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The Sorcerer

Changelog
P rior to version 2.70, changes were not tracked for this document. Below are the changes that have occurred since then. Feel free to
reach out to me (my contact info is at the end of the document) if you are interested in older versions.

Version 2.70
• Started tracking changes. Sorry for not doing this sooner!
• Metamagic increases sorcery points by 2 at level 2, and 1 for
each level thereafter, to account for metamagic use.
• Added extra sorcery points at level 19 and 20 to account for the
missing 6th and 7th level spells.
• Base sorcery point cost for all spell levels becomes 1 + the spell's
level, because the pool is larger.
• Subtle Spell moved back to Metamagic (from Spell Conduit).
• Soulknife's Projected Will reworked into Projected Blades.

Version 2.71
• Reverted the extra sorcery points from Metamagic. Not needed
with the improved Sorcerous Restoration.
Version 2.72
• Revised Draconic Sorcery's list of origin spells.

Version 2.80
• Corrected typo in the amount of sorcery points you start with.
• Updated number of spells known to match the warlock class.
• You can change out a spell you know after a long rest, rather
than just when you level up.
• Spell Conduit renamed to Focus Conduit.
• Focus Conduit is now proficiency bonus number of uses.
• Removed the vestige of extra sorcery points from Metamagic.
• Subtle Spell moved back to metamagic, and it can be used
alongside other metamagic options now.
• Anchored Spell clarified to prevent spamming.
• Added the Ensorceled Cantrip feature.
• Shadow Sorcery origin spells added.
• Cantrips added to origin spells.

Version 2.81
• Increased the sorcery point costs for the Extended Spell and
Subtle Spell metamagics to 2.
• Added a cantrip to some origin spell lists that were missing it.

Version 2.90
• Dropped headings for the changelog by one level.
• Clarification of the Persistent Spell metamagic's eligible target.
• Added a new revision to the Storm Sorcery origin that lightly
reworks a few of the abilities to be more usable, especially in
indoor or underground scenarios. Slight overall buff.

2 CLASS: SORCERER, VARIANT This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
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The Sorcerer
VERSION 2.90
Proficiency
Metamagics
Cantrips
Spells
Sorcery
Sorcery

Level Bonus Features Known Known Known Level Limit Points


1st +2 Sorcery, Sorcerous Origin — 4 2 1st 4
2nd +2 Focus Conduit, Metamagic 2 4 3 1st 6
3rd +2 Sorcerous Restoration 2 4 4 2nd 14
4th +2 Ability Score Improvement 2 5 5 2nd 17
5th +3 — 3 5 6 3rd 25
6th +3 Sorcerous Origin feature 3 5 7 3rd 29
7th +3 — 3 5 8 4th 34
8th +3 Ability Score Improvement 3 5 9 4th 39
9th +4 — 3 5 10 5th 45
10th +4 Ensorceled Cantrip 3 6 10 5th 51
11th +4 Magical Locus (6th-level) 4 6 11 6th 51
12th +4 Ability Score Improvement 4 6 11 6th 51
13th +5 Magical Locus (7th-level) 4 6 12 7th 51
14th +5 Sorcerous Origin feature 4 6 12 7th 51
15th +5 Magical Locus (8th-level) 4 6 13 8th 51
16th +5 Ability Score Improvement 4 6 13 8th 51
17th +6 Magical Locus (9th-level) 5 6 14 9th 51
18th +6 Sorcerous Origin feature 5 6 14 9th 57
19th +6 Ability Score Improvement 5 6 15 9th 64
20th +6 Geyser of Magic 5 6 15 9th 71

Variant Sorcerer Spell Points


This sorcerer uses a modified version of the DMG's spell point
The Dungeon Master's Guide contains a variant rule for spell rule, which has been simplified. It also incorporates a more
points, an alternative to spell slots that draws your magical power powerful version of the Warlock's Mystic Arcanum feature. This
from a pool rather than using slots to cast spells. This rule is combination helps to round out the issues with sorcery points at
controversial for most spellcasters, as it grants a large pool of low later levels by reduce the sorcery point pool.
level spells without much justification. Sorcerers, however, have Particularly, the overwhelming amount of low-level spells you
the Font of Magic feature, which allows them to interchange spell can cast at player levels beyond 10 is replaced with powerful high-
slots and sorcery points. This creates a dynamic that closely level spellcasting. The intent of these changes is to make the
emulates spell points without actually using them. sorcerer a much more varied caster, and to make it as spontaneous
Using this concept as a baseline, I've created a variant of the as I feel comfortable with in 5th edition.
sorcerer which has a modified version of the spell points rule and
adds some new features. Its purpose is to allow use of spell points Boosting the Capstone
with less of the abuse of low level spells granted by spell points at
later character levels. The sorcerer's level 20 feature is not terribly weak, but it's
underwhelming for the level at which you get it. Wizards and Land
Spells Known & Metamagic Druids can regain spell slots starting at level 2, and it scales
throughout their career. Sorcerers get metamagic instead, but as a
Another issue that sorcerers have is their lack of spells known, and class that is driven by their spellcasting capabilities, they deserved
the "metagame" of their metamagic options. To this end, I've to have something similar, so I moved it to level 3 and made it scale
modified the Font of Magic feature to allow short bursts of with your level. I added a new capstone to replace it: a feature that
powerful casting, and I've given each origin an additional known truly makes you a master of flexing your spellcasting. It's powerful,
spell of levels 1-5. For the remaining Metamagic, I've given new but fun for such high levels.
options, more frequent and consistent intervals at which the
sorcerer learns metamagic, and allowed you to swap metamagic
choices when you gain a new one.

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Class Features Using Sorcery to Create Spell Slots
As a sorcerer, you gain the following class features. You have 4 sorcery points, which increase as shown in the Sorcery
Points column of the sorcerer table along with your sorcerer level.
Hit Points You can have no more sorcery points than the amount shown on
Hit Dice: 1d6 per sorcerer level the sorcerer table for your sorcerer level. You regain spent sorcery
Hit Points at 1st Level: 6 + your Constitution modifier points when you finish a long rest.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Whenever you require a spell slot, such as when casting a spell,
modifier per sorcerer level after 1st you must expend sorcery points from your pool to create a spell
slot, then use that slot as needed. The amount of points you must
Proficiencies spend equals 1 + the spell's level when you cast it, and the highest
Armor: None level spell slot you can create is equal to your Sorcery Limit. Even
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows though you might have enough points to create a slot above this
Tools: None level, you can't do so using sorcery.
Saving Throws: Constitution, Charisma Spellcasting Ability
Skills: Choose two from Arcana, Deception, Insight, Intimidation,
Persuasion, and Religion Charisma is your spellcasting ability for your sorcerer spells, since
the power of your magic relies on your ability to project your will
Equipment into the world. You use your Charisma whenever a spell refers to
You start with the following equipment, in addition to the your spellcasting ability. In addition, you use your Charisma
equipment granted by your background: modifier when setting the saving throw DC for a sorcerer spell you
• (a) a light crossbow and 20 bolts or (b) any simple weapon cast and when making an attack roll with one.
• (a) a component pouch or (b) an arcane focus Spell save DC = 8 + your proficiency bonus +

• (a) a dungeoneer's pack or (b) an explorer's pack your Charisma modifier


• Two daggers
Spell attack modifier = your proficiency bonus +

Alternatively, you can forego the equipment from your class and your Charisma modifier
background, and start with 4d4 x 10 gp.
Spellcasting Focus
Sorcery
You can use an arcane focus as a spellcasting focus for your
An event in your past, or in the life of a parent or ancestor, left an sorcerer spells.
indelible mark on you, infusing you with arcane magic. This
magic, whatever its origin, fuels your spells. Sorcerous Origin
Cantrips Choose a sorcerous origin, which describes the source of your
innate magical power, such as Draconic Bloodline.
At 1st level, you know four cantrips of your choice from the
Your choice grants you features at 1st level and again at 6th, 14th,
sorcerer spell list. You learn more sorcerer cantrips of your choice
and 18th level.
at higher levels, as shown in the Cantrips Known column of the
sorcerer table. Focus Conduit
Spells Known of 1st Level and Higher At 2nd level, you can quickly call forth magical energy or surge
excess power into your spells. When you cast a spell, you can use
You know two 1st-level spells of your choice from the sorcerer spell
one of the following methods to amplify the spell's effects for that
list. The Spells Known column of the sorcerer table shows when
casting.
you learn more sorcerer spells of your choice, which can be of a
level no greater than the Sorcery Limit for your sorcerer level. The Quick Cast. You can cast a spell with a casting time of 1 action
spells you choose also can't exceed 5th level. as a bonus action. You can't cast another spell with a casting time
of 1 action during this turn, unless that spell is a cantrip.
Each time you finish a long rest, you can choose one of the
sorcerer spells you know and replace it with another spell from the Twin Cast. When you cast a spell that targets only one creature
sorcerer spell list, which also must be of a level no higher than your and doesn't have a range of self, you can target a second creature
Sorcery Limit, and can't exceed 5th level. in range with the same spell. In order to be eligible for this
method, a spell must be incapable of targeting more than one
creature at the spell's current level. For example, magic missile isn't
eligible, but ray of frost is.
You have a number of uses of this feature equal to your
proficiency bonus, and any expended uses are replenished when
you finish a long rest.

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Metamagic Heightened Spell
Also at 2nd level, your growing ability to harness sorcerous magic When a spell of yours requires one or more targets to make a
allows you to alter the ways that your spells manifest. Choose two saving throw to resist the spell's effects, you can use your reaction
of the following metamagic options. You gain one additional and expend 3 sorcery points to give one target of the spell
option of your choice at 6th level, 10th level, 14th level and 18th disadvantage on its saving throw.
level. When you gain a new metamagic option, you can also
replace one of your current metamagic options with another one. Homing Spell
You can use only one Metamagic option on a spell when you When you make a ranged attack roll for a spell you cast, you can
cast it, unless the Metamagic specifies otherwise. spend 2 sorcery points to reroll the attack once and use the second
result. You can use this metamagic after the attack roll, but before
Anchored Spell the DM determines whether the attack hits.
When you cast a spell that requires concentration, you can spend 2 You can use Homing Spell even if you have already used a
sorcery points to cause the spell to last until the end of your next different metamagic option during the casting of the spell.
turn, without requiring concentration, even after the spell would
normally end. Lashing Spell
You can only use this metamagic option once for each casting of When you cast a spell that has an area of effect and a duration of
a spell. instantaneous, you can spend 2 sorcery points to create a whirl
containing the spell's effect. When you do, the spell's area remains
Careful Spell until the end of your next turn, affecting each creature who enters
When you cast a spell that forces other creatures to make a saving the area for the first time on a turn or ends its turn within the
throw, you can protect some of those creatures from the spell's full area.
force. To do so, you spend 1 sorcery point and choose a number of
those creatures up to your Charisma modifier (minimum of one Miring Spell
creature). A chosen creature automatically succeeds on its saving When you cast a spell with an area of effect, you can expend 2
throw against the spell. sorcery points to create a lingering field of force. The spell's area of
effect becomes difficult terrain until the start of your next turn.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can
Persistent Spell
expend 1 sorcery point to double the range of the spell. When a spell that affects only one target ends before its full
When you cast a spell that has a range of touch, you can expend duration has elapsed, you can use your reaction and spend sorcery
1 sorcery point to make the range of the spell 30 feet. points equal to 1 + half the spell's level (rounded down) to choose a
different target for the spell instead of ending it. The target you
Empowered Spell choose must be one that you can see, one suitable to the spell (but
When you roll damage for a spell, or when you roll a pool of dice different than the original target) and within 30 feet of the
for a spell (such as with the sleep spell), you can spend 1 sorcery original target.
point to reroll a number of the damage or pooled dice up to your
Charisma modifier (minimum of one). You must use the new rolls.
Prismatic Spell
You can use Empowered Spell even if you have already used a When you cast a spell that deals acid, cold, fire, lightning, or poison
different metamagic option during the casting of the spell. damage, you can spend 1 sorcery point to change one such damage
type to another from the same list.
Extended Spell
Subtle Spell
When you cast a spell that has a duration of 1 minute or longer,
you can spend 2 sorcery points to double its duration, to a When you cast a spell that requires somatic or verbal components,
maximum duration of 24 hours. you can spend 2 sorcery points to forgo those components for this
casting.
Fortifying Spell You can use Subtle Spell even if you have already used a
When you cast a spell of 1st level or higher, you can spend sorcery different metamagic option during the casting of the spell.
points equal to the spell's level to roll the same number of d4s and
gain temporary hit points equal to the total amount rolled.
Sorcerous Restoration
Starting at 3rd level, you regain expended sorcery points equal to
half of your sorcerer level whenever you finish a short rest.

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.

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Ensorceled Cantrip Multiclassing
At 10th level, you have learned to apply your sorcerous
manipulation of magic to simple spells. Each time you cast a Refer to Player's Handbook page 163 for details about
cantrip, you can apply one metamagic option you know to that Multiclassing.
cantrip without paying the metamagic's sorcery point cost.
Class Features
Magical Locus When you gain a new level in a class, you get its features for that
At 11th level, you become able to draw out massive swaths of level. You gain the starting equipment of your first class only. A few
magical energy and form it into dazzling spells. You can cast one features, however, have additional rules when you're multiclassing:
6th-level spell of your choice from the sorcerer spell list without Channel Divinity, Extra Attack, Unarmored Defense, and
expending a spell slot, and you must finish a long rest before you Spellcasting.
can do so again.
If the spell's level is below your Sorcery Limit when you cast it,
Spellcasting
you can spend sorcery points to increase the spell's level; for every Spell Slots. Any spell slots you gain from the Spellcasting feature
sorcery point spent, the spell's level increases by one, up to a level are converted to sorcery points. Once you have added together
no higher than your Sorcery Limit. your levels as prescribed in the Spell Slots section, take the
At higher levels, you can cast additional sorcerer spells in this resulting total and refer to the Sorcerer table for that level to
way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, determine the amount of sorcery points you have. For example, a
and one 9th-level spell at 17th level. You regain all expended uses of character with 3 sorcerer levels and 2 paladin levels counts as a
this feature when you finish a long rest. 4th-level sorcerer for the purposes of determining that character's
total sorcery points.
Geyser of Magic
At 20th level, the magic flowing from within you is so plentiful Sorcerer Spells
that your spell manipulation becomes nearly effortless. You can
apply any amount of metamagic options that you know to a spell The following spells are added to the sorcerer spell list (PHB 211
when you cast it, and the sorcery point cost for each of your and XGtE 152).
metamagic options decreases by 1 (to a minimum of 0). Cantrips (0 Level) 5th Level
XGtE
Primal Savagery MaelstromXGtE
1st Level Negative Energy FloodXGtE
Rary's Telepathic Bond
Cause FearXGtE
Steel Wind StrikeXGtE
Create or Destroy Water
Transmute RockXGtE
Grease
Wall of Force
Hellish Rebuke
Protection from Evil and Good 6th Level
2nd Level Bones of the EarthXGtE
Flesh to Stone
Continual Flame
Otiluke's Freezing Sphere
Flame Blade
Primordial WardXGtE
Flaming Sphere
Wall of Ice
Heat Metal
Magic Weapon 7th Level
Melf's Acid Arrow Forcecage
Ray of Enfeeblement Mirage Arcane
SkywriteXGtE Sequester
3rd Level 8th Level
Call Lightning Control Weather
Elemental Weapon Demiplane
Magic Circle Feeblemind
Meld into Stone Glibness
Vampiric Touch TsunamiXGtE
Wall of SandXGtE Telepathy
4th Level 9th Level
Control Water Foresight
Elemental BaneXGtE InvulnerabilityXGtE
Fire Shield Shapechange
Hallucinatory Terrain Storm of Vengeance
Stone Shape

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Sorcerous Origins Phoenix Sorcery
Add the following origin spells:
At 1st level, a sorcerer gains the Sorcerous Origin feature. The
Sorcerer Level Spell
following options are available to a sorcerer, in addition to those
available in the Player's Handbook: Astral-bound Soul, Collective 1st sacred flame, hellish rebuke
Mind, Gloom-touched, Gravitational Magic, Sanguinary Heritage, 3rd aid
and Soulknife. 5th revivify
Also included are suggestions for the new Origin Spells feature 7th fire shield
for many of the sorcerous origins in the Player's Handbook, 9th mass cure wounds
Unearthed Arcana, Tasha's Cauldron of Everything, and
Xanathar's Guide to Everything. Sea Sorcery
Aberrant Mind Add the following origin spells:
Add the following origin spells: Sorcerer Level Spell
1st shape waterXGtE, ice knife
Sorcerer Level Spell
3rd misty step
1st mind sliverTCoE, dissonant whispers
5th lightning bolt
3rd calm emotions
7th storm sphere
5th hunger of hadar
9th cone of cold
7th summon aberrationTCoE
9th telekinesis Shadow Sorcery
Divine Soul Add the following origin spells:
Retain the Divine Magic feature and add the following origin Sorcerer Level Spell
spells: 1st chill touch, false life
Sorcerer Level Spell 3rd shadow bladeXGtE
1st word of radianceXGtE, detect evil and good 5th summon shadowspawnTCoE
3rd lesser restoration 7th shadow of moilXGtE
5th spirit guardians 9th mislead
7th guardian of faith
Stone Sorcery
9th greater restoration
Add the following origin spells:
Draconic Bloodline Sorcerer Level Spell
Add the following spells to all colors of draconic bloodline: 1st booming bladeTCoE, thunderous smite
Sorcerer Level Spell 3rd branding smite
1st thaumaturgy, cause fearXGtE 5th blinding smite
3rd dragon's breathXGtE 7th staggering smite
5th fly 9th banishing smite
7th polymorph
Wild Magic
9th legend lore
Add the following origin spells:
Giant Soul Sorcerer Level Spell
Use the Mark of the Ordning feature from the UA article, or add 1st dancing lights, chaos bolt
the following origin spells*: 3rd crown of madness
Sorcerer Level Spell 5th plant growth
1st shillelagh, magic stoneXGtE, heroism 7th conjure woodland beings
3rd enlarge/reduce 9th insect plague
5th erupting earth
7th stoneskin
9th wall of stone
* Soul of Lost Ostoria allows you to choose which giant ancestry
represents you, and triggers on casting one of your origin spells.

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Astral-bound Soul Dire Retreat
Your innate magic is channeled through the planar pools which Also at 1st level, your soul retreats into your anchor when you are
connect many of the planes of existence to the astral plane. Your slain, and its magic preserves your body.
soul has been split in two, with the majority of its essence - the While you are tethered to your astral anchor, whenever you die,
"anchor" - bound to the astral plane. Many such souls never awaken your body gains the effects of the gentle repose spell, and your soul
their power, but through intense training, a near-death experience, becomes contained within your astral anchor. Any attempt to
or other elevating event, you have gained awareness and control of dispel gentle repose cast in this way, or to call your soul away from
this flexible magic source. your astral anchor, fails unless you choose to be affected or the
Astral-bound Soul Features source of the attempt succeeds a Charisma check against your
spell save DC.
Sorcerer

Level Feature Siphon Sorcery


1st Astral Anchor, Dire Retreat
Starting at 6th level, you can draw upon your anchor's well of
6th Siphon Sorcery sorcerous power in addition to your own. When you spend 2 or
14th Soul Protection more sorcery points during a turn, you can immediately use your
18th Astral Transport reaction to regain 1 sorcery point.

Origin Spells Soul Protection


Your magic allows you to connect space, even in others' minds and Starting at 14th level, your astral anchor protects you in response
across planar boundaries. You learn the following spells at the to dire threats.
sorcerer levels listed. These spells count as sorcerer spells for you, Immediately after you are incapacitated or knocked
and they do not count against your number of spells known. unconscious, you can choose to gain the benefits of the resilient
Sorcerer Level Spell sphere spell, with the following changes: it doesn't require
concentration, the sphere is resistant to all damage instead of
1st mending, guiding bolt
immune, it has 15 AC, and it has 4 hit points for each of your
3rd misty step Sorcerer levels. When all of these hit points are lost, the spell ends,
5th blink and you take any remaining damage. If a creature touches the
7th banishment sphere, you can choose to end the spell, whether you are conscious
9th passwall or not. You can also choose to end it on your turn (no action
required by you).
Astral Anchor Once you have used this feature, you must finish a short or long
rest before using it again.
Starting when you awaken to this origin at 1st level, you gain
control of the astral magic channeled through your soul anchor. Astral Transport
A silvery cord extends from between your shoulder blades and
Starting at 18th level, your astral anchor has gained enough
trails behind you, fading to invisibility after 1 foot. This cord is your
fortitude to support transporting your physical form. When you
tether to your astral anchor. Should you travel to the astral plane,
cast a spell, you can expend 3 sorcery points to teleport up to 30
such as by the astral projection spell, this cord exists in addition to
the astral tether to your body. If the cord is cut - something that feet to a point you can see before casting the spell. You also gain a
short burst of power in the process, increasing the damage of the
can happen only when an effect specifically states that it does -
spell. The damage increase equals half your sorcerer level.
your soul and anchor are separated, and your astral-bound soul
features are lost. A greater restoration or wish spell can restore the
link to your soul anchor.
As a bonus action, you can channel magical energy through
your astral anchor. For the next minute, when you cast a spell, you
can create an invisible, protective field of psychic energy around
yourself. This field grants you temporary hit points equal to the
spell's level (1 if the spell is a cantrip) + your Charisma modifier,
which are lost if they remain when this feature's duration elapses.
You have resistance to psychic damage while you have any of these
temporary hit points.
Once you have used this feature, you must finish a long rest
before you can use it again.

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Collective Mind
You have a neural link to the central consciousness of a hive, Collective Drone
colony, or some other collective. Those with this link have some
relation to these entities; be it an integrated ancestor, Tiny Monstrosity, unaligned
indoctrination, cloning, or otherwise. Their link allows these
sorcerers to use the reconnaissance and communication available Armor Class 14 (natural armor)
to their collective. Hit Points 4 (1d4+1)
Speed 30 ft.
Collective Mind Features
STR DEX CON INT WIS CHA
Sorcerer

Level Feature 5 (-3) 14 (+2) 13 (+1) 3 (-4) 10 (0) 1 (-5)


1st Collective Genetics, Summon Drone Saving Throws Con +3, Cha -3
6th Consult Collective Condition Immunities charmed
14th Web of Thought Senses passive Perception 10
18th Regal Command Languages Understands its summoner but can't speak
Challenge 1/8 (0 xp)
Origin Spells Homogeneity. The attack drone gains traits based on its
Your magic comes from the seemingly boundless knowledge and summoner's Collective Genetics feature.
resources of your collective. You learn the following spells at the
sorcerer levels listed. These spells count as sorcerer spells for you,   In combat, drones share your initiative and take the Dodge
and they do not count against your number of spells known. action, avoiding any danger. Drones add your proficiency bonus to
Sorcerer Level Spell their Investigation and Perception checks. You can use your action
1st primal savageryXGtE, dissonant whispers to see and hear through a drone's senses as long as you are on the
3rd enthrall same plane, or to return from using the drone's senses to yours.
You can have a number of drones at a time equal to your
5th sending
Charisma modifier (minimum of 1).
7th phantasmal killer
9th rary's telepathic bond Consult Collective
Collective Genetics Starting at 6th level, you can spend 10 minutes in commune with
your collective, as long as you are on the same plane of existence, to
When you awaken to this origin at 1st level, choose one collective inquire about one event, object or piece of information that you
from the Collective Genetics table. Your choice determines certain know. At the DM's discretion, the collective can share its
traits of drones you summon with your Summon Drone feature. knowledge as it relates to your inquiry via a truthful reply.
Collective Drone Traits
Stream of Consciousness
Speed: 30 ft. climb & 20 ft. burrow

Burrow
Sense: tremorsense 60 ft. Starting at 14th level, your consciousness becomes a permanent
Speed: 30 ft. fly
part of your collective, which can produce a new body for you
Nest Keen Sight: The drone has advantage on perception should yours perish.
checks requiring sight. If you die, you return to life 24 hours after death, forming a new
Sense: telepathy 120 ft., shares its host's senses
body as though revived by the reincarnate spell within 1 mile of
Symbiosis: The drone can't attack, and it dies if it is your place of death at a point chosen by the DM. Your equipment
separated from its host for 1 minute.
remains where you died, if it wasn't destroyed.
Organic
Attach to Host: As an action, the drone embeds itself
Host into a willing or unconscious creature within 5 feet of it. Regal Command
While embedded, the drone is unconscious and is
indistinguishable from its host. The drone is ejected to Starting at 18th level, the regal presence of your collective mind
the nearest unoccupied space if its host has 0 hit points. can be implanted into the conscious of another, weaving into their
Speed: 30 ft. swim
psyche and inducting them into your collective.
Aquatic
Aquatic: The drone can breathe air or water. As an action, you can touch a non-hostile creature, which must
succeed on a Charisma saving throw or regard you as family. A
Summon Drone creature that succeeds on its saving throw becomes immune to
this effect for 24 hours and is aware that you attempted to
Also at 1st level, you can summon a collective drone to an
manipulate it. A greater restoration spell ends the effect.
unoccupied space within 5 feet of you as an action, which lasts
until it dies or you dismiss it by using your bonus action. You
describe the drone's appearance, which must accommodate its
features, size and traits.

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  While your hellish vision is active, a wave of apathy washes over
Gloom-touched you, imposing disadvantage on your attack rolls and ability checks.
Gloom-touched sorcerers are those who are tainted with demonic You can suspend this apathy for 1 minute by using your action to
magic. These are most commonly descendants of creatures drain energy from one of your retained souls. Doing so
doomed to Hades by a curse, but some may also be born by ritual, a immediately frees the soul.
desperate pact, or some other demonic encounter. These sorcerers
have magical abilities warped in dark and deranged ways, allowing Selfish Sacrifice
them to capture and manipulate the souls of fallen creatures. Due Starting at 6th level, you can use a fragment of a trapped soul as a
to their demonic nature, gloom-touched sorcerers can often be seed to replenish your own vitality.
subject to scorn or even violence. When damage reduces you to 0 hit points but doesn't outright
Gloom-touched Features kill you, you can use a retained soul to make a Constitution saving
Sorcerer
throw (DC 10 or half of the damage, whichever is higher). On a
Level Feature successful save, you are instead reduced to 1 hit point. The soul is
freed whether you succeed or fail.
1st Soul Extraction, Hellish Vision
6th Selfish Sacrifice Soul Attractor
14th Soul Attractor
Starting at 14th level, you can use your magic to quickly draw the
18th Barter Souls souls of others to you, even at a distance.
You can use your Soul Extraction feature at a range of 30 feet,
Origin Spells and you can expend 1 sorcery point to use the feature as a reaction
Calling upon demonic magic is a simple task for you, with your when a creature other than you is reduced to 0 hit points; if you
hellish origin. You learn the following spells at the sorcerer levels do, you also regain hit points equal to your Charisma modifier.
listed. These spells count as sorcerer spells for you, and they do not
count against your number of spells known. Barter Souls
Sorcerer Level Spell Starting at 18th level, you can call forth a fiend to create a contract
1st infestationXGtE, find familiar in exchange for souls.
3rd suggestion By spending 1 minute in concentration (as if concentrating on a
spell) and choosing any number of your currently retained souls,
5th summon lesser demonsXGtE
you can call forth a fiend from its native plane. Based on the
7th summon greater demonXGtE number of souls offered, a creature appears in an unoccupied
9th infernal callingXGtE space of the DM's choice within 30 feet of you. Consult the Barter
Souls Summoning table to find the creatures you can summon.
Soul Extraction The fiend remains under control of the DM at all times. It offers
Starting when you awaken to this origin at 1st level, you can trap a a contract: assistance with a single task or goal in exchange for the
fallen soul in a state of limbo, temporarily retaining it. amount of trapped souls shown in the Barter Souls Summoning
You can use your action to touch a creature that died within the table. You describe this task or goal in up to two sentences, which
last minute. If the creature's challenge rating is equal to or lower the fiend uses to forge the contract and immediately receive its
than your sorcerer level, you shackle its soul; the soul takes on an payment. The fiend interprets your contract in good faith, and it
insubstantial, but corporeal form, which hovers near you and executes a given contract to the best of its ability; however, it does
follows you for up to 8 hours, after which it is freed and moves on. not treat you as an ally for purposes beyond the calling of its
A soul so retained cannot be resurrected until it is freed. contract, and its contractual obligations end if you die.
When you use this feature, you can ask the soul one question. If The fiend is likely to look for ways it can extract further
you do, the soul must make a Charisma saving throw - using its compensation from you, and is capable of offering further deals.
creature statistics - against your spell save DC. On a failed save, the Once its contracts are fulfilled, or if the fiend is reduced to 0 hit
soul is compelled to answer truthfully with whatever detail it knew points, it returns to its place of origin.
in life. Otherwise, it is free to answer as it would normally. Barter Souls Summoning
You can retain a limited number of souls at any given time. This
Souls Creature
number equals your Charisma modifier (minimum of 1).
1 Maw Demon
Hellish Vision 2 Spined Devil
Also at 1st level, you gain the ability to see through the lens of 3 Merrenoloth MToF
hades, a vision devoid of color and detail which inflicts apathy 4 Succubus/Incubus
upon its beholder. 5 Night Hag
As a bonus action, you can begin or end your hellish vision.
Hellish vision functions as darkvision, extends to your entire
range of sight, and cannot be impeded by magical darkness. You
cannot see color while using hellish vision, only shades of gray.

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  Decrease Gravity. Decreasing gravitational influence around
Gravitational Magic the target makes everything around it lighter, increasing each
You have the ability to sense and interact with the gravitational affected creature's speed by 10 feet and halving the weight of all
forces inherent in reality around you. Your magic allows you to affected creatures and objects.
manipulate these physics, but also confuses your psyche; a result You can use your bonus action on your subsequent turns to
of interacting with the natural forces of the world in ways your extend this feature's duration until the end of your next turn. If
body and mind cannot properly decipher. you use this feature again - choosing a different target or a
Gravitational Magic Features different option - while its effect is already active, the current
effect ends.
Sorcerer

Level Feature Unfettered Domain


Extradimensional Mark, Gravity Well, Unfettered
1st Also at 1st level, objects and equipment that you carry, or those
Domain
contained entirely within a 5-foot radius of you, weigh half of their
6th Limber Force normal weight, unless another effect halves their weight already.
14th Acceleration
18th Crushing Influence Limber Force
Starting at 6th level, you become inherently able to amplify your
Origin Spells kinetic force with magic, and you learn to create a small, localized
Your natural control of gravity allows you to harness your magic's field of dense gravity.
unique properties into easily manifested forms. You learn the When you deal damage to a creature with a sorcerer spell, you
following spells at the sorcerer levels listed. These spells count as can push or pull the creature up to 10 feet. You can spend sorcery
sorcerer spells for you, and they do not count against your number points to increase the distance that the creature is pushed or
of spells known. pulled by 10 feet for each sorcery point spent.
Sorcerer Level Spell Also, when you are attacked by a source within 5 feet of you, you
1st sapping stingEGtW, catapult can use your reaction to create a field of rejecting gravity,
encapsulating and slowing the strike. You gain resistance to the
3rd levitate
attack's damage, and if the attacker is a creature, it must make a
5th fly Strength saving throw. On a failed save, the creature cannot make
7th otiluke's resilient sphere attacks until the start of its next turn. Once you have used this
9th telekinesis reaction, you can't use it again until you finish a long rest.

Extradimensional Mark Sorcerous Acceleration


Your sorcerous origin's abilities leave lasting and sometimes Starting at 14th level, you can harness control of gravity when you
unpredictable impressions on you, altering some aspects of your use magic, allowing you a short burst of gravity-induced
behavior. Choose any number of extradimensional marks below, acceleration.
or roll any number of d4s to determine your marks. If you cast a spell of 1st-level or higher, you can spend 1 sorcery
Result Mark point to Dash or Disengage as a bonus action. When you do, any
speeds you have are doubled until the start of your next turn.
1 Air sometimes feels solid to you. It's stifling.
2 You can feel the blood circulating through your veins. Crushing Influence
Pockets of altered gravity form randomly around you,
3 Starting at 18th level, your mastery of gravity allows you to
causing oddities like your clothes hanging heavily, your hair
floating, or randomly losing your equilibrium. intensify others' gravitational pull to such a level that those around
them are crushed under the pressure.
Your balance is exceptionally poor; you are clumsy and your
4 As an action, you can spend 2 sorcery points and choose a point
gait is unstable.
within 60 feet of you that you can see. Until the start of your next
Gravity Well turn, a 20-ft radius sphere of crushing gravitational force envelops
the area.
Starting when you awaken to this origin at 1st level, you can Any creature contained fully within the area of this sphere that
manipulate the local effects of gravity around creatures. moves more than 5 feet or starts its turn there must succeed on a
As a bonus action, choose a creature that you can see within 60 Strength saving throw or fall prone and have its speed set to 0
feet of you. An unwilling creature can make a Charisma saving until the start of its next turn. Once a creature succeeds on its
throw to avoid being affected; if it succeeds, it becomes immune to saving throw against this effect, it is immune to the effect until the
this feature for 1 minute. On a failed saving throw, choose one of start of its next turn.
the following options, which affects creatures in a 5-foot radius of
the target (including the target) until the end of your next turn:
Increase Gravity. Increased pressure makes everything
heavier around the target, reducing each affected creature's speed
by 10 feet.

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Sanguinary Heritage False Dependence
You have a taste for blood. Whether this trait is hereditary, gifted, Starting at 6th level, victims of your magic feel a temporary need
or magical in nature, you can use your magic to draw out the to depend on you.
essence of your foes and consume it, and you have an insatiable You can use your bonus action and spend 2 sorcery points to
urge to do just that. Many such sorcerers can trace their abilities choose a creature within 60 feet of you that is charmed by you or
back to a powerful vampire, a bloodthirsty fiend, or a curse. who has taken damage from one of your spells this turn. That
Sanguinary Heritage Features creature must succeed on a Charisma saving throw against your
spell save DC or be afflicted with Dependence, a disease that
Sorcerer
causes it to have disadvantage on Wisdom and Charisma checks
Level Feature against you for 10 minutes. An affected creature can repeat the
1st Lifestealer, Shallow Youth saving throw each minute, ending the effect on itself on a success.
6th False Dependence
14th Bathe in Blood
Bathe in Blood
18th True Dependence Starting at 14th level, you can draw out your own blood and mix it
into your spells, rending your enemies with sharp, lacerating
Origin Spells magic.
When you deal damage to a creature with a sorcerer spell, you
The intense bloodthirst in your veins manifests in the form of
can reduce your hit points by an amount no greater than your
magical aptitude. You learn the following spells at the sorcerer
sorcerer level to deal the same amount of slashing damage to that
levels listed. These spells count as sorcerer spells for you, and they
do not count against your number of spells known. creature.
Sorcerer Level Spell True Dependence
1st friends, inflict wounds
Starting at 18th level, your disease's potency increases, temporarily
3rd nystul's magic aura enthralling your victims.
5th vampiric touch Any creature afflicted with Dependence treats you as a close
7th greater invisibility friend for the disease's duration. It won't risk its life for you or
9th enervationXGtE fight for you, unless it was already inclined to do so. It grants you
favors and gifts it would offer to a close friend. You know the
Lifestealer afflicted creature's emotional state, surface thoughts, and location
relative to you at all times, as long as you are on the same plane of
Starting when you awaken to this origin at 1st level, your life- existence.
draining magic soothes your victim and replenishes your vitality.
When the disease ends, the creature doesn't know why it held
When you cast a sorcerer spell of 1st level or higher that deals you in such high regard.
necrotic damage, you regain hit points equal to half of the damage
dealt to one of the targets, in addition to any health the spell
restores.
In addition, when you deal necrotic damage to a creature with a
spell, it does not feel pain from the necrotic damage, and it must
succeed a Wisdom ability check against your spell save DC to
discern that it has taken damage.

Shallow Youth
Also at 1st level, your magic retains an imprint of your physical
state when you first awakened to it, which can be called upon by
feeding.
Whenever you regain hit points by dealing necrotic damage,
you can cause your physical appearance to transform such that
your age appears to be the same as when you first awakened to
this Sorcerous Origin. For example, wrinkles may disappear, your
posture may improve, and your hair may change in color and
texture. These effects last for 24 hours, at which point you revert
back to your natural appearance.

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Soulknife Blinkstrike
Soulknives are initiates of an ancient technique that uses magic to Starting at 6th level, you can use mental energy to travel through a
awaken the mind. These sorcerers are trained to be assassins and momentary rift, cutting through your foe's defense.
spies, as their abilities are difficult to discern and allow them to act You can use your bonus action and spend 2 sorcery points to
rapidly. With their ability to harness both magical and mental teleport up to 30 feet to an unoccupied space that you can see and
energy, they can create lethal weapons and strike with deadly then make one weapon attack with your Soul Focus. At 14th level,
precision. this attack deals an extra 1d8 force damage on a hit.
Soulknife Features Extra Attack
Sorcerer

Level Feature Also at 6th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn.
1st Martial Training, Soul Focus
6th Blinkstrike, Extra Attack Projected Blades
14th Project Blades Starting at 14th level, you can create a projection of psychic
18th Cut the Psyche weaponry, which strikes everything in a small area.
As a bonus action, you can expend 3 sorcery points to choose a
Origin Spells point within 30 feet of you. You can make a weapon attack against
Your psychic awakening affords you a repertoire of spells useful each creature within 5 feet of the chosen point, using your soul
for manipulating and wearing down the mind. You learn the focus, as though you were standing in the space. Each time you hit
following spells at the sorcerer levels listed. These spells count as a creature with one of these attacks, you can spend 1 sorcery point
sorcerer spells for you, and they do not count against your number to deal an additional 1d10 psychic damage to the target.
of spells known.
Cut the Psyche
Sorcerer Level Spell
1st message, disguise self Starting at 18th level, you can overload a creature's mind when you
strike it, causing you to disappear from its sight.
3rd shadow bladeXGtE
When you hit a creature with your Soul Focus, you can spend 3
5th hypnotic pattern
sorcery points to force the target to make a Wisdom saving throw
7th hallucinatory terrain against your spell save DC. On a failed save, the creature can't see
9th modify memory or hear you by any means until the end of your next turn.

Martial Training
At 1st level, you gain proficiency with light armor, hand crossbows,
longswords, rapiers and shortswords.
Additionally, your hit point maximum increases by 1, and it
increases by 1 every time you gain a level in this class.
Soul Focus
Also at 1st level, you can construct weapons out of mental energy.
These weapons deal damage directly to the minds of others, and
act as a conduit for your spells.
As a bonus action, you can create a weapon that flows with
mental energy, a Soul Focus, in one of your free hands. This
weapon takes the form of a dagger, a longsword, a rapier or a
shortsword (your choice), using the same statistics as the chosen
weapon except that it deals psychic damage instead of its normal
damage type. You can never be disarmed of your Soul Focus unless
you choose to be. You can use your Soul Focus as a spellcasting
focus for your sorcerer spells. If you are unconscious or you let go
of your Soul Focus on a turn, it disappears at the end of the turn.
At certain levels in this class, you gain a bonus to attack and
damage rolls made using your Soul Focus: +1 at 6th level and +2 at
14th level.

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Storm Sorcery Storm Guide
Your innate magic comes from the power of elemental air. Many At 6th level, you gain the ability to subtly control the weather
with this power can trace their magic back to a near-death around you.
experience caused by the Great Rain, but perhaps you were born You can use your bonus action to start or stop manipulating
during a howling gale so powerful that folk still tell stories of it, or rain. If it is raining, you can cause the rain to stop falling in a 20-
your lineage might include the influence of potent air creatures foot-radius sphere centered on you as part of this bonus action. If
such as djinn. Whatever the case, the magic of the storm it isn't raining, you can instead expend 2 sorcery points to cause
permeates your being. light rain, which lightly obscures the area, to begin falling in a 100-
Storm sorcerers are invaluable members of a ship's crew. Their foot radius sphere centered on you for up to 1 hour or until you use
magic allows them to exert control over wind and weather in their your bonus action to end this effect.
immediate area. Their abilities also prove useful in repelling You can also use your bonus action to start or stop
attacks by sahuagin, pirates, and other waterborne threats. manipulating wind. If it is windy, you can use a bonus action each
round to choose the direction that the wind blows in a 100-foot-
Origin Spells radius sphere centered on you. The wind blows in that direction
The arcane magic you command is infused with elemental air. You until the end of your next turn. This feature doesn't alter the speed
learn the following spells at the sorcerer levels listed. These spells of the wind. If it isn't windy, you can instead expend 2 sorcery
count as sorcerer spells for you, and they do not count against your points to cause wind to blow at a rate of 20 miles per hour in a
number of spells known. vortex filling a 100-foot sphere centered on you, which lasts for up
to 1 hour or until you use your bonus action to end this effect.
Sorcerer Level Spell
1st thunderclapXGtE, thunderwave Storm's Fury
3rd levitate
Starting at 14th level, when you are hit by a melee attack, you can
5th call lightning use your reaction to deal lightning damage to the attacker. The
7th conjure minor elementals* damage equals your sorcerer level. The attacker must also make a
9th conjure elemental** 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
* Unless you gain this spell from another source, you can summon away from you.
only smoke mephits, steam mephits, ice mephits, or dust mephits
with it. Wind Soul
**Unless you gain this spell from another source, you can
At 18th level, you gain immunity to lightning and thunder damage.
summon only air elementals with it.
You also gain a magical flying speed of 60 feet. As an action, you
Wind Speaker 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
The arcane magic you command is infused with elemental air. You Charisma modifier. The chosen creatures gain a magical flying
can speak, read, and write Primordial. Knowing this language speed of 30 feet for 1 hour. Once you reduce your flying speed in
allows you to understand and be understood by those who speak this way, you can't do so again until you finish a short or long rest.
its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic Questions? Feedback?


Thank you for taking the time to read, review and enjoy this
Starting at 1st level, you can cause whirling gusts of elemental air
homebrew. Feel free to get in touch with me on reddit:
to briefly surround you immediately before or after you cast a spell
/u/devikyn with your comments and improvements!
of 1st level or higher, pushing you up to 10 feet in a direction of
your choice. Please also check out the website of the tool used to create
this document:
Heart of the Storm • GM Binder
At 6th level, you gain resistance to lightning and thunder damage. Credits
In addition, whenever you start casting a spell of 1st level or higher As art is added to this document, the sources will be credited
that deals lightning or thunder damage, stormy magic erupts below.
from you. This eruption causes creatures of your choice that you • Sorcerer
can see within 10 feet of one of your spell's targets to take
lightning or thunder damage (choose each time this ability
activates) equal to half your sorcerer level.

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