a bonus action on your turn,


you can expend one spell slot and gain a number of sorcery points equal to
the slot's level.

Metamagic
At 3rd level, you gain two of the following Metamagic options of your
choice. You gain another one at 10th and 17th level. You can use only one
Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw,
you can protect some of those creatures from the spell's full force. To do
so, you spend 1 sorcery point and choose a number of those creatures up to
your Charisma modifier (minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1
sorcery point to double the range of the spell. When you cast a spell that
has a range of touch, you can spend 1 sorcery point to make the range of
the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a
number of the damage dice up to your Charisma modifier (minimum of
one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different
Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell with a duration of 1 minute or longer, you can spend
1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist
its effects, you can spend 3 sorcery points to give one target of the spell
disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2
sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any
somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a
range of self, you can spend a number of sorcery points equal to the spell's
level to target a second creature in range with the same spell (1 sorcery
point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must
be incapable of targeting more than one creature at the spell's current level.

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.
Draconic Bloodline

Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage
type associated with each dragon is used by features you gain later.

You can speak, read, and write Draconic. Additionally, whenever you
make a Charisma check when interacting with dragons, your proficiency
bonus is doubled if it applies to the check.

Draconic Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1
again whenever you gain a level in this class. Additionally, parts of your
skin are covered by a thin sheen of dragon-like scales. When you aren't
wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type
associated with your draconic ancestry, add your Charisma modifier to that
damage. The damage bonus applies to one damage roll of a spell, not
multiple rolls. At the same time, you can spend 1 sorcery point to gain
resistance to that damage type for 1 hour.

Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from
your back, gaining a flying speed equal to your current speed. You can
create these wings as a bonus action on your turn. They last until you
dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is
made to accommodate them, and clothing not made to accommodate your
wings might be destroyed when you manifest them.

Draconic Presence
Beginning at 18th level, as an action, you can spend 5 sorcery points to
draw on this power and exude an aura of awe or fear (your choice) to a
distance of 60 feet. For 1 minute or until you lose your concentration, each
hostile creature that starts its turn in this aura must succeed on a Wisdom
saving throw or be charmed (if you chose awe) or frightened (if you chose
fear) until the aura ends. A creature that succeeds on this saving throw is
immune to your aura for 24 hours.
Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine
source that glimmers within the soul. Having such a blessed soul is a sign
that your innate magic might come from a distant but powerful familial
connection to a divine being. Perhaps your ancestor was an angel,
transformed into a mortal and sent to fight in a god’s name. Or your birth
might align with an ancient prophecy, marking you as a servant of the gods
or a chosen vessel of divine magic. A Divine Soul, with natural magnetism,
is seen as a threat by some religious hierarchies. As an outsider who
commands celestial power, these sorcerers can undermine the existing
order by claiming a direct tie to the divine. In some cultures, only those
who can claim the power of a Divine Soul may command religious power.
In these lands, ecclesiastical positions are dominated by a few bloodlines
and preserved over generations.

Divine Magic
Your link to the divine allows you to learn spells normally associated with
the cleric class. When your Spellcasting feature lets you learn a sorcerer
cantrip or a sorcerer spell of 1st level or higher, you can choose the new
spell from the cleric spell list or the sorcerer spell list. You must otherwise
obey all the restrictions for selecting the spell, and it becomes a sorcerer
spell for you. In addition, choose an affinity for the source of your divine
power: good, evil, law, chaos, or neutrality. You learn an additional spell
based on that affinity, as shown below. It is a sorcerer spell for you, but it
doesn't count against your number of sorcerer spells known. If you later
replace this spell, you must replace it with a spell from the cleric spell list.
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving
throw or miss with an attack roll, you can roll 2d4 and add it to the total,
possibly changing the outcome. Once you use this feature, you can’t use it
again until you finish a short or long rest.

Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower
healing spells. Whenever you or an ally within 5 feet of you rolls dice to
determine the number of hit points a spell restores, you can spend 1 sorcery
point to reroll any number of those dice once, provided you aren't
incapacitated. You can use this feature only once per turn.

Angelic Form
Starting at 14th level, you can use a bonus action to manifest a pair of
spectral wings from your back. While the wings are present, you have a
flying speed of 30 feet. The wings last until you're incapacitated, you die,
or you dismiss them as a bonus action. The affinity you chose for your
Divine Magic feature determines the appearance of the spectral wings:
eagle wings for good or law, bat wings for evil or chaos, and dragonfly
wings for neutrality.

Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a
bonus action when you have fewer than half of your hit points remaining,
you can regain a number of hit points equal to half your hit point
maximum. Once you use this feature, you can’t use it again until you finish
a long rest.
Giant Soul

The giants once dwelled in a fabled realm known as Ostoria, a paradise for
their folk that reflected their mastery of the mortal realm. In time, Ostoria
fell, and the giants were scattered and broken. During that mythic era, the
giants granted a few chosen individuals among the small folk a shard of
their great power. These favored people were caught in the same tragedy
that sundered Ostoria. Since that time, they have spread across the many
worlds of the multiverse. Now and again, one of their descendants
manifests the gifts imparted by the giants, granting them sorcerous magic
that allows them to command the elements and gain the might of a giant.

Jotun Resilience
The resilience of giants flows through your body. At 1st level, your hit
point maximum increases by 1, and it increases by 1 again whenever you
gain a level in this class.

Mark of the Ordning


At 1st level, you discover innate magical abilities within yourself that are
based on your giant heritage. Select one of the giant types from the Mark of
the Ordning table. At 1st and 3rd level, you learn the spells associated with
your choice, as shown in the table. These spells count as sorcerer spells for
you, but they don’t count against your number of sorcerer spells known.
Soul of Lost Ostoria
Starting at 6th level, you gain a benefit whenever you cast one of the spells
granted by your Mark of the Ordning Feature.
 Cloud Giant: Immediately after you cast any of your Mark of the
Ordning spells, you can magically teleport as a bonus action. You
teleport to an unoccupied space you can see that is no farther away
than a number of feet equal to 10 + your Constitution modifier.
 Fire Giant: You gain a bonus to the damage rolls of your Mark of the
Ordning spells. The bonus equals your Constitution modifier
(minimum of +1).
 Frost Giant: Immediately after you cast any of your Mark of the
Ordning spells, you gain temporary hit points equal to your
Constitution modifier (minimum of 1). If the spell is Armor of
Agathys, you instead increase its temporary hit points by an amount
equal to your Constitution modifier (minimum of 1).
 Hill Giant: Immediately after you cast any of your Mark of the
Ordning spells, you can target up to two creatures within 5 feet of
you that you can see. Each target must succeed on a Strength saving
throw against your spell save DC or be pushed a number of feet
away from you equal to 5 + your Constitution modifier (minimum of
+1). A target can choose to fail this save.
 Stone Giant: Immediately after you cast any of your Mark of the
Ordning spells, you gain a bonus to AC equal to your Constitution
modifier (minimum of +1) until the end of your next turn.
 Storm Giant: Immediately after you cast any of your Mark of the
Ordning spells, up to three creatures of your choice that you can see
within 30 feet of you take lightning damage equal to your
Constitution modifier (minimum of 1).

Rage of Fallen Ostoria


Starting at 14th level, you gain the ability to channel the souls of your
ancestors into your physical form. When you start casting a sorcerer spell
on your turn and expend a spell slot, you can increase your size by one
category – from Medium to Large, for example. This increase lasts for 1
minute. It ends early if you die or are incapacitated. Until it ends, you gain
the following benefits:
• Your current hit points and your hit point maximum both increase by
1 per sorcerer level.
• Your reach increases by 5 feet.
• Your walking speed increases by 5 feet.
• You have advantage on Strength checks and Strength saving throws.
• You gain a bonus to the damage rolls of your melee weapon attacks;
the bonus equals your Constitution modifier (minimum of +1).
Once you use this feature, you can’t use it again until you finish a short or
long rest.

Blessing of the All Father


At 18th level, your Constitution score increases by 2, up to a maximum of
22. In addition, you can now use Rage of Fallen Ostoria twice between
rests, but no more than once on a turn. If you use that feature while under
its effects, its increases to your size, hit points, reach, and walking speed
are cumulative.
Phoenix Sorcery

Your power draws from the immortal flame that fuels the legendary
phoenix. You or your ancestors perhaps rendered a phoenix a great service,
or you were born in its presence. Whatever the cause, a shard of the
phoenix’s power dwells within you. That power is a mixed blessing. Like
the mythical creature, you can invoke fiery energy and gain the ability to
cheat death itself. This power comes at a cost. The fire within you seethes,
demanding to be unleashed. You sometimes find yourself absentmindedly
feeding fires. You can’t bear to allow a fire to sputter out. You feel most
comfortable while holding a lit torch or sitting in front of a campfire. More
importantly, this gift comes with no special protection from fire. You are as
vulnerable as any other creature to fiery magic, including your own.
Phoenix sorcerers can use their powers to pull themselves back from the
brink of death, and all too often their own, rash nature or reliance on
destructive magic is what puts them there in the first place. Such sorcerers
are wanderers by necessity. The volatile nature of their magic makes other
folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee,
whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have
a reputation (deserved or not) for reckless behavior, confident that the
essence of the phoenix can save them.

Ignite
At 1st level, you gain the ability to start fires with a touch. As an action,
you can magically ignite a flammable object you touch with your hand—an
object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame
Starting at 1st level, you can unleash the phoenix fire that blazes within
you.
As a bonus action, you magically wreathe yourself in swirling fire, as your
eyes glow like hot coals. For 1 minute, you gain the following benefits:
• You shed bright light in a 30-foot radius and dim light for an
additional 30 feet.
• Any creature takes fire damage equal to your Charisma modifier if it
hits you with a melee attack from within 5 feet of you or if it touches
you.
• Whenever you roll fire damage on your turn, the roll gains a bonus
equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.

Phoenix Spark
Starting at 6th level, the fiery energy within you grows restless and
vengeful. In the face of defeat, it surges outward to preserve you in a fiery
roar.
If you are reduced to 0 hit points, you can use your reaction to draw on the
spark of the phoenix. You are instead reduced to 1 hit point, and each
creature within 10 feet of you takes fire damage equal to half your sorcerer
level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this
feature instead deals fire damage equal to your sorcerer level + double your
Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.

Nourishing Fire
Starting at 14th level, your fire spells soothe and restore you. When you
expend a spell slot to cast a spell that includes a fire damage roll, you
regain hit points equal to the slot’s level + your Charisma modifier.

Form of the Phoenix


At 18th level, you finally master the spark of fire that dances within you.
While under the effect of your Mantle of Flame feature, you gain additional
benefits:
• You have a flying speed of 40 feet and can hover.
• You have resistance to all damage.
• If you use your Phoenix Spark, that feature deals an extra 20 fire
damage to each creature.
Pyromancy

Your innate magic manifests in fire. You are your fire, and your fire is you.
Although this Sorcerous Origin was created for MTG, it is not tied to a
specific setting or story, meaning its flavor is open to any setting and story.
Regardless, ask your DM before using it. HB You could easily create
mages of other elements by swapping out the Pyromancer's fire damage
and fire resistance for damage and resistance of other elements. For
instance, you could create a cryomancer by replacing fire with cold, or an
electromancer by replacing fire with lightning. As always, ask your DM
before doing so.

Heart of Fire
At 1st level, whenever you start casting a spell of 1st level or higher that
deals fire damage, fiery magic erupts from you. This eruption causes
creatures of your choice that you can see within 10 feet of you to take fire
damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins


At 6th level, you gain resistance to fire damage. In addition, spells you cast
ignore resistance to fire damage.

Pyromancer's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your
reaction to deal fire damage to the attacker. The damage equals your
sorcerer level, and ignores resistance to fire damage.

Fiery Soul
At 18th level, you gain immunity to fire damage. In addition, any spell or
effect you create ignores resistance to fire damage and treats immunity to
fire damage as resistance to fire damage.
Sea Sorcery

The power of water is the strength of flexibility, resilience, and a relentless


nature. Water parts to allow a ship to sail over it or a diver to plunge into it,
but their passing leaves no mark. Water flowing down a mountain reaches
the sea. It might bend and turn across valleys and down hillsides, but it
slowly and steadily returns to the waves. Those whose souls are touched by
the power of elemental water command a similar power. Your heritage ties
to powerful creatures of the sea, such as nereids, the lords of the merfolk,
and elemental powers. Like a river, you feel the call of the ocean. The call
is ever present in your heart, and you are never completely at peace until
you are near the sea.

Soul of the Sea


At 1st level, your tie to the sea grants you the ability to breathe underwater,
and you have a swim speed equal to your walking speed.

Curse of the Sea


When you choose this origin at 1st level, you learn the secret of infusing
your spells with a watery curse. When you hit a creature with a cantrip’s
attack or when a creature fails a saving throw against your cantrip, you can
curse the target until the end of your next turn or until you curse a different
creature with this feature. Once per turn when you cast a spell, you can
trigger the curse if that spell deals cold or lightning damage to the cursed
target or forces it to move. Doing so subjects the target to the appropriate
additional effect below, and then the curse ends if the spell isn’t a cantrip
(you choose the effect to use if more than one effect applies):
• Cold Damage: If the affected target takes cold damage from your
spell, the target’s speed is also reduced by 15 feet until the end of
your next turn. If the spell already reduces the target’s speed, use
whichever reduction is greater.
• Lightning Damage: If the affected target takes lightning damage
from your spell, the target takes additional lightning damage equal to
your Charisma modifier.
• Forced Movement: If the target is moved by your spell, increase the
distance it is moved by 15 feet.

Watery Defense
At 6th level, you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily assuming a
watery form. As a reaction when you are hit by an attack and take
bludgeoning, piercing, or slashing damage from it, you can reduce that
damage by an amount equal to your sorcerer level plus your Charisma
score, and then you can move up to 30 feet without provoking opportunity
attacks. Once you use this special reaction, you can’t use it again until you
finish a short or long rest.

Shifting Form
Starting at 14th level, you gain the ability to enter a liquid state while
moving. When you move on your turn, you take only half damage from
opportunity attacks, and you can move through any enemy’s space but
can’t willingly end your move there. On your turn, you can move through
any space that is at least 3 inches in diameter and do so without squeezing.
When you stop moving, the regular squeezing rules apply if you’re in a
space one size smaller than you. You can’t willingly stop in a space smaller
than that, and if you’re forced to do so, you immediately flow to the nearest
space that can fit you, back along the path of your movement.

Water Soul
Starting at 18th level, your being is altered by the power of the sea. You
gain the following benefits:
• You no longer need to eat, drink, or sleep.
• A critical hit against you becomes a normal hit.
• You have resistance to bludgeoning, piercing, and slashing damage.
Shadow Magic

You are a creature of shadow, for your innate magic comes from the
Shadowfell itself. You might trace your lineage to an entity from that place,
or perhaps you were exposed to its fell energy and transformed by it. The
power of shadow magic casts a strange pall over your physical presence.
The spark of life that sustains you is muffled, as if it struggles to remain
viable against the dark energy that imbues your soul.

Shadow Sorcerer Quirks


At your option, you can pick from or roll on the Shadow Sorcerer Quirks
table to create a quirk for your character.

Eyes of the Dark


From 1st level, you have darkvision with a range of 120 feet. When you
reach 3rd level in this class, you learn the Darkness spell, which doesn't
count against your number of sorcerer spells known. In addition, you can
cast it by spending 2 sorcery points or by expending a spell slot. If you cast
it with sorcery points, you can see through the darkness created by the
spell.

Strength of the Grave


Starting at 1st level, your existence in a twilight state between life and
death makes you difficult to defeat. When damage reduces you to 0 hit
points, you can make a Charisma saving throw (DC 5 + the damage taken).
On a success, you instead drop to 1 hit point. You can't use this feature if
you are reduced to 0 hit points by radiant damage or by a critical hit. After
the saving throw succeeds, you can't use this feature again until you finish a
long rest.

Hound of Ill Omen


At 6th level, you gain the ability to call forth a howling creature of
darkness to harass your foes. As a bonus action, you can spend 3 sorcery
points to summon a hound of ill omen to target one creature you can see
within 120 feet of you. The hound uses the dire wolf’s statistics, with the
following changes:
• The hound is size Medium, not Large, and it counts as a monstrosity,
not a beast.
• It appears with a number of temporary hit points equal to half your
sorcerer level.
• It can move through other creatures and objects as if they were
difficult terrain. The hound takes 5 force damage if it ends its turn
inside an object.
• At the start of its turn, the hound automatically knows its target’s
location. If the target was hidden, it is no longer hidden from the
hound.
The hound appears in an unoccupied space of your choice within 30 feet of
the target. Roll initiative for the hound. On its turn, it can move only
toward its target by the most direct route, and it can use its action only to
attack its target. The hound can make opportunity attacks, but only against
its target. Additionally, while the hound is within 5 feet of the target, the
target has disadvantage on saving throws against any spell you cast. The
hound disappears if it is reduced to 0 hit points, if its target is reduced to 0
hit points, or after 5 minutes.

Shadow Walk
At 14th level, you gain the ability to step from one shadow into another.
When you are in dim light or darkness, as a bonus action, you can teleport
up to 120 feet to an unoccupied space you can see that is also in dim light
or darkness.

Umbral Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to
transform yourself into a shadowy form. In this form, you have resistance
to all damage except force and radiant damage, and you can move through
other creatures and objects as if they were difficult terrain. You take 5 force
damage if you end your turn inside an object. You remain in this form for 1
minute. It ends early if you are incapacitated, if you die, or if you dismiss it
as a bonus action.
Stone Sorcery

Your magic springs from a mystical link between your soul and the magic
of elemental earth. You might trace a distant ancestor to the Plane of Earth,
or your family might have earned a mighty boon in return for a service to
the dao lords. Whatever your past, the magic of elemental earth is yours to
command. Your link to earth magic grants you extraordinary resilience,
and stone sorcerers have a natural affinity for combat. A steel blade feels
like a natural extension of your body, and sorcerers with this origin have a
knack for wielding both shields and weapons. In combat your place is amid
the fray. You rely on your elemental nature to shield you from harm and
your magic and metal weapons to overwhelm your foes.

Bonus Proficiencies
At 1st level, you gain proficiency with shields, simple weapons, and
martial weapons.

Metal Magic
Your affinity for metal gives you the option to learn some non-sorcerer
spells that focus on weapon attacks. When your Spellcasting feature lets
you learn a sorcerer spell of 1st level or higher, you can select the spell
from the following list of spells, in addition to the sorcerer spell list. You
must otherwise obey all the restrictions for selecting the spell, and it
becomes a sorcerer spell for you.
Stone's Durability
At 1st level, your connection to stone gives you extra fortitude. Your hit
point maximum increases by 1, and it increases by 1 again whenever you
gain a level in this class. As an action, you can gain a base AC of 13 + your
Constitution modifier if you aren’t wearing armor, and your skin assumes a
stony appearance. This effect lasts until you end it as a bonus action, you
are incapacitated, or you don armor other than a shield.

Stone Aegis
Starting at 6th level, your command of earth magic grows stronger,
allowing you to harness it for your allies’ protection. As a bonus action,
you can grant an aegis to one allied creature you can see within 60 feet of
you. The aegis is a dim, gray aura of earth magic that protects the target.
Any bludgeoning, piercing, or slashing damage the target takes is reduced
by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until
you use it again, or until you are incapacitated. In addition, when a creature
you can see within 60 feet of you hits the protected target with a melee
attack, you can use your reaction to teleport to an unoccupied space you
can see within 5 feet of the attacker. You can teleport only if you and the
attacker are on the same surface. You can then make one melee weapon
attack against the attacker. If that attack hits, it deals an extra 1d10 force
damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th
level.

Stone's Edge
Starting at 14th level, your mastery of earth magic allows you to add the
force of elemental earth to your spells. When you cast a spell that deals
damage, choose one creature damaged by that spell on the round you cast
it. That creature takes extra force damage equal to half your sorcerer level.
This feature can be used only once per casting of a spell.

Earth Master's Aegis


Beginning at 18th level, when you use your Stone’s Aegis to protect an
ally, you can choose up to three creatures to gain its benefits.
Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this
power can trace their magic back to a near-death experience caused by the
Great Rain, but perhaps you were born during a howling gale so powerful
that folk still tell stories of it, or your lineage might include the influence of
potent air creatures such as vaati or djinn. Whatever the case, the magic of
the storm permeates your being. Storm sorcerers are invaluable members of
a ship's crew. Their magic allows them to exert control over wind and
weather in their immediate area. Their abilities also prove useful in
repelling attacks by sahuagin, pirates, and other waterborne threats.

Wind Speaker
The arcane magic you command is infused with elemental air. You can
speak, read, and write Primordial. Knowing this language allows you to
understand and be understood by those who speak its dialects: Aquan,
Auran, Ignan, and Terran.

Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause
whirling gusts of elemental air to briefly surround you, immediately before
or after you cast a spell of 1st level or higher. Doing so allows you to fly up
to 10 feet without provoking opportunity attacks.

Heart of the Storm


At 6th level, you gain resistance to lightning and thunder damage. In
addition, whenever you start casting a spell of 1st level or higher that deals
lightning or thunder damage, stormy magic erupts from you. This eruption
causes creatures of your choice that you can see within 10 feet of you to
take lightning or thunder damage (choose each time this ability activates)
equal to half your sorcerer level.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a
20-foot-radius sphere centered on you. You can end this effect as a bonus
action.
If it is windy, you can use a bonus action each round to choose the
direction that the wind blows in a 100-foot-radius sphere centered on you.
The wind blows in that direction until the end of your next turn. This
feature doesn't alter the speed of the wind.

Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your
reaction to deal lightning damage to the attacker. The damage equals your
sorcerer level. The attacker must also make a Strength saving throw against
your sorcerer spell save DC. On a failed save, the attacker is pushed in a
straight line up to 20 feet away from you.

Wind Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can
reduce your flying speed to 30 feet for 1 hour and choose a number of
creatures within 30 feet of you equal to 3 + your Charisma modifier. The
chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once
you reduce your flying speed in this way, you can't do so again until you
finish a short or long rest.
Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the
order of creation. You might have endured exposure to some form of raw
magic, perhaps through a planar portal leading to Limbo, the Elemental
Planes, or the mysterious Far Realm. Perhaps you were blessed by a
powerful fey creature or marked by a demon. Or your magic could be a
fluke of your birth, with no apparent cause or reason. However it came to
be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge


Starting when you choose this origin at 1st level, your spellcasting can
unleash surges of untamed magic. Immediately after you cast a sorcerer
spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1,
roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to
gain advantage on one attack roll, ability check, or saving throw. Once you
do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you
roll on the Wild Magic Surge table immediately after you cast a sorcerer
spell of 1st level or higher. You then regain the use of this feature.

Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild
magic. When another creature you can see makes an attack roll, an ability
check, or a saving throw, you can use your reaction and spend 2 sorcery
points to roll 1d4 and apply the number rolled as a bonus or penalty (your
choice) to the creature's roll. You can do so after the creature rolls but
before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild
magic. Whenever you roll on the Wild Magic Surge table, you can roll
twice and use either number.

Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies.
When you roll damage for a spell and roll the highest number possible on
any of the dice, choose one of those dice, roll it again and add that roll to
the damage. You can use the feature only once per turn.

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