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True Sorcery - A Reworked Sorcerer For 5e - GM Binder

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True Sorcery

Sorcerers often have obscure or quixotic motivations driving


Sorcerer them to adventure. Some seek a greater understanding of the
Golden eyes flashing, a human stretches out her hand and magical force that infuses them, or the answer to the mystery
unleashes the dragonfire that burns in her veins. As an of its origin.
inferno rages around her foes, leathery wings spread from
her back and she takes to the air. Others hope to find a way to get rid of it, or to unleash its full
potential. Whatever their goals, sorcerers are every bit as
Long hair whipped by a conjured wind, a half-elf spreads his useful to an adventuring party as wizards, making up for a
arms wide and throws his head back. Lifting him comparative lack of breadth in their magical knowledge with
momentarily off the ground, a wave of magic surges up in enormous flexibility in using the spells they know.
him, through him, and out from him in a mighty blast of
lightning. Playing a Sorcerer
Crouching behind a stalagmite, a halfling points a finger at a When it comes to drawing forth their abilities in times of
charging troglodyte. A blast of fire springs from her finger to need, sorcerers have it easy compared to other characters.
strike the creature. She ducks back behind the rock Their power not only rests within them, but it likely takes
formation with a grin, unaware that her wild magic has some effort to keep it at bay. Every sorcerer is born to role, or
turned her skin bright blue. stumbles into it through cosmic chance. Unlike other
characters, who must actively learn, embrace, and pursue
Sorcerers carry a magical birthright conferred upon them by their talents, sorcerers have their power thrust upon them.
an exotic bloodline, some otherworldly influence, or exposure Because the idea of an innately magical being traveling
to unknown cosmic forces. One can’t study sorcery as one among them does not sit well with many folk, sorcerers tend
learns a language, any more than one can learn to live a to breed mistrust and suspicion in others they come across.
legendary life. No one chooses sorcery; the power chooses Nonetheless, many sorcerers succeed in overcoming that
the sorcerer. prejudice through deeds that benifit their less magically
Raw Magic gifted contemporaries.
Magic is a part of every sorcerer, suffusing body, mind, and Sorcerers are often defined by the events surrounding the
spirit with a latent power that waits to be tapped. Some manifestation of their power. For those who receive it as an
sorcerers wield magic that springs from an ancient bloodline unexpected birthright, its appearance is a cause for
infused with the magic of dragons. Others carry a raw, celebration. Other sorcerers are treated as outcasts, banished
uncontrolled magic within them, a chaotic storm that from their homes after the sudden, terrifying arrival of their
manifests in unexpected ways. abilities.
Playing a sorcerer character can be a rewarding as
it is challenging. The sections below offer suggestions on
The appearance of sorcerous powers is wildly unpredictable. how to flesh out and personalize your persona.
Some draconic bloodlines produce exactly one sorcerer in
every generation, but in other lines of descent every Creating a Sorcerer
individual is a sorcerer. Most of the time, the talents of The most important question to consider when creating your
sorcery appear as apparent flukes. Some sorcerers can’t sorcerer is the origin of your power. As a starting character,
name the origin of their power, while others trace it to you’ll choose an origin that ties to a draconic bloodline or the
strange events in their own lives. influence of wild magic, but the exact source of your power is
The touch of a demon, the blessing of a dryad at a baby’s up to you to decide. Is it a family curse, passed down to you
birth, or a taste of the water from a mysterious spring might from distant ancestors? Or did some extraordinary event
spark the gift of sorcery. So too might the gift of a deity of leave you blessed with inherent magic but perhaps scarred as
magic, exposure to the elemental forces of the Inner Planes well?
or the maddening chaos of Limbo, or a glimpse into the inner How do you feel about the magical power coursing through
workings of reality. you? Do you embrace it, try to master it, or revel in its
Sorcerers have no use for the spellbooks and ancient tomes unpredictable nature? Is it a blessing or a curse? Did you seek
of magic lore that wizards rely on, nor do they rely on a it out, or did it find you? Did you have the option to refuse it,
patron to grant their spells as warlocks do. By learning to and do you wish you had? What do you intend to do with it?
harness and channel their own inborn magic, they can Perhaps you feel like you’ve been given this power for some
discover new and staggering ways to unleash that power. lofty purpose. Or you might decide that the power gives you
the right to do what you want, to take what you want from
Unexplained Powers those who lack such power.
Sorcerers are rare in the world, and it’s unusual to find a Perhaps your power links you to a powerful individual in the
sorcerer who is not involved in the adventuring life in some world—the fey creature that blessed you at birth, the dragon
way. People with magical power seething in their veins soon who put a drop of its blood into your veins, the lich who
discover that the power doesn’t like to stay quiet. A sorcerer’s created you as an experiment, or the deity who chose you to
magic wants to be wielded, and it has a tendency to spill out carry this power.
in unpredictable ways if it isn’t called on.

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Quick Build Arcane Origins
You can make a sorcerer quickly by following these Some sorcerers understand where their power came from,
suggestions. First, Charisma should be your highest ability based on how their abilites manifested. Others can only
score, followed by Constitution. Second, choose the hermit speculate, since their powers came to them in a way that
background. Third, choose the light, prestidigitation, ray of suggests no particular cause.
frost, and shocking grasp cantrips, along with the 1st-level
spells shield and magic missile. Does your character know the source of you magical power?
Does it tie back to some distant relative, a cosmic event, or
blind chance? If your sorcerer doesn't know where their
power came from, your DM can use this table (or select an
origin) and reveal it to you when the information plays a role
in the campaign.
Arcane Origins
d6 Arcane Origins
Your power arises from your family's bloodline. You are
1 related to some powerful creature, or you inherited a
blessing or a curse.
You are the reincarnation of being from another plane of
2
existence.
A powerful entity entered the world. Its magic changed
3
you.
Your birth was prophesied in an ancient text, and you are
4
foretold to use your power for terrible ends.
You are the product of generations of careful selective
5
breeding.
6 You were made in a vat by an alchemist.

Practice and study are for amateurs. True power is a Reaction


birthright. When a new sorcerer enters the world, either at birth or later
-Hennet, scion of Tiamat when one's power becomes evident, the consequences of that
When it comes to drawing forth their abilities in times of event depend greatly on how its witnesses react to what they
need, sorcerers have it eacy compared to other characters. have seen.
Their power not only rests within them, but it likely takes When you sorcerer's powers appeared, how did the world
some effort to keep it at bay. Every sorcerer is born to the roll, around you respond? Were other people supportive, fearful,
or stumbles into it through cosmic chance. Unlike other or somewhere in between?
characters, who must actively learn, embrace, and pursue
their talents, sorcerers have their power thrust upon them. Reactions
Because the idea of an innately magical being traveling d6 Reactions
among them does not sit well with many folk, sorcerers tend Your powers are seen as a great blessing by those around
to breed mistrust and suspicion in others they come across. 1 you, and you are expected to use them in service to your
Nonetheless, many sorcerers succeed in overcoming that community.
prejudice through deeds that benefit their less magically Your powers caused destruction and even a death when
gifted contemporaries. 2
they became evident, and you were treated as a criminal.
Sorcerers are often defined by the events surrounding the 3
Your neighbors hate and fear your power, causing them to
manifestation of their power. For those who receive it as an shun you.
unexpected birthright, it appearance is a cause for 4
You came to the attention of a sinister cult that plans on
celebration. Other sorcerers are treated as outcasts, banished exploiting your abilities.
from their homes after a sudden terrifying arrival of their People around you believe that your powers are a curse
abilities. 5
levied on your family for a past transgression.
Playing a sorcerer character can be as rewarding as it is Your powers are believed to be tied to an ancient line of
challenging. The section of tables offer suggestions on how to 6 mad kings that supposedly ended in a bloody revolt over a
century ago.
personalize your persona.

CoffeeSorcerer69 | The Sorcerer, Reworked


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Supernatural Mark Signs of Sorcery
A sorcerer at rest is almost indistinguishable from a normal As the world well knows, some sorcerers are better than
person; it's only when their magic flies forth that sorcerers others at controlling their spellcasting. Sometimes a wild
reveal their true nature. Even so, many sorcerers have a display of magic gone awry emanates from a sorcerer who
subtle but telling physical trait that sets them apart from casts a spell. But even when one's magic foes off as planned,
other folk. the act of casting is often accompanied by a telltale sign that
makes it clear where that magical energy came from.
If your sorcerer has a supernatural mark, it might be one
that's easily concealed, it could be a source of pride that you When your sorcerer character casts a spell, does the effort
keep on constant display, or it could be so noticeable that you reveal itself in a sign of sorcery? Is this sign tied to your origin
couldn't hide it even if you tried. or some other aspect of who you are, or is it a seemingly
random phenomenon?
Supernatural Marks
d6 Supernatural Marks Signs of Sorcery
Your eyes or hair are an unusual color, such as red or d6 Signs of Sorcery
1
turquoise. You deliver the verbal components of your spells in the
1
You have a scar of unknown origin, that's been slowly booming voice of a titan.
2
growing since your powers first manifested. When you begin casting a spell, the area around you
2
You have strange runic markings all over your body that grows dark and gloomy until you're done casting a spell.
3 glow when you interact with or are in the presence of You sweat profusely while casting a spell and for a few
magic. 3
seconds thereafter.
4 Your hair grows at a prodigious rate. Your hair and garments are briefly buffeted about, as if by
4
Your eyes have a slight glow to them, nothing noticeable a breeze, whenever you call forth a spell.
5
in light, but in darkness... When you cast a spell, you rise six inches into the air and
5
A brightly colored splotch appears on your neck once a gently float back down.
6
day, then vanishes after an hour. Illusory blue flames wreathe from your hands and head as
6
you begin casting a spell, then abruptly disappear.

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Sorcerer
Proficiency Cantrips Spells Spell Spell 6th 7th 8th 9th Metamagics
Level Bonus Features Known Known Points Limit Level Level Level Level Known
Spellcasting, Sorcerous
1st +2 3 4 4 1st — — — — —
Origin
2nd +2 Font of Magic 3 5 6 1st — — — — —
3rd +2 Metamagic 3 6 14 2nd — — — — 2
Ability Score Improvement,
4th +2 4 7 17 2nd — — — — 3
Arcane Senses
5th +3 Magical Guidance 4 8 25 3rd — — — — 3
6th +3 Sorcerous Origin feature 4 9 29 3rd — — — — 4
7th +3 Magic Resistance 4 10 34 4th — — — — 4
8th +3 Ability Improvement 4 11 39 4th — — — — 5
9th +4 — 4 12 50 5th — — — — 5
10th +4 Awakened Sorcery 5 14 56 5th — — — — 6
11th +4 — 5 15 56 5th — — — — 6
12th +4 Ability Score Improvement 5 16 56 5th 1 — — — 7
13th +5 — 5 18 56 5th 1 1 — — 7
14th +5 Sorcerous Origin feature 5 19 56 5th 1 1 — — 7
15th +5 — 5 19 56 5th 1 1 1 — 8
16th +5 Ability Score Improvement 5 20 56 5th 1 1 1 — 8
17th +6 — 5 20 56 5th 1 1 1 1 8
Body of Magic, Sorcerous
18th +6 5 21 62 5th 1 1 1 1 9
Origin feature
19th +6 Ability Score Improvement 5 21 62 5th 2 1 1 1 9
20th +6 Transcendent Sorcerer 5 22 62 5th 2 2 1 1 9

Saving Throws: Constitution, Charisma


Class Features Skills: Choose two from Arcana, Deception, Insight,
As a sorcerer, you gain the following class features. Intimidation, Persuasion, and Religion
Hit Points Equipment
Hit Dice: 1d6 per sorcerer level
You start with the following equipment, in addition to the
Hit Points at 1st Level: 6 + your Constitution modifier
equipment granted by your background:
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution (a) a light crossbow and 20 bolts or (b) any simple weapon
modifier per sorcerer level after 1st. (a) leather armor (b) spare set of clothes
Proficiencies (a) a dungeoneer's pack or (b) an explorer's pack
Armor: Light Armor (a) scimitar (b) shortsword (c) two daggers (d) whip and
Weapons: Simple Weapons, Hand Crossbows, Scimitars, dagger
Shortswords, Whips Alternatively, you can purchase your starting equipment
Tools: None with a starting wealth of 4d4 x 10gp.

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Spellcasting Spellcasting Ability
An event in your past, or in the life of a parent or ancestor, left Charisma is your spellcasting ability for your sorcerer spells,
an indelible mark on you, infusing you with arcane magic. since the power of your magic relies on your ability to project
This font of magic, whatever its origin, fuels your spells. See your will into the world. You use your Charisma modifier
chapter 10 for the general rules of spellcasting and chapter whenever a spell refers to your spellcasting ability.
11 or pages 29-30 for the sorcerer spell list. In addition, you use your Charisma modifier when setting the
Cantrips saving throw DC for a sorcerer spell you cast and when
At 1st level, you know three cantrips of your choice from the making an attack roll with one.
sorcerer spell list. You learn additional sorcerer cantrips of
your choice at higher levels, as shown in the Cantrips Known Spell Save DC = 8 + your proficiency bonus +
column of the Sorcerer table. your Charisma modifier
Spell Points Spell attack modifier = your proficiency bonus +
The Sorcerer table shows how many spell points you have to your Charisma modifier
cast your spells of 1st-level and higher. To cast one of these
sorcerer spells, you must expend the amount of spell points
indicated in the table below. You regain all expended spell Innate Casting
points when you finish a long rest. Your body itself is a spellcasting focus. You must have at least
For example, as a 3rd level sorcerer, you can cast the spell one free hand to cast spells that require somatic or material
burning hands at 2nd-level by spending 3 spell points. components, and you must provide material components that
Spell Level Point Cost Spell Level Point Cost
are consumed by the spell or have a required gold cost.
Cantrip 0 3rd 4 Sorcerous Origin
1st 2 4th 5 Choose a sorcerous origin, which describes the source of
2nd 3 5th 6 your innate magical power. There are too many to upkeep
this list, and they're all linked at the end of the class
Spell Limit description.
Your sorcerer level limits the potency of spells that you can Your choice grants you features when you choose it at 1st
cast. This is reflected in the Spell Limit column of the level and again at, 6th, 14th, and 18th level.
Sorcerer Table. For example, as a 5th level sorcerer, you are
limited to casting spells of 3rd-level or lower. Origin Spells
Each origin has a list of spells-its origin spells-that you gain at
Spells Known of 1st Level and Higher the sorcerer levels noted in the origin description. Once you
You know four 1st-level spells of your choice from the gain an origin spell, you always know it, and it doesn't count
sorcerer spell list. against the number of spells you know, and doesn't require
The Spells Known column of the Sorcerer table shows components.
If you have an origin spell that doesn't appear
when you learn more sorcerer spells of your choice. Each of on the sorcerer spell list, the spell is nonetheless a sorcerer
these spells must be of a level for which you have spell slots. spell for you.
For instance, when you reach 3rd level in this class, you can
learn one new spell of 1st or 2nd level. Font of Magic
Whenever you finish a long rest, you can replace one of the At 2nd level, you tap into a deep wellspring of magic within
spells you've learned from this Spellcasting feature with yourself. This wellspring is represented by sorcery points,
another spell from the sorcerer spell list. The new spell must which allow you to create a variety of magical effects.
be the same level as the spell you replace.
Sorcery Points
Spells known of 6th level and Higher You have a number sorcery points equal to your sorcerer level
Spells of 6th level and higher are particularly taxing to cast, + your Charisma modifier, and you gain more as you reach
as they have a greater potency. You cannot cast these spells higher levels, as shown in the Sorcery Points column of the
with spell points no matter who one may be. These spells are Sorcerer table. You can't have more sorcery points than
treated similarly to the Warlocks Mystic Arcanums. Upon shown on the table for your level unless you use a wish spell.
reaching 11th level, you will gain a number of spell slots per
level of spell of 6th level and higher as shown on the sorcerer You regain a number of sorcery points equal to your
table. You recover these spell slots upon completing long rest. proficiency bonus + 1d4 whenever you finish a short rest.
When you learn a spell of 6th level and higher, it counts When you recover sorcery points in this way, it cannot exceed
against your spells known, and can be replaced upon your maximum sorcery points. You regain all expended
completing a long rest like other spells on your spell list. sorcery points when you finish a long rest.

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Deflect Magic Ability Score Improvement
As a reaction, you can spend a number of sorcery points When you reach 4th level, and again at 8th, 12th, 16th, and
equal to twice the spell slot level that you're deflecting, to 19th level, you can increase one ability score of your choice
deflect a spell into the distance (2 sorcery points if it's a by 2, or you can increase two ability scores of your choice by
cantrip). You cannot deflect spells of 9th level, spells with a 1. As normal, you can't increase an ability score above 20
range of touch, or a spell that isn't targeting you. using this feature.
Empowering Reserves Arcane Sense
When you make an ability check on your turn, you can spend At 4th level, you can sense when another being is innately
1 sorcery points to gain advantage on the check. magical, and you can add your Charisma modifier to
Imbue Magic Intelligence (Arcana) checks instead of just Intelligence.
As an action, you can touch one nonmagical item and spend Also, you can detect the presence of magical effects or
1 sorcery point to imbue it with magic for 1 minute. For the objects within 120ft. of it.
duration, the item is considered magical for the purpose of
overcoming immunity and resistance to nonmagical attacks, Magical Guidance
or having resistance to nonmagical attacks with armor. At 5th level, you've learned to tap into your inner wellspring of
magic to try to conjure success from failure. When you make
Sorcerous Constitution an ability to check that fails, you can spend 1 sorcery point to
As an action, you can spend any number of sorcery points to reroll gaining advantage on the reroll, potentially turning a
roll a d4 + 1 for each point expended. You gain a number of failure into a success.
temporary hit points equal to the total rolled. If you've taken
damage, you instead recover hit points healing the damage. Magic Resistance
You can regenerate chunks of bone, flesh, muscle, and At 7th level, your body has gained resilience to magical
small limbs like fingers, toes, and eyes. But can only reattach effects. You have advantage on effects against spells and
larger limbs like arms, feet, hands, or legs when you heal this magical effects.
way.
Awakened Sorcery
Flexible Casting At 10th level, you've begin to master your ability to alter
You can use your sorcery points to gain additional spell essential parts of spells. You can choose three of your
points, or sacrifice spell points to gain additional sorcery Metamagics Known to reduce the sorcery point cost by half.
points. (rounded up)
Converting Sorcery Points and Spell Points. As a bonus If a Metamagic Option is reduced to 1 sorcery point then
action on your turn, you can spend spell points and gain a you can apply this Metamagic Option to spells that already
number of sorcery points equal to the spell points spent, and have Metamagics applied to them.
vice versa. Over the course of a long rest, you can change one of your
Metamagics effected by this feature, or you can change out a
Metamagic number of your known Metamagics equal to your Charisma
At 3rd level, your innate spark of magic allows you to produce modifier.
wondrous effects. you learn three Metamagics of your choice
from the list at the end of this class description. You gain Body of Magic
additional Metamagics at higher levels, as shown in the At 18th level, the magic flowing through your body causes you
Metamagics Known column of the Sorcerer table. to age slower, if you wish it. For every 1 year that passes, your
Metamagics gained from this class feature, can only be used body only ages 1 month. You can also no longer be forcefully
on sorcerer spells gained from this class. aged in any way, and no longer require food and water.
This feature applies when under antimagic, polymorph, or
Certain Metamagics scale to the spells level, the cost per spell shapechanged, no matter if willingly or by force.
level can be seen in the table below.
Spell Sorcery Point Spell Sorcery Point
Transcendent Sorcerer
Level Cost Level Cost At 20th level, you choose three Metamagic Options from your
Cantrips 1 5th 6
Metamagics Known to become your signature Metamagics.
Once you've chosen your signature Metamagics; You can
1st 2 6th 7 apply these Metamagics to a spell that you have already
2nd 3 7th 8 applied Metamagic to; without expending any sorcery points.
3rd 4 8th 9 You cannot change these Metamagics once chosen.
Also, as an action, you can recover half of your overall
4th 5 9th 10 sorcery points and spell points once per long rest.

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Double Spell
When you cast a spell that targets only one creature, you can
spend a number of sorcery points equal to the spells level to
cast a second, different spell at the same target. The second
spell must also target only one creature.
To be eligible, a spell must be incapable of targeting more
than one creature at the spell's current level. For example,
magic missle, scorching ray, and fireball aren't eligible, but
shocking grasp, ray of frost, and chromatic orb are.
Efficient Spell
When you cast a spell of 2nd, 3rd, 4th or 5th level, you can
spend a number of sorcery points equal to the spell's level to
cast it using a spell slot one level lower than the spell's
normal level, without changing the effects of the spell.
Empowered Spell
When you roll damage for a spell, you can spend 3 sorcery
points to roll maximum damage on a number of damage die
up to your Charisma modifier (minimum of 1).
You can use Empowered Spell even if you have already
used a different metamagic option during the casting of the
spell.
Encompassing Spells
Metamagic Options: When you cast a spell with an instantaneous duration that
has an rea of effect, you can cause pockets of the spell to
Augmented Spell extend beyond its normal area. To do so, you spend a number
When you cast a spell that forces a creature to make a saving of sorcery points equal to the spells level. Choose a number of
throw to resist its effects, you can spend 4 sorcery points to targets up to within 5 feet of the spell's area. A chosen target
change the initial saving throw required for the targets of the is affected by the spell as if it were in the area of effect.
spell. You can use Encompassing Spell even if you have already
If the original save is a physical attribute, such as Strength, used a different metamagic option during the casting of the
Constitution, or Dexterity, you must choose one from that spell.
group. Similarly, if the original save is a mental attribute,
such as Intelligence, Wisdom, or Charisma, it must remain Enhanced Spell
one. 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
Careful Spell give a number of targets equal to your Charisma modifier of
When you cast a spell that affects multiple creatures, you can the spell disadvantage on their first saving throw made
protect some of those creatures from the spell. You can spend against the spell.
1 sorcery point and choose all of the creatures you wish to be
unaffected by your spell.
A chosen creature takes no damage Esoteric Spell
and effects from your spell. When you cast a spell that deals force, necrotic, psychic, or
You can use Careful Spell even if you have already used a radiant damage, you can spend 1 sorcery point to change the
different metamagic option during the casting of the spell. spell's damage to another type from the list above.
Delayed Spell Expanded Spell
When you cast a spell, you can delay it occurring until the When you cast a spell that deals damage in a circle, cone, or
start of your next turn by spending 1 sorcery point (expending line, you can spend 3 sorcery points to increase the width of
the spell points as normal). When the start of your next turn the spell by 5 feet times your Charisma modifier (minimum of
begins, you can choose to delay it once more, for 1 more 5 feet increased).
sorcery point.
Extended Spell
Distant Spell When you cast a spell that has a duration of 1 minute or
When you cast a spell that has a range of 5 feet or greater, longer, you can spend 1 sorcery point to double its duration,
you can spend 1 sorcery point to double the range of the to a maximum duration of 24 hours.
spell.
When you cast a spell that has a range of self or touch, You can use Extended Spell even if you have already used a
you can spend 1 sorcery point to make the range of the spell different metamagic option during the casting of the spell.
30 feet.

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Focused Spell To be eligible, a spell must be incapable of targeting more
When you cast a spell that has concentration, you can spend than one creature at the spell's current level. For example,
a number of sorcery points equal to the spells level to magic missle, scorching ray, and fireball aren't eligible, but
automatically succeed on the Constitution saving throw. shocking grasp, ray of frost, and chromatic orb are.
Invisible Spell Unerring Spell
When you cast a spell that other creatures can see, you can When you cast a spell, and miss on the attack roll, you can
expend 1 sorcery point to make any visual manifestations of spend 2 sorcery points to reroll the attack roll. You must use
the spell invisible. the result of the second roll.
You can use Unerring Spell even if you have already used a
Non-Lethal spell different Metamagic option during the casting of the spell.
When you cast a spell that reduces a creature to 0 hit points,
you can spend 1 sorcery point to knock the creature out, Unyielding Spell
rendering it unconscious, rather than deal a killing blow. When you cast a spell, you can spend 4 sorcery points to
make it unbreakable by the spells counterspell, dispel magic,
Overcharged Spell and remove curse and spells like them.
When you cast a spell of 1st level or higher, that can be cast You can use Unyielding Spell even if you have already used
at higher levels, you can spend a number of sorcery points a different Metamagic option during the casting of the spell.
equal to the spell's level to increase the casting level by 1.
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.
Seeking Spell
When you cast a spell that requires you to make a spell attack
roll or that forces a target to make a Dexterity saving throw,
you can spend 1 sorcery point to ignore the effects of half-
and three-quarters cover against targets of the spell.
Siphoning Spell
When you cast a spell that deals damage, you can spend 3
sorcery points to heal yourself by an amount equal to half the
damage dealt to a single target, rounded down.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it
without any somatic or verbal components.
Translocate Spell
When you cast a spell, you can expend 2 sorcery points to
change the origin of the spell to any space you choose within
60 feet of you.
Transmuted Spell
When you cast a spell that deals a type of damage from the
following list, you can spend 1 sorcery point to change that
damage type to one of the other listed types: acid, cold, fire,
lightning, thunder.
You can use Transmuted Spell even if you have already
used a different metamagic option during the casting of the
spell.
Twinned Spell
When you cast a spell that targets only one creature, 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.

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Sorcerous Origin: Aberrant Mind You and the chosen creature can speak telepathically with
An alien influence has wrapped its tendrils around your mind, each other while the two of you are within a number of miles
giving you psionic power. You can now touch other minds of each other equal to your Charisma modifier (minimum of 1
with that power and alter the world around you by using it to mile). To understand each other, you each must speak
control the magical energy of the multiverse. Will this power mentally in a language the other knows.
shine from you as a hopeful beacon to others? Or will you be The telepathic connection lasts for a number of minutes
a source of terror to those who feel the stab of your mind and equal to your sorcerer level. It ends early if you are
witness the strange manifestations of your might? incapacitated or die or if you use this ability to form a
As an Aberrant Mind sorcerer, you decide how you connection with a different creature.
acquired your powers. Were you born with them? Or did an
event later in life leave you shining with psionic awareness? Psionic Sorcery
Consult the Aberrant Origins table for a possible origin of At 6th level, when you cast any spell of 1st level or higher
your power. from your Origin Spells, or Psionic Magics features, you can
cast it by expending spell points as normal or by spending a
Aberrant Origins number of sorcery points equal to the spell's level. If you cast
d6 Origin the spell using sorcery points, it requires no components,.
You were exposed to the Far Realm's warping influence. Also, you gain resistance to psychic damage, and you have
1 You are convinced that a tentacle is now growing on you, advantage on all Intelligence, Wisdom, and Charisma saving
but no one else can see it. throws.
A psychic wind from the Astral Plane carried psionic
2 energy to you. When you use your powers, faint motes of Revelation in Flesh
light sparkle around you. At 14th level, you can unleash the aberrant truth hidden
You once suffered the dominating powers of an aboleth,
within yourself. As a bonus action, you can spend 1 or more
3
leaving a psychic splinter in your mind.
sorcery points to magically transform your body for 10
minutes. For each sorcery point you spend, you can gain one
You were implanted with a mind flayer tadpole, but the of the following benefits of your choice, the effects of which
4
ceremorphosis never completed. And now its psionic
power is yours. When you use it, your flesh shines with a
last until the transformation ends:
strange mucus. You can see any invisible creature within 60 feet of you,
As a child, you had an imaginary friend that looked like a provided it isn't behind total cover. Your eyes also turn
5
flumph or a strange platypus-like creature. One day, it black or become writhing sensory tendrils.
gifted you with psionic powers, which have ended up You gain a flying speed equal to your walking speed and
being not so imaginary. can hover. As you fly, your skin glistens with mucus or
Your nightmares whisper the truth to you: your psionic shines with an otherworldly light.
6 powers are not your own. You draw them from your You gain a swimming speed equal to twice your walking
parasitic twin! speed, and you can breathe underwater. Moreover, gills
grow from your neck or fan out from behind your ears,
Aberrant Mind Origin Spells your fingers become webbed, or you grow writhing cilia
Sorcerer Level Spells that extend through your clothing.
Your body, along with any equipment you are wearing or
1st Dissonant Whispers, Mind Sliver carrying, becomes slimy and pliable. You can move
3rd Calm Emotions through any space as narrow as 1 inch without squeezing,
5th Sending and you can spend 5 feet of movement to escape from
7th Summon Aberration
nonmagical restraints or being grappled.
9th Rary's Telepathic Bond Warping Implosion
11th True Seeing At 18th level, You can unleash your aberrant power as a
space-warping anomaly. As an action, you can teleport to an
Psionic Magics
unoccupied space you can see within 120 feet of you.
Immediately after you disappear, each creature within 30 feet
When your Spellcasting feature lets you learn a sorcerer spell of the space you left must make a Strength saving throw. On
of 1st level or higher, you can select the spell from the a failed save, a creature takes 6d12 force damage and is
conjuration, divination, or enchantment spell from the bard, pulled straight toward the space you left, ending in an
sorcerer, warlock, or wizard spell lists. unoccupied space as close to your former space as possible.
Telepathic Speech On a successful save, the creature takes half as much damage
and isn't pulled.
Starting at 1st level, you can form a telepathic connection Once you use this feature, you can't do so again until you
between your mind and the mind of another. As a bonus finish a long rest, unless you spend 5 sorcery points to use it
action, choose one creature you can see within 30 feet of you. again.

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Sorcerous Origin: Ancient Spirit Wanderlust
You are an ancient spirit. You are a spirit that is cyclical in its At 1st level, it is only natural for you to explore and meet the
journey of life and death: life is not a line, but a cyclical world. Your speed increases by 10 feet. Addtionally, you can
hierarchy, ever moving forwards and upwards to come round learn to speak and understand a language after only a week
again. Who can say if your soul is native to the astral plane or of exposure to others speaking it.
the material? Who can say if you are a 'real' person, or a Unworldly Ties
symptom of a mistake, one small error on the part of the
gods, that let a soul escape the standard cosmological path Starting at 1st level, reality and the planes bind you a little
and wander forever? less than they do everyone else. You can teleport up to the
An ancient spirit dies, then roams the planes and chooses remaining speed you have to an unoccupied space you can
to pass on when they want to. Only when an ancient spirit see, which takes movement as if you had walked.
gives up the worldly life and is content to live betweens the You have a number of uses of this ability equal to your
plains, thus unable to be resurrected or reincarnated back, do Charisma modifier + half your sorcerer level (rounded up),
they once again remember fully their past lives, their and you regain all expended uses when you finish a short or
complete self (even if miniscule parts did slip through the long rest. You have an unlimited number of uses of this ability
cracks previously). Such is their tragedy - or their privilege - when you reach 14th level.
for what is the life of an immortal soul if it can't experience Additionally, you cannot be targeted by spells and effects
new life? from any outside source, that takes your soul from your body.
Consider if your character knows the details of their origin. Touch of Memory
Have you met another ancient spirit? Are there any other At 6th level, you can add your Charisma modifier to
ancient spirits in the world - would you be privy to such Intelligence (History) checks when you use the skill to recall
knowledge? It's likely your character doesn't know the cyclical knowledge on creatures, locations, and objects. And your
nature of their soul, but may have an spiritual facet that
betrays the essence of their magical nature. If you wish, you memories cannot be altered by any means. You can add twice
can roll on or select from the table below to determine an your Charisma modifier at 18th level.
spiritual facet. Ancient Soul
Spiritual Facet Also at 6th level, you can reveal the pure spirit that you are.
d6 Facet
As a bonus action, you can spend 2 sorcery points to reveal
your ancient spirit. Until the start of your next turn, you have
You see yourself in the shoes of all different races and resistance to all damage and advantage on all saving throws.
1 genders easily, and can empathize across differences with
others readily. Timeless Body
Once in a while, you can remember the names of old At 14th level, your spirit nourishes your body until its passing,
2 rulers, a name of who is represented by statues, and put you gain true sight out to a distance of 30 feet, you suffer
faces to names on ancient headstones. none of the frailty of old age, and you can't be aged magically
You anxiously cherish every positive memory shared with or have your age extended. However, you can still die of old
3 others, and time seems to fly by much faster for you than age, and if you do, your body fades away.
it does for people around you.
Death and loss are refutable to you - though to your
All My Pasts
4 knowledge you've seen about as much as others, you are Also at 14th level, the experience of your past selves aid you
unwilling to let someone die or lose them. tremendously. You can add half your proficiency bonus
Your dreams are filled with echoes of the psychic wind - a
(rounded up) to any ability check and saving throw you make
5 storm of thoughts, composed of broken ideals, tragedy,
that doesn't already include your proficiency bonus, and you
and faltered wills. gain proficiency in all tools, weapons, armor, and shields.
You have an undeniable and irrepressible urge to travel
6 and experience the world to its fullest. Soul Separation
Finally at 18th level, you know the spell Astral Projection, and
it doesn't count against your sorcerer spells known. You can
Ancient Spirit Origin Spells cast it to change its effects as an action with 6 sorcery points
Sorcerer Level Spell or spell points, and it doesn't take a spell slot.
When you cast
1st Detect Evil and Good, Guidance it in this way, it only takes an action, and you only target
yourself. The duration become until dispelled and you can
3rd Spiritual Weapon explore the fold between the planes of existence instead of
5th Spirit Guardians just the astral plane. While in this fold you can observe the
7th Freedom of Movement other planes but you can only enter the astral plane. Unless
9th Legend Lore
you enter another plane through the astral plane.
Once you use this action, you can’t use it again until you
11th Planar Ally finish a long rest, or until you expend 6 sorcery points or spell
points to cast in this way it again.

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Sorcerous Origin: Chronomantic In addition, you may spend 3 sorcery points to cast either the
Your innate magic comes from the fabric of time. Perhaps haste or slow spells as a bonus action with no components
you were exposed to very powerful temporal magic, leaving once per short or long rest.
its arcane signature upon your very being and making you Advanced Chronomancy
attuned to similar effects. Maybe Amaunator or another deity At 14th level, your mastery over time has improved enough
of time chose you for reasons unknown and bestowed upon that you become more efficient in spellcasting and can
you their boon. choose to resist the effects of temporal magic should they be
Due to their ability to instinctually warp time around them detrimental to you. You may spend 2 sorcery points as a
and escape harm, an ability they sadly could not extend to reaction to gain one of the following effects.
their comrades, chronomantics tend to survive encounters
that their companions do not, and a good fraction become When an attack would hit or miss, roll a d100. On an even
struck with survivor guilt. Most of those who do develop this result the attack misses, and vice versa with an odd result.
guilt embrace solitude and give up adventuring entirely, while When a saving throw would half the damage on a
others continue exploring the world but are wary of accepting successful save. You roll a d20, on a 10 or lower you take
companionship, should similar events occur once more. the damage, on an 11 or higher you take no damage.
Chronomantic Origin Spells Timewalker
Sorcerer Level Spells At 18th level, you can use your bonus action to spend 6
1st Gift of Alacrity, Resistance sorcery points to pluck yourself from 1 round in the future to
join you in the present.
3rd Fortunes Favor
5th Slow Your future self appears in an unoccupied space you can see
7th Death Ward
within 30 feet of you and takes their turn alongside yours.
Your two selves share hit points, spell slots, resources, and
9th Temporal Shunt status effects. Any changes or new effects- including
11th Contingency incapacitation or death- added/removed from your present
self are mirrored to your future self; however, any changes to
Subtle Acceleration your future self are not mirrored. Due to already witnessing
Also at 1st level, slivers of time magic are ever-present around this event, your future self cannot be surprised and has
you, granting you a small advantage even in areas you don't advantage on attack rolls, ability checks, and saving throws
focus much on. You can add half your proficiency bonus, during this turn. Additionally, other creatures have
rounded up, to any Dexterity and Intelligence ability checks, disadvantage on attack rolls against them.
skills, and saving throws you make that don't already include At the end of your turn, both you and your future self vanish
your proficiency bonus. as the timeline repairs itself, merging you back into one
Additionally, your relative swiftness makes you harder to hit. singular entity. While vanished, you are undetectable,
When you aren’t wearing armor, your AC equals 10 + your invulnerable, and cannot move or take any actions. At the end
Dexterity modifier + your Charisma modifier. of your next turn, you appear where your future self vanished,
in the state he or she was in.
Rewind Additionally, you no longer age and you may take an action to
At 6th level, when you make a saving throw and fail, you can spend 10 spell points to cast the time stop spell once without
use your reaction and spend 2 sorcery points to turn back expending resources or a Grand Sorcery. Once you use this
time. Armed with knowledge from the future, you adjust your feature, you can't use it again until after a rest.
course of action accordingly. You reroll the saving throw with
advantage and take the second result.

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Sorcerous Origin: Clockwork Soul The ward is represented by a number of d8s equal to the
A plane of utmost order, Mechanus is a realm
overseen by a number of sorcery points spent to create it. When the warded
godlike entity called Primus,
whose actions are inscrutable creature takes damage, it can use its reaction to spend a
and calculations,
vast. You, or someone from your lineage, number of those dice, roll them, and reduce the damage
might
have become entangled in one of the
machinations of taken by the total of the spent dice.
the leader of the modrons.
Perhaps you were exposed to an Trance of Order
artifact created
by Primus, or your ancestor took part in the Starting at 14th level, you gain the ability to enter a state of
Great Modron March in some way. clockwork consciousness as a bonus action. For the next
The power of Mechanus can seem strange and
alien to minute, attack rolls against you can’t benefit from advantage,
others, but for you it is part of a vast and
glorious system that and whenever you make an attack roll, an ability check, or a
others can’t comprehend. At
your option, you can pick from or saving throw, you can treat a d20 roll of 9 or lower as a 10.
roll on the
Manifestations of Mechanus table to create a way Once you use this action, you can’t use it again until after
your connection to the plane manifests while
you are casting you finish a long rest, or until you expend 4 sorcery points to
a spell. use it again.
Manifestations of Mechanus Clockwork Cavalcade
d6 Manifestation At 18th level, you summon spirits of order to restore balance
1 Large, spectral cogwheels appear hovering behind you. around you. As an action, you summon the spirits in a 30-foot
2 The hands of a clock appear in your eyes. cube originating from you. The spirits look like modrons or
other constructs of your choice. The spirits are intangible and
3 Your skin glows with a golden, metallic sheen. invulnerable, work fast and efficiently, and create the
4
Your features become unnaturally angular, like geometric following effects within the cube before vanishing:
objects.
Your spellcasting focus takes the form of a miniature
The spirits restore up to 100 hit points, divided as you
5
Spawning Stone or other creations of Primus. choose among any number of creatures of your choice in
the cube.
6
The ringing of a clock can be heard by you and those Any damaged objects entirely in the cube are repaired.
affected by your magic. Every spell of 6th level or lower ends on creatures and
objects of your choice in the cube.
Clockwork Soul Origin Spells
Sorcerer Level Spells Once you use this action, you can’t use it again until you
finish a long rest, or until you expend 5 sorcery points to use
1st Blade Ward, Protection from Good and Evil it again.
3rd Heat Metal
5th Glyph of Warding
7th Arcane Eye
9th Animate Objects
11th Guards and Wards

Restore Balance
Starting at 1st level, your connection to the plane of absolute
order allows you to equalize chaotic moments. When a
creature you can see within 60 feet of you is about to roll a
d20 with advantage or disadvantage, you can use your
reaction to prevent the roll from being affected by advantage
and disadvantage.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain all
expended uses after a rest.
Bulwark of Law
Starting at 6th level, you can imbue a creature with a
shimmering shield of order. As an action, you can expend 1 to
5 sorcery points to create a magical ward around yourself or
another creature you can see within 30 feet of you. The ward
lasts until you finish a long rest or until you use this feature
again.

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Stellar Defense
Starting at 1st level, you utilize the stars for protection. This
manifests itself in a swirling shield patterned with
constellations and stars, and just when the enemy thinks
they've struck, it turns out it was all a mirage.
You Calculate your AC as 10 + Dexterity modifier +
Charisma modifier, and whenever an enemy misses you with
an attack, you may use your reaction to teleport up to 10 feet.
Sun and Moon
At 6th level, you learn to manipulate the energies of the Sun
and Moon. Whenever the you cast a spell which deals
Radiant or Fire damage, you may have it deal the other
damage type instead. For example, you could fill a Fireball
with Lunar energy and deal Radiant damage with it instead.
Sun and Moon can be used to affect cantrips.
Additionally, you add Moonbeam to your list of spells
known, this does not count against your number of spells
known.
At night you can expend 2 sorcery points to cast the
Moon Beam spell, after doing so you must finish a rest to cast
it in this way again.
Celestial Infusion
Sorcerous Origin: Cosmic At 14th level, you begin to become one with the energies of
your spells. When casting a spell of 1st level or higher that
The sun, the moon, and the stars speak to you in the deals damage to an enemy, you're enveloped in cosmic
voiceless language of cycles. The natural flow of the seasons energies.
These energies last for two turns, or until you cast a
tugs at your blood as the tide acts upon the oceans, pushing spell which would envelop yourself in a new energy type.
and pulling with gentle insistence regardless of the storm's When casting a spell that deals fire damage, you wrap
fury, the dragon's flight, or the antics of otherworldly yourself in Sunlight, gaining resistance to cold damage and
primordials. Just as the constellations move around the sky in deal fire damage equal to half your sorcerer level (rounded
a steady, imperturbable cadence, your spells are strong and up) to any creature that hits you with a melee attack.
unshakable, and tied to energies that can outlast all others. When casting a spell that deals damage that is not fire or
Cosmic Warp radiant, you wrap yourself in starlight, gaining resistance to
radiant damage and dealing force damage to equal to half
d4 Warp your sorcerer level (rounded up) to any creature that hits you
1
Whenever you cast a spell, your hands begin glowing like with a melee attack.
a small star.
You can't seem to be able to put on weight no matter Cosmic Body
2
how much you eat. At 18th level, you can become more than a mere mortal and
When you feel strong emotions, your skin begins to glow
can go even further than such. You no longer age unless you
3
faintly. wish to, and you never need to eat drink or sleep unless you
wish to.
Furthermore, as a move action, and you may now
4
You seem impossibly old, and that you'll remain long after
everyone's gone.
teleport up to 30 feet.
Additionally, as an action you can choose to truly channel
5
You give off a faint heat whenever you're in an open to cosmic energies of the universe. This form last for 1 hour,
space, or you warm up a room that you enter. when you transform you gain the following benefits:
Your eyes glow in the dark; the light reflecting off
6
surfaces when you look at them. You gain resistance to non-magical damage as the
energies in your body resist the mundane.
Cosmic Origin Spells
You received a number of temporary hit points equal to
twice your sorcerer level and you gain additional
Sorcerer Level Spells temporary hit points equal to the spell level that you cast
1st Guiding Bolt, Sacred Flame in this form.
3rd Flaming Sphere You gain a flying speed equal to your movement speed.
All of your spells deal additional force or radiant damage
5th Slow equal to twice their spell slot level.
7th Sickening Radiance
Once you use this ability, you can't use it again until after
9th Dawn you finish a rest, or until you spend 6 sorcery points to use it
11th Sun Beam again.

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Sorcerous Origin: Divine Soul You can use this Feature a number of times equal to your
Sometimes the spark of magic that fuels a sorcerer comes Charisma Modifier. You regain 1 use of this feature when you
from a divine source that glimmers within the soul. Having finish a short rest, and all uses when you finish a long rest.
such a blessed soul is a sign that your innate magic might Empowered Healing
come from a distant but powerful familial connection to a At 6th level, you gain resistance to radiant and necrotic
divine being. Perhaps your ancestor was an angel, damage, the divine energy coursing through you can
transformed into a mortal and sent to fight in a god’s name. empower healing spells. Whenever you or an ally within 5
Or your birth might align with an ancient prophecy, marking feet of you rolls dice to determine the number of hit points a
you as a servant of the gods or a chosen vessel of divine spell restores, you can spend 2 sorcery point to reroll any
magic. number of those dice once, provided you aren't incapacitated.
A Divine Soul, with natural magnetism, is seen as a threat You can use this feature only once per turn.
by some religious hierarchies. As an outsider who commands
celestial power, these sorcerers can undermine the existing Spectral Wings
order by claiming a direct tie to the divine. At 14th level, you can use a bonus action to manifest a pair of
In some cultures, only those who can claim the power of a spectral wings that appear on your back with a wingspan of
Divine Soul may command religious power. In these lands, almost four times your height. While the form is in use, you
ecclesiastical positions are dominated by a few bloodlines have a flying speed equal to your current walking speed + 10
and preserved over generations. feet. The wings last until you're incapacitated, you die, or you
Divine Soul Origin Spells
dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature
Sorcerer Level Spells determines the appearance of the spectral wings: eagle wings
1st Shield of Faith, Word of Radiance for good or law, batlike wings for evil or chaos, and dragonfly
3rd Lesser Restoration wings for neutrality.
5th Spirit Guardians Unearthly Recovery
7th Guardian of Faith At 18th level, you gain the ability to overcome grievous
9th Greater Restoration injuries. As a bonus action when you have fewer than half of
your hit points remaining or you have over 3 levels of
11th Heal exhaustion, you can spend 4 sorcery points to regain a
number of hit points equal to half your hit point maximum
Divine Magic and remove 1 level of exhaustion you currently have.
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. You can speak, read, and write
Celestial.
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
lists.
Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutral Protection from Evil and Good

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
1d8 and add it to the total, possibly changing the outcome.

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Sorcerous Origin: Draconic Breath Weapon
Bloodline Also at 6th level, you gain resistance to your draconic
ancestry damage type, and you learn to breathe the elements
Your innate magic comes from draconic magic that was like a dragon. Once every 1d6 rounds, you may make a breath
mingled with your blood or that of your ancestors. Most often, weapon attack as an Attack action.
sorcerers with this origin trace their descent back to a mighty When you do so, you breathe a 25 ft. cone of your draconic
sorcerer of ancient times who made a bargain with a dragon ancestry. All creatures in the area of your breath weapon
or who might even have claimed a dragon parent. Some of must make the associated saving throw against your spell
these bloodlines are well established in the world, but most save DC. A creature takes 8d6 damage on a failed save, and
are obscure. Any given sorcerer could be the first of a new half as much on a success.
bloodline, as a result of a pact or some other exceptional
circumstance. Elemental Affinity
Draconic Bloodline Origin Spells
At 6th level, the draconic influence from your blood begins
show through even more than before, you grow fangs and a
Sorcerer Level Spells horn sprouts from the side of your head. When you cast a
1st Blade Ward, Chromatic Orb spell that deals damage of the type associated with your
3rd Hold Person draconic ancestry, you can add your Sorcerer level to the
damage roll of that spell.
5th Fear
7th Elemental Bane Dragon Wings
9th Hold Monster At 14th level, the draconic influence on you grows further
prevalent, you grow a tail and you sprout a second horn. You
11th True Seeing gain the ability to sprout a pair of dragon wings from your
back with a wingspan of almost four times your height,
Draconic Ancestry gaining a flying speed equal to your current walking speed +
Starting at 1st level, you choose one type of dragon as your 20 feet. You can create these wings as a bonus action on your
ancestor. The damage type associated with each dragon is turn. They last until you dismiss them as a bonus action on
used by features you gain later.
You can speak, read, and write your turn.
Draconic. Additionally, whenever you make a Charisma check
when interacting with dragons, your proficiency bonus is You can’t manifest your wings while wearing armor unless
doubled if it applies to the check. the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
Dragon Damage Type Saving Throw you manifest them.
Black Acid Dexterity
Draconic Form
Blue Lightning Dexterity
At 18th level, you gain the ability to cover most of your body in
Brass Fire Dexterity draconic scale armor that is a part of you, when you do this
Bronze Lightning Dexterity you become immune to your draconic ancestry damage type,
Copper Acid Dexterity
you add your Constitution modifier to your Armor Class and
your claws now deal 2d8 slashing damage + your Charisma
Gold Fire Dexterity modifier + your proficiency bonus and are considered
Green Poison Constitution magical for the duration of this transformation. This form
Red Fire Dexterity lasts for 1 hour. If you're wearing armor when you manifest
your scales, the armor is destroyed, and clothing is damaged.
Silver Cold Constitution
White Cold Constitution In addition, you can channel the dread presence of your
dragon ancestor, causing those around you to become
Draconic Resilience awestruck or frightened. As an action, you can spend 2
As magic flows through your body, it causes physical traits of sorcery points to draw on this power and exude an aura of
your dragon ancestors to emerge. At 1st level, your hit point awe or fear (your choice) to a distance of 120 feet.
maximum increases by 1 and increases by 1 again whenever For 1 minute, each hostile creature that starts its turn in this
you gain a level in this class. aura must succeed on a Wisdom saving throw or be charmed
Additionally, parts of your skin are covered by a thin sheen of (if you chose awe) or frightened (if you chose fear) until the
dragon-like scales. When you aren’t wearing armor, your AC aura ends. A creature that succeeds on this saving throw has
equals 13 + your Dexterity modifier. You also gain natural advantage against your aura for 24 hours.
claws that you're considered proficient in, the claws deal 1d6 If you use your Draconic Form Transformation once every
slashing damage + your Charisma modifier. day for 1 year, the transformation becomes permanent.

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Sorcerous Origin: Elemental Borne Pyromancy Origin Spells
The arcane energies within you are a manifestation of raw a Sorcerer Level Spells
primordial element. Perhaps you were born in a border
region between the Material Plane and the Elemental Planes. 1st Hellish Rebuke
Or perhaps you trace your heritage back to a powerful 3rd Scorcher
Elemental. You have an innate understanding of an elemental 5th Fireball
magic, and are able to manipulate it in the battlefield to great
effect as if breathing. 7th Wall of Fire
9th Flame Strike
Elemental Birthright 11th Investiture of Flame
You're elemental heritage has great effect upon your spells
and speach. Choose an element from the table below. Along Heart of Power
with that element comes it's own spell list and language.
Starting at 1st level, whenever you start casting a spell that
Elemental Birthright deals your damage, your magic erupts from you. This
Element Damage Language eruption causes creatures of your choice that you can see
within 10 feet of you to take your damage equal to your
Cryomancy Cold Aquan sorcerer level + 1d12.
Electromancy Lightning Auran Additionally, when you deal damage with your elemental
Geomancy Bludgeoning Terran Birthright, you can spend 2 sorcery points to deal maximum
Pyromancy Fire Ignan
damage instead of rolling.
Elemental Rewrite
Cryomancy Origin Spells Also at 1st level, you can warp spells to your whim to be more
Sorcerer Level Spells in tuned with you. Over the course of a short or long rest, you
1st Armor of Agathys can change the damage type of a spell, item, or effect, to the
3rd Snowball Swarm
same damage type of your elemental birthright.
5th Sleet Storm Elementally Charged
7th Ice Storm At 6th level, when you take damage from your elemental
9th Cone of Cold
birthright, instead you take no damage and regain a number
of hitpoints equal to the damage dealt. Upon using this
11th Investiture of Ice feature, your next attack that deals damage, you add 1d10
extra damage of your elemental birthright.
Electromancy Origin Spells
Sorcerer Level Spells Fury of the Soul
1st Savaran's Lightning Arc
At 14th level, when you are hit by a melee attack, you can use
your reaction to deal your elemental birthright damage to the
3rd Lael's Crackling Line attacker. The damage equals twice your sorcerer level.
5th Call Lightning
Additionally, you can spend 1 sorcery point to ignore
7th Jumping Jolt resistance to your elemental birthright, and treat immunity as
9th Fingers of Lightning resistance for 1 hour.
11th Investiture of Lightning
Soul Blitz
Geomancy Origin Spells
At 18th level, you resistance to all nonmagical damage. In
addition, on your turn you can use your action to unleash a
Sorcerer Level Spells massive burst of your elemental birthright's element around
1st Earth Tremor you dealing equally massive damage. As an action, every
3rd Earthen Grasp object and creature (except you) within a 30 foot radius
centered on you takes your elemental birthright damage
5th Erupting Earth equal to your hit point maximum.
7th Stone Shape
Once you use this ability, you can't use it again until you finish
9th Wall of Stone a rest, or until you spend 6 sorcery points to use it again.
11th Investiture of Stone

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Investiture Spells
Link to more spells:1st, 2nd 3rd Investiture of Lightning
6th-level Transmutation
Investiture of Flame
6th-level Transmutation Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: V, S
Range: Self Duration: Concentration, up to 10 minutes
Components: V, S Classes: Druid, Sorcerer, Warlock, Wizard
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Warlock, Wizard Lightning arcs across your body, shedding bright light in a 30-
foot radius and dim light for an additional 30 feet for the
Flames race across your body, shedding bright light in a 30- spells duration. The lightning doesn't harm you. Until the
foot radius and dim light for an additional 30 feet for the spell ends you gain the following benefits:
spell’s duration. The flames don’t harm you. Until the spell
ends, you gain the following benefits: • You are immune to lightning damage, and you have
advantage on Dexterity related checks and saving throws.
• You are immune to fire damage and have resistance to cold
damage. • All your movement speed is doubled, you gain a Hover
speed equal to your current walking speed and all of your
• All of your attacks now deal extra 4d10 fire damage. attacks deal extra 2d10 lightning damage.
• Any creature that moves within 5 feet of you for the first • Any creature that moves within 5 feet of you for the first
time on a turn or ends its turn there takes 1d12 fire damage. time or ends its turn there takes 1d12 lightning damage.
• You can use your action to create a line of fire 15 feet long • You can use your bonus action to move your full movement
and 5 feet wide extending from you in a direction you choose. in a straight line without provoking opportunity attack, Any
Each creature in the line must make a Dexterity saving throw. creature that's within 5 feet of your path or directly in it must
A creature takes 5d12 fire damage on a failed save, or half as make a Dexterity saving throw. A creature takes 5d12
much damage on a successful one. lightning damage on a failed save, or half as much on a
successful one.
Investiture of Ice
6th-level Transmutation Investiture of Stone
Casting Time: 1 action 6th-level Transmutation
Range: Self (15-foot cone) Casting Time: 1 action
Components: V, S Range: Self
Duration: Concentration, up to 10 minutes Components: V, S
Classes: Druid, Sorcerer, Warlock, Wizard Duration: Concentration, up to 10 minutes
Until the spell ends, ice rimes your body, and you gain the Classes: Druid, Sorcerer, Warlock, Wizard
following benefits: Until the spell ends, bits of rock spread across your body and
• You are immune to cold damage and have resistance to fire
float around you, and you gain the following benefits:
damage. • Your AC increases by +2, and you have resistance to

• You can move across difficult terrain created by ice or snow


bludgeoning, piercing, and slashing damage.
without spending extra movement. • You can use your action to create a small earthquake on the

• The ground in a 10-foot radius around you is icy and is


ground in a 15-foot radius centered on you. Other creatures
difficult terrain for creatures other than you. The radius on that ground must succeed on a Dexterity saving throw or
moves with you. Any creature that moves within 5 feet of you be knocked prone.
for the first time on a turn or ends its turn there takes 1d12 • Any creature that moves within 5 feet of you for the first
fire damage. time or ends its turn there takes 2d10 bludgeoning damage
• You can use your action to create a 15-foot cone of freezing
from floating stone.
wind extending from your outstretched hand in a direction • You can move across difficult terrain made of earth or stone
you choose. Each creature in the cone must make a without spending extra movement. You can move through
Constitution saving throw. A creature takes 5d12 cold solid or liquid earth or stone as if it was air and without
damage on a failed save, or half as much damage on a destabilizing it. If you're still inside of earth or stone when the
successful one. A creature that fails its save against this effect spell ends, you're gently shunted 10 feet out of the earth or
has its speed halved until the start of your next turn. stone.

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Sorcerous Origin: Ethereal Magic Step into the Ether
Whether by accident or by design, you are somehow linked to At 18th level, you learn the etherealness spell. It does not
the energies of the Ethereal Plane. You step back and forth count towards your number of sorcerer spells known, and
into and out of the Ethereal Plane with ease. Perhaps your requires no components. In addition, you can cast it once per
soul was reborn after being trapped in the Ethereal Plane, or long rest or by expending 8 sorcery points to use it again.
perhaps you made you lost your way and brought back some
of the magic upon your return. Or maybe you were a failed
undead but your soul never truly left. No matter the outcome,
you have been bound and infused with the Ethereal Plane
granting you a bit of boon.
Ethereal Magic Origin Spells
Sorcerer Level Spells
1st Chill Touch, Inflict Wounds
3rd Misty Step
5th Blink
7th Freedom of Movement
9th Far Step
11th Circle of Death

Soul Beyond
You can see into the Ethereal Plane with no maximum range.
In addition, you can choose to physically interact with
creatures, objects, and structures on the Ethereal Plane as if
they were on the same Plane, and vice versa. Creatures on
the Ethereal Plane can also see and interact with you while
you are on a Bordering Plane.
Ethereal Jaunt
Starting at 1st level, your magic allows you to phase in and
out of the Ethereal Plane. Immediately after you cast a spell
of 1st level or higher, you can use a bonus action to vanish
from your current plane of existence and appear in the
Ethereal Plane. At the start of your next turn, you reappear in
the plane that you vanished from in the spot you currently
occupy within the Ethereal Plane. If no unoccupied space is
available within that range, you appear in the nearest
unoccupied space (chosen at random if more than one space
is equally near).
Ethereal Escape
Beginning at 6th level, you slip through the Ethereal Plane to
avoid and escape harm. When you're hit by a melee attack,
you can spend 2 sorcery points as a reaction to teleport to an
unoccupied space you can see within 30 feet of you and the
damage from the attack is halved.
Ethereal Surge
Starting at 14th level, when you reappear after using Ethereal
Jaunt or Ethereal Escape, you can release a wave of energy
from the Ethereal Plane, dealing 2d8 force damage and 2d8
necrotic damage to each creature of your choice within 10
feet of your choice and must make a Charisma saving throw
against your spell save DC. Each creature that fails its saving
throw has disadvantage on the next attack roll it makes
before the start of your next turn.

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Sorcerous Origin: Fighting Spirit Arcane Altered
Your innate magic coalesces into raw power, and your fists At 14th level, your inner magical strength has truly begun to
crackle with arcane might. Arcane Brawler sorcerers might manifest itself into your physical form. You now have the
have come from backgrounds of abuse, and one day hit back following benefits:
harder than anyone thought possible. They might have You gain resistance to bludgeoning, piercing, and slashing
developed protective shells against trauma that grew to damage.
manifest literally. They might have been raised as monks, and Your jump distance is tripled.
grown to find something very different inside. Whatever their Your movement speed increases by a number of feet equal
path, Arcane Brawlers are massively powerful combatants to your sorcerer level.
with arcane fury crackling just below the surface. When you hit with an unarmed strike, you may force the
Close Quarters Combatant target to make a Strength saving throw. On a fail, they are
Starting at 1st level, your hands crackle with arcane energy. knocked backward a number of feet equal to 5 x your
You are proficient in unarmed strikes, and you roll a d6 in sorcerer level.
place of the normal damage of your unarmed strikes. This die Sorcerous Force
increases to a d8 at 6th level, a d10 at 11th level, and a d12 at Finally at 18th level, you learn to strike with such power that
17th level. a nova of arcane force expands outward from your points of
Additionally, your hit point maximum increases by 1 and strike. When you hit with a melee attack, you may expend 6
increases by 1 again whenever you gain a level in this class. sorcery points to force every creature within a 60 foot sphere
of the attack to make a Dexterity saving throw. A target takes
Arcane Trance 5d12 thunder and 5d12 force damage on a failed save, or half
Also at 1st level, you can draw on your inner font of magic to as much damage on a successful one.
boost your resilience in battle. As a bonus action or reaction, Additionally, all nonmagical objects within a 200 foot circle of
you can enter a trance, fueled by your soul and maintained by the attack is immediately shatter, and creatures within 10 feet
your arcane energy, gaining the following benefits for one of the attack are deafened for 1d4 turns.
minute:
You gain a number of temporary hit points equal to twice
your sorcerer level.
You use your Charisma in place of your Strength and
Dexterity.
While in this state you can add your Charisma Modifier to
any Constitution saving throw you make to maintain your
concentration on a spell.
Your unarmed strikes are considered magical for the
purposes of overcoming resistance and immunity to
nonmagical attacks.
You can use this feature a number of times equal to your
Charisma modifier. You regain 1 use of this feature when you
finish a short rest, and all uses when you finish a long rest.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever
you take the attack action on your turn. Moreover, while using
your arcane trance feature you can cast one of your cantrips
in place of one of those attacks.
Sudden Shift
Also at 6th level, when you are hit with an attack while using
your arcane trance feature and at half your hit point
maximum or lower, you may use your reaction to spend 3
sorcery points and momentarily turn into a magical shade
causing the attack, and any subsequent attacks, to miss you -
passing through you as if you were not there. This shade-like
form lasts until the start of your next turn.

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Sorcerous Origin: Giant Soul Frost Giant. Immediately after you cast any of your Origin
The giants once dwelled in a fabled realm known as Ostoria, Spells, you gain temporary hit points equal to your Sorcerer
a paradise for their folk that reflected their mastery of the Level. But if the spell is armor of Agathys, you instead
mortal realm. In time, Ostoria fell, and the giants were increase its temporary hit points by an amount equal to your
scattered and broken. During that mythic era, the giants Constitution modifier (minimum of 1) + your Sorcerer Level.
granted a few chosen individuals among the small folk a Hill Giant. Immediately after you cast any of your Origin
shard of their great power. These favored people were caught Spells, you can target up to two creatures within 5 feet of you
in the same tragedy that sundered Ostoria. Since that time, that you can see. Each target must succeed on a Strength
they have spread across the many worlds of the multiverse. saving throw against your spell save DC or be pushed a
Now and again, one of their descendants manifests the gifts number of feet away from you equal to 5 + your Constitution
imparted by the giants, granting them sorcerous magic that modifier (minimum of +1). A target can choose to fail this
allows them to command the elements and gain the might of save.
a giant. Stone Giant. Immediately after you cast any of your Origin
Spells, you gain a bonus to AC equal to your Constitution
Giant Soul Origin Spells modifier (minimum of +1) until the end of your next turn.
When choosing this origin, you pick one of the below sets of Storm Giant. Immediately after you cast any of your
giant spells. Which decides the type of giant powers you use. Origin Spells, up to three creatures of your choice that you
can see within 30 feet of you take lightning damage equal to
Sorcerer Cloud Fire Frost Hill Stone Storm your Constitution modifier (minimum of 1) + your Sorcerer
Level Spells Spells Spells Spells Spells Spells Level.
Purify
Burning
Armor
Food Hunters Thunder- Rage of Fallen Ostoria
1st Fog Cloud
Hands
of
and Mark wave Starting at 14th level, you gain the ability to channel the souls
Agathys
Drink of your ancestors into your physical form. When you start
Rime's Enlarge casting a sorcerer spell on your turn and expend any spell
3rd
Mirror Flame
Binding /
Earthen Gust of points, you can increase your size by one category — from
Image Blade
Ice reduce
Grasp wind Medium to Large, for example.
Create
This increase lasts for 1 minute. It ends early if you die or
Gaseous Flame Sleet Food Erupting Call
are incapacitated. Until it ends, you enjoy the following
5th
Form Stride Storm and Earth Lightning benefits:
Water You gain a number of Temporary Hit Points equal to twice
Freedom
Fire Ice Vitriolic Stone Storm your Sorcerer Level.
7th of
Shield Storm Sphere Shape Sphere Your reach increases 10 feet.
Movement Your walking speed increases by 10 feet.
Immo- Cone of Rein-
Trans-
Destructive
You have advantage on Strength checks and Strength
9th Seeming
lation Cold carnate
mute
Wave
saving throws.
Rock You gain a bonus to the attack and damage rolls of your
Bones melee weapon attacks; the bonus equals your Constitution
11th
Word of
Recall
Sun-
beam
Freezing Heroes'
Sphere Feast
of the Wind Walk modifier (minimum of +1).
Earth
Once you use this ability, you can't use it again until after
you finish a rest, or until you spend 4 sorcery points to use it
Jotun Resilience again.
The resilience of giants flows through your body. At 1st level,
you gain an AC of 13 + your Constitution modifier when you Blessing of the All Father
aren't wearing any armor, and your hit point maximum At 18th level, your Constitution score increases by 2, up to a
increases by 1, and it increases by 1 whenever you gain a maximum of 22.
level in this class.
Also, you can speak, read and write Giant, In addition, you can now use Rage of Fallen Ostoria twice
and gain proficiency in simple weapons. between rests, but no more than once on a turn. If you use
Soul of Lost Ostoria that feature while under its effects, it increases your size
from Large to Giant, and all of the benefits stack with each
Starting at 6th level, you gain a benefit whenever you cast one other, but only double.
of the spells granted by your Origin Spells Feature. Also, you gain the following benefits:
Cloud Giant. Immediately after you cast any of your Origin
Spells, you can magically teleport as a bonus action. You You no longer age or suffer the effects of aging.
teleport to an unoccupied space you can see that is no farther You no longer need to eat, drink, or sleep.
away than a number of feet equal to 10 + your Sorcerer Level. A critical hit against you becomes a normal hit.
Fire Giant. You gain a bonus to the damage rolls of your You have resistance to bludgeoning, piercing, and slashing
Origin Spells. The bonus equals your Constitution modifier damage.
(minimum of +1).

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Sorcerous Origin: Gravity Shifter Motes of Gravitation
Your innate magic comes from the primordial force that At 6th level, you can use a bonus action to spend 3 sorcery
controls the cosmos... gravity. You may have gained these points to create a number of motes equal to twice you
powers after an incident with a rogue entity from the outer Charisma modifier, these motes are vibrant blue colored orbs
planes or maybe you encountered a gravitational of warbling energy and orbit around you in a 4 foot wide
phenomenon in the void of space. circle. You can use these motes in a few ways:
No matter what gave you your powers, you have learned to Grab. As an action, you can send a mote out to grab an
exert your will in order to control gravity around you. item or target and hold it in a mote, an unwilling target
Gravity Shifter Origin Spells must make a Dexterity saving throw against your spell
save DC. A target held by a mote is considered paralyzed
Sorcerer Level Spells and can use its turn to make a Charisma saving throw
1st Magic Stone, Magnify Gravity against your spell save DC to escape from the mote. When
3rd Immovable Object you have a grabbed target then they orbit you.
Attack. As an action, you can send the mote flying at a
5th Pulse Wave target forcing a target to make a Dexterity saving throw
7th Gravity Sinkhole against your spell save DC. On a failed save, they take
9th Animate Object force damage equal to your sorcerer level and half as
11th Gravity Fissure
much on a successful one.
Push. As an action, you can push an object or a target up
to 50 feet away, the target must make a Strength saving
Armor of Anti-gravity throw or fall prone taking bludgeoning damage equal to
Starting at 1st level, you no longer suffer from fall damage your sorcerer level. Any objects in the direction the target
and your AC is calculated with your Charisma modifier is being pushed, are damaged and the target takes 6
instead of your Dexterity, your AC equals 13 + your Charisma bludgeoning damage for every object it hits.
modifier.
Additionally, you also learn the Feather Fall spell which These motes can reach a distance equal to your movement
doesn't count against your spells known, you can cast it using speed, if you do nothing with a mote on your turn other than
1 sorcery point. moving it then the mote immediately goes back to orbiting
around you. If a mote is hit with Dispel Magic or Counterspell
Surge of Gravity then the mote dissipates, the motes are however immune to
At 1st level, you can spend an action to let forth a vibrant blue remove curse. If a mote has Shield cast against it then the
warbling energy to surround creatures of your choice, this mote returns immediately to you.
energy lets you exert you control of gravity onto a number of
creatures or areas equal to your Charisma modifier, by either Shift Gravity
reducing the gravity around them to speed them up or At 14th level, you gain the ability to shift the pocket of gravity
increasing it to slow them down. This ability lasts for 2 around you. As an action you can shift your pocket of gravity
rounds. An unwilling creature directly targeted by this ability to gain the the following abilities below for 1 hour.
must make a Charisma saving throw against your spell save You can use an action to gain a magical flying speed equal
DC, if the creature succeeds then they become immune to the to twice your current walking speed + 20 feet and no
ability for 2 rounds. longer provoke opportunity attack, while you're not
You can use this ability a number of times equal to half your incapacitated.
sorcerer level (rounded up). You regain 1 use of this feature If you fly into or land on an object 5 feet wide you can
when you finish a short rest, and all uses when you finish a choose to walk on the object as if it's normal terrain no
long rest. matter if it's side ways or upside down.
You have advantage on all Dexterity checks and saving
Reduce Gravity. Creatures that you reduce the gravity throws while you're not incapacitated, and you can control
around or creatures that enter an area of reduced gravity, your fall trajectory.
gain a +4 to their max AC and gain an additional 30 feet of When this action ends, a wave of lethargy sweeps over you
movement speed. They also have advantage on Dexterity
checks and saving throws for the duration of the ability. forcing you to forfeit all actions until your next turn.
Increase Gravity. Creatures that you increase the gravity Black Hole
around or creatures that enter an area of increased At 18th level, you can use an action to spend 6 sorcery points
gravity, gain a -4 to their AC and lose half of their to create a small black hole in a range of 180 feet of you,
movement speed. They also have disadvantage on spanning 20 feet for 1 minute. All targets in a 50 foot radius
Dexterity checks and saving throws for the abilities must succeed on a Strength saving throw against your spell
duration. save DC or be pulled towards the center, taking force damage
You can target twice as many creatures or areas and your equal to 3 times your sorcerer level, or half as much on a
uses are doubled at 14th level. successful save.

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Sorcerous Origin: Gunpowder Empowered Shot
Blood At 6th level, You've learned how to pour raw sorcerous energy
into your bullets, drastically increasing its destructive
Your trigger finger itches and there is black powder in your potential. When you make a firearm attack you may spend a
blood. Perhaps the yet untold legends of the gunslingers number of sorcery points up to twice your proficiency bonus
coalesced upon you as their avatar. Perhaps the immortal (minimum of 1). If that attack hits it deals an additional 1d6
soul that dwells within you echoes with the deeds from a fire, force, or radiant (your choice) damage per point spent.
future holder you will never know. Additionally, while in your Gunpowder Euphoria you can
Perhaps you are not the latest in a line of legendary make two firearm attacks instead of one.
gunslingers but the first, or maybe linear time just doesn't
much care. The point is guns are in your blood, literally. Gunpowder Mirage
Gunpowder Blood Origin Spells
At 14th level, The burning of Blackpowder fills the air around
you with dizzying fumes and it becomes hard to tell what is
Sorcerer Level Spells and isn't real, or maybe you're just that good. Whenever you
1st Compelled Duel, Viscous Mockery are in a state of Gunpowder Euphoria you may spend 2
3rd Fortune's Favor sorcery points as a reaction to gain either of the following
effects.
5th Conjure Barrage
7th Fabricate When an attack would hit you roll a d6, and on an odd
result the attack instead misses.
9th Conjure Volly When a saving throw would half the damage on a
11th True Seeing successful save. You roll a d20, on a 10 or lower you take
the damage, on an 11 or higher you take no damage.
Gunslingers Proficiencies When an attack you made with a firearm misses you may
Starting at 1st level, you gain proficiency with Firearms, reroll that with advantage attack.
Smith's Tools, Tinker's Tools, and you can speak, read, and Double Barrel
write one exotic language of your choice.
During a short or long rest you can use Tinker's or Smith's Finally at 18th level, the transcendent nature of your powers
Tools to craft ammunition. During a long rest you can craft a reaches its apex in a hail of gunfire and sulfur, and everyone
number of pieces of ammunition equal to 2d4 + your is seeing double. When you enter a state of Gunpowder
proficiency bonus. During a short rest you can craft a number Euphoria you may spend 5 sorcery points to create a smoky
of pieces of ammunition equal to your proficiency bonus. double-image of yourself, halving the duration of your
The materials required to make bullets are: 10 Sheets of Gunpowder Euphoria by doing so.
Paper, 1 Handful of Gunpowder, and 1 Handful of Metal or This Double-Image is a perfect copy of you , including your
Lead Pellets. gear and being in a state of Gunpowder Euphoria, and uses
your statistics at the time it's created except it and all of its
Gunpowder Euphoria gear are only partially corporeal, a creation of gunsmoke and
At 1st level, the black powder in your blood is agitated by the magics, and as such have resistance to all damage.
rigors of combat, raising your prowess to inhuman heights. Your Double-Image can move and take actions and bonus
As a bonus action you can enter a state of Gunpowder actions and does so at the same time as you do on your turn
Euphoria, gaining the following benefits for one minute. but it may not cast any spells except cantrips and if it expends
sorcery points they come from your pool. These actions do
If you're not wielding a gun when you activate this feature not need to be the same actions that you take.
then you create a revolver of pure magical force, if you do You share the Double-Image's senses and are considered to
not have ammo to load into your gun in this state then you occupy its space for the purpose of any spells you cast, and
can spend a sorcery point to fully reload your gun. may choose either space when determining effects. When
All firearm attacks you make in this state count as magical your Gunpowder Euphoria ends the double-image vanishes
for the sake of overcoming resistance and immunity to in a crack of gunfire and the lingering scent of sulfur.
nonmagical attacks.
You may use your Charisma Modifier, instead of Dexterity,
to calculate firearm attack and damage rolls.
As long as you are not wearing heavy armor your
movement speed increases by 10 feet
You add your Charisma modifier to your armor class
(minimum of 1)
Creatures do not gain opportunity attack against you
while in this state.
You can use your currently held gun as an arcane focus.
You may enter this state a number of times equal to your
proficiency bonus or until you spend 2 sorcery points to use
this feature again. you regain all uses after a rest.

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Sorcerous Origin: Infernal Blood Devil Form
Your innate magic comes from infernal power that can be Upon reaching 14th level, you can temporarily let the infernal
traced back to the Nine Hells of Baator, power infused into power infused within your body take over. You gain the ability
your blood or that of your ancestors. Such power most often to harness your true devil power, you have advantage on
manifests itself as the result of a pact or bargain made with a Charisma rolls against fiends and can detect the location of
powerful devil, such as a Pit Fiend or an Erinyes. any devil within 60 feet of you. When you activate your Devil
You may have endured a near death experience at the Form, you gain the following benefits:
hands of a devil and been forever tainted by the encounter, or Enemy creatures have disadvantage on saving throws
perhaps your bloodline includes a powerful Tiefling whose against being charmed and frightened when you're in their
ancestry has manifested in an unusual way. Regardless of sight.
circumstance, fell power now surges through you, both a You're immune against being charmed, frightened, and
blessing and a curse. sleep magic.
Infernal Blood Origin Spells Your Armor Class increases by +3.
As a reaction to you or an allied creature failing an attack
Sorcerer Level Spells roll, ability check, or saving throw, you can spend 2
1st Hellish Rebuke, Produce Flame sorcery points to add 1d8 to the roll, potentially turning a
3rd Detect Thoughts failure into a success.
5th Incite Greed Your Devil Form lasts for 1 minute. After you've used this
7th Banishment feature you can't use it again until you finish a short or long
rest, or until you spend 5 sorcery points to use this ability
9th Infernal Calling again.
11th Soul Cage
True Devil
Devil's Sight Finally at 18th level, you gain immunity to fire and poison
Beginning at 1st level, Your infernal heritage grants you the damage. and you take on the inscrutable nature of the most
ability to see normally in darkness, both magical and persuasive devils. Any magic or ability that would determine
nonmagical, to a distance of 120 feet. You can speak, read, if you are telling the truth indicates you are being truthful, if
and write Infernal. you so choose, and you can't be compelled to tell the truth by
magic.
Infernal's Progeny
At 1st level, the infernal blood you possess grants you innate Additionally, your Devil Forms duration increases by a
understanding of devils and their machinations. You can number of minutes equal to your Charisma modifier
speak, read, and write Infernal, and gain proficiency in one of (minimum of 2 minutes). While in your Devil Form, as an
the following skills of your choice: Deception, Persuasion, action, you can sprout wings with a wingspan of your height
Insight, or Intimidation. Whenever you make an ability check multiplied by four, with these wings you have a flying speed of
to conceal or discover a hidden agenda or other deceptive 40 feet. If you already have wings then they grow bigger and
loophole in a contract, deal or other type of bargain you stack with your current flying speed.
make, you can add double your proficiency bonus to the
check.
In addition, Your link to the infernal allows you to learn
spells normally associated with the Warlock 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 Warlock 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.
Devilish Power
At 6th level, You gain resistance to fire and poison damage,
and you grow horns and a tail and your skin gets a red or
black tint to it, if you're a tiefling then nothing changes. When
you roll damage for a spell that deals fire or poison damage,
you can add twice your sorcerer level to the damage roll.
Infernal Sorcery
Also at 6th level, when you cast a sorcerer spell, you can cast
it by expending spell points as normal or by spending a
number of sorcery points equal to the spell's level. If you cast
a spell using sorcery points, it requires no material
components.

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23
Additionally, 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.
Mantle of Flame
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 and radiant 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 or radiant damage on your turn, the
Sorcerous Origin: Phoenix Sorcery roll gains a bonus equal to your Charisma modifier.
Your power draws from the immortal flame that fuels the You can use this feature a number of times equal to your
legendary phoenix. You or your ancestors perhaps rendered a Charisma modifier. You regain 1 use of this feature when you
phoenix a great service, or you were born in its presence. finish a short rest, and all uses when you finish a long rest.
Whatever the cause, a shard of the phoenix’s power dwells
within you. Phoenix Spark
That power is a mixed blessing. Like the mythical creature, Starting at 6th level, the fiery energy within you grows
you can invoke fiery energy and gain the ability to cheat death restless and vengeful. In the face of defeat, it surges outward
itself. This power comes at a cost. The fire within you to preserve you in a fiery roar.
seethes, demanding to be unleashed. You sometimes find If you are reduced to 0 hit points, you can use your reaction
yourself absentmindedly feeding fires. You can’t bear to allow to draw on the spark of the phoenix. You are instead reduced
a fire to sputter out. You feel most comfortable while holding to 5 hit point, and each creature within 10 feet of you takes
a lit torch or sitting in front of a campfire. fire and radiant damage equal to half your sorcerer level +
More importantly, this gift comes with no special your Charisma modifier.
protection from fire. You are as vulnerable as any other If you use this feature while under the effects of your
creature to fiery magic, including your own. Phoenix Mantle of Flame, this feature instead deals fire and radiant
sorcerers can use their powers to pull themselves back from damage equal to your sorcerer level + double your Charisma
the brink of death, and all too often their own, rash nature or modifier, and your Mantle of Flame immediately ends.
reliance on destructive magic is what puts them there in the Once you use this feature, you can’t use it again until you
first place. finish a long rest.
Such sorcerers are wanderers by necessity. The volatile
nature of their magic makes other folk nervous. If a fire Fire in the Veins
breaks out in town, a phoenix sorcerer had best flee, whether Also at 6th level, you gain resistance to fire and radiant
guilty or not. Fire is a dangerous force, and phoenix sorcerers damage. In addition, spells you cast ignore resistance to fire
have a reputation (deserved or not) for reckless behavior, and radiant damage, and you can treat immunity to fire
confident that the essence of the phoenix can save them. damage as resistance to fire and radiant damage.
Phoenix Sorcery Origin Spells Nourishing Fire
Sorcerer Level Spells At 14th level, your fire magic soothes and restores you. When
1st Burning Hands, Fire Bolt
you expend a spell slot to cast a spell that includes a fire
damage, you recover a number of hit points equal to the
3rd Scorcher spells level times 4.
5th Minute Meteors
7th Fire Shield
Form of the Phoenix
At 18th level, you finally master the spark of fire that dances
9th Flame Strike within you. While under the effect of your Mantle of Flame
11th Sunbeam feature, you gain additional benefits:
You have a flying speed of 40 feet and can hover.
Ignite You have resistance to all damage, and immunity to all
Starting at 1st level, you gain the ability to start fires with a sources of fire and radiant damage except your own.
touch. As an action, you can magically ignite a flammable When you deal fire damage in any form, you can add your
object you touch with your hand—an object such as a torch, a sorcerer level to the damage.
piece of tinder, or the hem of drapes.

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Sorcerous Origin: Planeswalker Planar Affinty
Your innate power comes from the entirety of the planes. The At 6th level, you can choose one of the following damage
planes call out and awaken those they chose to travel the types when you finish a rest: acid, cold, fire, force, lightning,
multiverse. Once awakened a planeswalker has a knack for necrotic, psychic, radiant, or thunder. You gain resistance to
knowledge about creatures not from the material plane. that damage type until you choose a different one with this
Some of the greatest planeswalkers use this knowledge to feature. In addition, spells you cast ignore resistance of the
travel the multiverse and establish themselves as rulers.
damage type you choose. When you reach 14th level, and
Others seek to help those unable to defend themselves in again at 18th level, you can choose another damage type.
need of a hero. Sometimes planewalkers establish Planar Sorcery
themselves on a particular plane and align themselves with it,
calling it home. Their form, attitude, and spells taking on the Also at 6th level, when you cast a spell of 1st level or higher
form of the plane they spend much of their time on. Or a from your Sorcerer Spellcasting feature, you can cast it by
planeswalker may create a demiplane of their own and sculpt spending a number of sorcery points equal to the spell's level.
it elements and powers they find most comfortable. When you cast a spell in this way it requires no material
Well Deserved Credit components
Planeswalker Origin Spells
Also, when you cast a spell from your Planeswalker
Sorcerer Level Spells
Expanded Spell List, it requires no material components.
1st Eldritch Blast, Protection from Evil and Good Walk through Eternity
3rd Spiritual Weapon At 14th level, you learn the plane shift spell which doesn't
count against your spells known. As an action, you can cast
5th Magic Circle plane shift with this feature, without expending a spell slot,
7th Banishment only targeting yourself and without requiring components.
9th Dispel Evil and Good When you cast it in this way, you ignore the rules of planar
11th True Seeing
travel of the planes you jump to and from.
Once you use this
feature, you can't use it again until you finish a short or long
rest, or until you expend 8 sorcery points to use it again.
Interplanar Knowledge
Starting at level 1, you gain proficiency in the Arcana skill. In World Sculpter
addition, when you make a Intelligence (Arcana) check Finally at 18th level, the magic of the planes grants you the
related to the planes or creatures not from the Material Plane ability to not just travel through with them but create your
you add double your proficiency bonus to the check, instead own artificial world through an intense effort by imparting a
of your normal proficiency bonus. shard of your own planeswalker spark within it.
You learn the demiplane spell which doesn't count against
Planar Magics your number of spells known. This use of demiplane is
Your affinity for planar magic gives you the option to learn special. Rather than opening to an empty room 30 feet in
some non-sorcerer spells that focus on trickery, and planar each dimension, it opens to a spherical or island-like
reaching. When your Spellcasting feature lets you learn a demiplane that can be shaped up to 10 miles at most in each
sorcerer spell of 1st level or higher, you can select the spell dimension. The edges of this demiplane are either foggy and
from the following list of spells, in addition to the sorcerer impassable, or an island-like cliff that drops to the astral sea.
spell list. You must otherwise obey all the restrictions for As a bonus action, you can plane shift yourself and 5 other
selecting the spell, and it becomes a sorcerer spell for you. targets of your choice to your demiplane by spending 6
Planeswalker Expanded Spell List
sorcery points, and 6 sorcery points to return.
As an action, you may turn your demiplane into a traveling
Spell Level Spells demiplane, functioning the same as starships or nautiloids.
1st Detect Evil and Good, Find Familiar You can shift your demiplane to another plane or another
2nd Arcanist's Magic Aura, Flock of Familiars point of space in the current plane by expending 8 sorcery
points as an action.
Also as an action, you may begin to move
3rd Galder's Tower, Nondetection your demiplane at spelljamming speeds of 300 million miles
4th Arcane Eye, Secret Chest a day or a tactical speed of 1000 feet per turn.
5th Contact Other Plane, Planar Binding While in your demiplane, you can spend an hour creating
6th Forbiddance, Planar Ally
and shaping it as you like forming forests, mountains, and
even structures but you cannot create creatures. If you create
a new demiplane, any creatures inside the extradimensional
Plane Step space are expelled into the astral plane.
Starting at 1st level, reality and the planes bind you a little If you die away from your demiplane, roll a d20. On a 10 or
less than they do everyone else. Your walking speed increases higher, you discorporate with 0 hit points, instead of dying,
by 5 feet, and after you cast a spell you can teleport up to the and you fall unconscious. Your gear disappears with you and
remaining movement speed you have to an unoccupied space you appear at a spot of your choice 1d4 days later within your
you can see, which takes movement as if you had moved. demiplane fully recovered as if you've had a long rest.

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Sorcerous Origin: Runechild This glow is considered dim light for a 5 foot radius around
The weave and flow of magic is mysterious and feared by the mark or glyph. You can see these marks, runes, glyphs,
many. Many study the nature of the arcane in hopes of and wards naturally without expending a charged rune.
learning to harness it, while sorcerers carry innate talent to Sigilic Augmentation
sculpt and wield the errant strands of power that shape the At 6th level, you can channel your runes to temporarily
world. Some sorcerers occasionally find their body itself bolster your physical capabilities. You can expend a charged
becomes a conduit for such energies, their flesh collecting rune as a bonus action to enhance either your Strength,
and storing remnants of their magic in the form of natural Dexterity, or Constitution, granting you advantage on ability
runes. These anomalies are known in erudite circles as checks and saving throws with the chosen ability score for 5
runechildren. minutes. You can choose to maintain this benefit additional
The talents of a runechild are rare indeed, and many are rounds by expending a charged rune at the end of the effect.
sought after for study by mages and scholars alike, driven by
a prevalent belief that the secrets within their body can help Glyphs of Aegis
understand many mysteries of the arcane. Others seek to At 6th level, you can release the stored arcane power within
enslave them, using their bodies as tortured spell batteries your runes to absorb or deflect threatening attacks against
for their own diabolic pursuits. Their subjugation throughout you. Whenever you take damage from an attack, hazard, or
history has driven the few that exist this day into hiding their spell, you can use a reaction to expend any number of
essence – a task that is not easy, given the revealing nature of charged runes, rolling 1d12 per charged rune. You subtract
their gifts. the total rolled from the damage inflicted by the attack,
Runechild Origin Spells
hazard, or spell.
Sorcerer Level Spells Additionally, you can use an action to expend a charged rune,
1st Blade Ward, Hex temporarily transferring a Glyph of Aegis to a creature you
3rd Arcanist's Magic Aura
touch. A creature can hold a number of glyphs equal to your
Constitution Modifier, and it lasts for 1 hour, or until the
5th Glyph of Warding creature is damaged by an attack, hazard, or spell. The next
7th Death Ward time that creature takes damage from any of those sources,
9th Passwall
roll a number of d12's and subtract the number rolled from
the damage roll. A glyph is then lost for each d12 rolled.
11th Contingency
Runic Torrent
Essence Runes At 14th level, you can channel your stored runic energy to
Starting at 1st level, your body has begun to express your instill your spells with overwhelming arcane power,
innate magical energies as natural runes that hide beneath bypassing even the staunchest defenses. Whenever you cast a
your skin. You begin with 1 Essence Rune, and gain an spell, you can expend a number of charged runes equal to the
additional rune whenever you gain a level in this class. Runes spell’s level to allow it to ignore any resistance or immunity to
can manifest anywhere on your body, though the first usually the spell’s damage type the targets may have. You also add
manifests on the forehead. They remain invisible when inert. 1d12 to your damage roll for every glyph expended.
At the end of a turn where you spent any number of sorcery In addition, You have a flying hover speed equal to your
points for any of your class features, an equal number of current walking speed, and you have advantage on saving
essence runes glow with stored energy, becoming charged throws against spells and other magical effects.
runes. If you expend a charged rune to use one of your
Runechild features, it returns to being an inert essence rune. Arcane Exemplar Form
As a bonus action, you may spend any number of sorcery At 18th level, you can use a bonus action and expend 6 or
points to convert an equal number of essence runes into more charged runes to temporarily become a being of pure
charged runes, and vice versa. If you have no sorcery points magical energy. This new form lasts for 6 minutes + 1 minute
and no charged runes, you can convert a single essence rune for each charged rune expended over 6. While you are in your
into a charged rune as an action. exemplar form, you gain the following benefits:
If you have 5 or more charged runes, you emit bright light
in a 5 foot radius and dim light for an additional 5 feet. Any Your flying and walking speeds increase by 20 feet.
charged runes revert to inert essence runes after you Your spell save DC and spell attack bonus increase by 2.
complete a long rest. You have resistance to force damage, and damage from
spells.
Manifest Inscriptions When you cast a spell, you regain hit points equal to twice
At 1st level, you can reveal hidden glyphs and enchantments the spell’s level. (2 hit points if it's a cantrip)
that surround you to others. As an action, you can expend a
charged rune to cause any hidden magical marks, runes, When your Arcane Exemplar form ends, a wave of lethargy
wards, or glyphs within 30 feet of you to reveal themselves sweeps over you forcing you to forfeit all actions until your
with a glow for 10 minutes. next turn.

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Sorcerous Origin: Sea Blood Watery Defense
The power of water is the strength of flexibility, resilience, At 6th level, you gain resistance to fire and cold damage.
and a relentless nature. Water parts to allow a ship to sail You also gain the ability to defend yourself by momentarily
over it or a diver to plunge into it, but their passing leaves no assuming a watery form. As a reaction when you are hit by an
mark. Water flowing down a mountain reaches the sea. It attack and take bludgeoning, piercing, or slashing damage
might bend and turn across valleys and down hillsides, but it from it, you can reduce that damage by an amount equal to
slowly and steadily returns to the waves. Those whose souls your sorcerer level plus your Charisma score, and then you
are touched by the power of elemental water command a can move up to 30 feet without provoking opportunity
similar power. attacks.
Your heritage ties to powerful creatures of the sea, such as You can use this feature a number of times equal to your
nereids, the lords of the merfolk, and elemental powers. Like Charisma modifier. You regain 1 use of this feature when you
a river, you feel the call of the ocean. The call is ever present finish a short rest, and all uses when you finish a long rest.
in your heart, and you are never completely at peace until you Shifting Form
are near the sea.
At 14th level, you gain the ability to enter a liquid state while
Sea Blood Origin Spells moving.
Sorcerer Level Spells When you move on your turn, you take only half damage
1st Frostbite, Create or Destroy Water
from opportunity attacks, and you can move through any
enemy’s space but can’t willingly end your move there.
3rd Enthrall On your turn, you can move through any space that is at
5th Tidal Wave least 3 inches in diameter and do so without squeezing.
7th Watery Sphere When you stop moving, the regular squeezing rules apply if
you’re in a space one size smaller than you. You can’t willingly
9th Maelstrom stop in a space smaller than that, and if you’re forced to do so,
11th Wall of Ice you immediately flow to the nearest space that can fit you,
back along the path of your movement.
Soul of the Sea
Starting at 1st level, your tie to the sea grants you the ability Water Soul
to breathe underwater, you also have a swim speed equal to At 18th level, your being is altered by the power of the sea.
your walking speed and you ignore any drawbacks caused by You gain the following benefits:
a deep underwater environment. After you've used your Watery Defense reaction, you gain
Additionally, you have an aptitude in all forms of water a bonus to your AC equal to your Charisma Modifier.
magic and you can speak, read, and write Primordial. You no longer age or suffer the effects of aging.
Knowing this language allows you to understand and be You no longer need to eat, drink, or sleep.
understood by those who speak its dialects: Aquan, Auran, A critical hit against you becomes a normal hit.
Ignan, and Terran. You have resistance to bludgeoning, piercing, and slashing
Curse of the Sea
damage.
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 Constitution modifier.
Forced Movement. If the target is moved by your spell,
increase the distance it is moved by 15 feet.
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Sorcerous Origin: Shadowborn Strength of Death
You are a creature of shadow, for your innate magic comes At 6th level, your existence in a twilight state between life and
from the Shadowfell itself. You might trace your lineage to an death has made you difficult to defeat. When damage reduces
entity from that place, or perhaps you were exposed to its fell you to 0 or lower hit points, you can make a Constitution
energy and transformed by it. saving throw (DC 5 + half the damage taken rounded down).
The power of shadow magic casts a strange pall over your On a success, you instead drop to 1 hit point. You can't use
physical presence. The spark of life that sustains you is this feature if you are reduced to 0 hit points or lower by
muffled, as if it struggles to remain viable against the dark radiant damage or by holy items.
energy that imbues your soul. Roll on the Shadow Sorcerer You can use this Feature a number of times equal to your
Quirk table. Charisma Modifier. You regain 1 use of this feature when you
finish a short rest, and all uses when you finish a long rest.
Shadowborn Sorcerer Quirks
1d6 Quirks Dire Hound of Ill Omen
At 14th level, you gain the ability to call forth a howling
1 You are always icy cold to the touch. creature of darkness to harass your foes. As a bonus action,
2
You don't appear to breathe no matter how hard you're you can spend 4 sorcery points to summon a dire hound of ill
breathing (though you must still breathe to survive) omen to target a number of creatures equal to your Charisma
3 You barely bleed, even when badly injured. modifier that you can see within 120 feet of you. The dire
Your heart beats once per minute. This event sometimes
hound uses the dire wolf’s statistics, with the following
4
surprises you. changes:
5
You have trouble remembering that living creatures and The hound counts as a Monstrosity not a Beast.
corpses should be treated differently. It appears with a number of temporary hit points equal to
6 You blinked. Once. Last week. your sorcerer level.
It can move through other creatures and objects as if they
Shadowborn Origin Spells were difficult terrain. The hound takes 4 force damage if it
ends its turn inside an object.
Sorcerer Level Spells At the start of its turn, the hound automatically knows its
1st Arms of Hadar, Toll the Dead targets locations. If the targets were hidden, they're no
3rd Blur longer hidden from you and the hound.
5th Bestow Curse The hound appears in an unoccupied space of your choice
7th Shadow of Moil within 30 feet of its targets. Roll initiative for the hound. On
its turn, it can move towards only one of its targets on its turn
9th Enervation by the most direct route, and it can only use its actions or
11th Circle of Death reactions to attack or dodge its target. The hound can make
opportunity attacks, but only against its current target.
Constitution of the Dark Additionally, while the hound is within 5 feet of any of its
The magic that you command is shadow magic that's infused targets, the targets have disadvantage on saving throws and
into your being directly from the shadowfell, you can see attack rolls against you or any spells you cast. The hound
through your own magical darkness. At 6th level, your hit disappears if it is reduced to 0 hit points, if all of its targets
point maximum can't be reduced except by holy means. are reduced to 0 hit points, or after 10 minutes.
Born of Shadows Umbral Form
Starting at 1st level, you have darkvision of 120 feet. You can At 18th level, you gain to necrotic damage, and can take the
detect if any creatures are made of or use shadow magic and hide action in any amount of shadows when you do this you
have advantage on saving throws and attack rolls against are considered heavily obscured.
such creatures. You can spend 4 sorcery points as a bonus action to
transform yourself into a shadowy form. In this form, you
Shadow Walk have immunity to all damage except force and radiant
At 6th level, You gain resistance to necrotic damage, and the damage, and you can move through other creatures and
ability to step from one shadow into another. When you are in objects as if they were difficult terrain. You take 6 force
dim light or darkness, as a bonus action, you can teleport up damage if you end your turn inside an object. This form lasts
to 60 feet to an unoccupied space you can see that is also in for 3 minute.
dim light or darkness. You are considered hidden and have Alternatively, you can choose to remain in this form for 10
advantage on the first attack you make before the end of the minutes, but you can't use the attack action/reaction. It ends
turn. early if you are incapacitated, if you die, or if you dismiss it as
a bonus action.

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Sorcerous Origin: Shaded Soul you can spend 2 sorcery points to extend the duration to 1 +
Your soul is shrouded by the shadows, warped by their half your Charisma modifier (rounded down) of hours.
overwhelming presence. Your power came from a fragment Shadow Walk
of magic imbued upon you by the griping plane of shadows, Also at 6th level, the ability to step from one shadow into
your mind should've been shattered like many others who another. When you are in dim light or darkness, as a bonus
encountered such powers. But your Will is stronger. action, you can teleport up to 60 feet to an unoccupied space
Shaded Soul Sorcerer Quirks you can see that is also in dim light or darkness. You are
considered hidden and have advantage on the first attack you
1d6 Quirks make before the end of the turn.
You are skin is reflectively pale, and you don't seem to
1
be able to tan. Eclipse Dome
You can't seem to properly express emotions, instead At 14th level, you gain the ability to weave the shadows
2
the shadows warp and dance around you. around you like a shield or protective cover to support you
3 You can't see peoples faces, only their skeletons.
and your allies. As an action you can spend 4 sorcery points
to summon and weave the shadows around you into a dome
4
Your heart beats once per minute. This event sometimes of magical darkness, you can select creatures that you can
surprises you. see within 60 feet of you. You know the locations of all
5
Your arms and legs are covered in unwavering, and creatures within the dome, you also gain temporary hit points
unmoving shadows. equal to twice your level while inside the dome.
Any non-
6 You blinked. Once. Last week. selected creature that is inside the dome or goes inside of it
has the following effects applied to it until it leaves the dome:
Shaded Soul Origin Spells if the creature doesn't have darkvision it suffers the
Sorcerer Level Spells blinded condition, if they have darkvision it's reduced to 5
1st Dissonant Whispers, Mind Sliver feet.
3rd Pass without Trace
All creatures have disadvantage on all attack rolls and
ability checks that requires sight.
5th Nondetection Attack rolls against the creature have advantage.
7th Phantasmal Killer The creatures perspective of time is warped to feel like 1
9th Mislead minute equals 1 hour.
11th Mental Prison You and any selected creatures can see perfectly fine in the
dome and have advantage on all rolls against any non-
A Shadow Beyond Sight selected creature within the dome. The dome lasts for 5
Starting at 1st level, you can flicker from the vision of your minutes, and the only way for a non-selected creature to avoid
foes as your magic ensnares them. When you hit a creature all of the listed effects is a source of magical light of 6th level
with a spell attack from a sorcerer spell, or it fails its saving or higher. Once you use this action, you can't use it again until
throw against a sorcerer spell, you can mark it with dark you finish a long rest, or you spend 6 sorcery points to use it
magic. Until the end of your next turn, you become invisible again.
to that creature as long as you aren't within 10 feet of it. Creatures with Blind Sight, Tremoresense, or True Sight, are
You can use this feature a number of times equal to your unaffected by this dome.
Charisma modifier, you regain all uses after a rest.
Umbral Wave
Eyes of the Dark At 18th level, you gain immunity to psychic damage and can
At 1st level, you can see normally in the dark and dim take the hide action in any amount of shadows when you do
conditions with a range of 120 feet, and you can see through this you are considered heavily obscured.
all magical darkness. Additionally you can expend 2 sorcery
points to see through others magical darkness for 1 hour. As an action you can spend 4 sorcery points to cause a wave
When you reach 3rd level in this class, you learn the of shadow magic to envelope creatures of your choice in
darkness spell, which doesn't count against your number of shadows. creatures that are hit by this ability must make an
sorcerer spells known. Which you can cast by spending 2 Intelligence saving throw or be blinded by light warping
sorcery points. shadows.
Cloak of Enveloping Shade On a failed save they become beacons of darkness blinding
At 6th level, you gain resistance to psychic damage, and you them for 2 rounds that you can use 5 feet of movement on
can spend 2 sorcery points as a bonus action to dawn a your turn to teleport to, you're also granted advantage on all
protective cloak of dancing shadows for 5 minutes. The attack rolls against these creatures. On a success they're only
protective force of the shadows increases your movement blinded until the end of the next creatures turn.
speed and jumps by 15 feet, and your AC increases by 3.

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Sorcerous Origin: Soul Forge Remnant Magic
As an Oathbreaker is running through the forest filled with At 6th level, you've learned to harness the remnants of magic
only fear, they turn and see only a short and stout cloaked left by your spells. When you cast a spell, your next non-spell
figure axe in hand and the moonlight gleaming off it. As the attack that hits deals an extra 1d10 force damage + 1d10 per
Oathbreaker draws their mace they notice the cloaked figure spell level of 6th level or lower.
has moved closer and holds their now broken mace with Also, when a hostile creature's movement provokes an
blood staining their blade. opportunity attack from you, you can use your reaction to cast
A Soul Forge is a being naturally connected to the magics a spell at the creature, rather than making an opportunity
of the forge. Commonly associated with dwarves or attack. The spell must have a casting time of 1 action and
warforged. These naturally talented craftsmen and must target only that creature.
craftswomen are able to craft magical weapons infused with Greater Soul Weapon
pieces of their own soul that grow along with them.
At 14th level, as your body becomes stronger so does your
Soul Forge Sorcerer Origin Spells soul which resides within your Soul Weapon.
You gain the
Sorcerer Level Spells ability to add one of the listed magical effects of your choice
to your Soul Weapon, you can change the magical effect
1st Sword Burst, Zephyr Strike when you make a new Soul Weapon. Your Soul Weapon
3rd Spiritual Weapon gains a second magical effect of your choice at 18th level.
5th Spirit Shroud Elemental Weapon: Your Soul Weapon now deals an
7th Freedom of Movement extra damage type of your choice: acid, cold, fire lightning,
9th Steel Wind Strike poison, or thunder, the extra elemental damage is 2d6, and
11th Blade Barrier
you gain resistance to the damage while holding your Soul
Weapon. You can change the element of this magical
effect during a long rest.
Bonus Proficiencies Celestial Weapon: Your Soul Weapon now deals an extra
Starting at 1st level, you gain proficiency with Martial 1d12 damage depending on your alignment. Good deals
Weapons, Jewelers Tools, Smiths Tools, and you can speak, radiant damage, evil deals necrotic damage, and neutral
read, and write one exotic language of your choice. deals psychic damage. This damage type changes with
your alignment.
Soul Weapon Leach Weapon: Your Soul Weapon now deals an extra
At 1st level, you use your arcane blood and natural knowledge 2d6 damage, when you hit a creature with your Soul
to forge a weapon out of your soul. When you do this, you may Weapon you regain lost hit points equal to half of the
choose any nonmagical or masterworked weapon to forge. overall damage dealt by you. If you have your maximum
You forge this weapon by using half of your soul. You must hit points, then you gain a number of temporary hit points
spend 2 hours to make it. When you do so, you can choose to with a maximum equal to twice your sorcerer level.
incorporate an item in the forging process, taking its abilities Planar Weapon: When your Soul Weapon is not in your
into your Soul Weapon. But incorporating an item doubles hand, and is within a 30 foot radius of you. You can choose
the time spent forging. You can discorporate your Soul to cast spells through your Soul Weapon as if you were
Weapon as an action, returning your soul and items.
Your casting them from your Soul Weapons position.
Soul Weapon grants you the following features: Additionally as reaction to your Soul Weapon not being on
As you wield your Soul Weapon you gain a bonus to your your person, you can choose to teleport to your Soul
AC equal to your Charisma Modifier. Weapon regardless of it's location or if it's being wielded
Your Soul Weapon can't harm you, unless you want it to. by another creature.
Your Soul Weapon uses your Charisma Modifier, instead Breaker Weapon: Your Soul Weapon now deals an extra
of Strength or Dexterity. 3d4 force damage. When you make an attack roll you
You can use your Soul Weapon as an Arcane Focus. ignore any armor that the target is wearing. If you score a
While you wield your Soul Weapon you can add your critical hit, the targets AC is decreased by 1.
Charisma Modifier to any Constitution saving throw you Forge Walker
make to maintain your concentration on a spell. Finally at 18th level, your soul forging has granted you the
You can summon your Soul Weapon to your hand as an ability to hammer out your arcane power to the point of
action, bonus action, or reaction, causing it to teleport reaching its prime. You gain the following benefits:
instantly to your hand regardless of it's location or if it's
being held or wielded by another creature. When you cast a spell, you can make a weapon attack
Additionally, your Soul Weapon is considered magical for against one creature within your weapons range.
the purposes of overcoming resistance.
Your Soul Weapon You no longer need to drink, eat, or sleep.
gains an attack and damage bonus at later levels, +1 at 5th A critical hit against you becomes a normal hit.
level, +2 at 11th level, and +3 at 17th level. You have resistance to bludgeoning, piercing, and slashing
damage.

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Sorcerous Origin: Stone Soul Stone's Durability
Your magic springs from a mystical link between your soul Also at 1st level, your connection to stone gives you extra
and the magic of elemental earth. You might trace a distant fortitude. Your hit point maximum increases by 1, and it
ancestor to the Plane of Earth, or your family might have increases by 1 again whenever you gain a level in this class.
earned a mighty boon in return for a service to the dao lords. As an action, you can gain a base AC of 13 + your
Whatever your past, the magic of elemental earth is yours to Charisma modifier if you aren’t wearing armor, and your skin
command. assumes a stony appearance. This effect lasts until you end it
Your link to earth magic grants you extraordinary as a bonus action, you are incapacitated, or you don armor
resilience, and stone sorcerers have a natural affinity for other than a shield.
combat. A steel blade feels like a natural extension of your Earthen Crash
body, and sorcerers ith this origin have a knack for wielding
both shields and weapons. In combat your place is amid the At 6th level, your strikes land like a boulder drop, seemingly
fray. You rely on your elemental nature to shield you from cracking the ground on impact. Once per round, you can deal
harm and your magic and metal weapons to overwhelm your extra damage to a target, if the attack hits, it deals an extra
foes. 2d10 force damage. If the attack misses, then you can use it
again on your next attack. This extra damage increases to
Stone Soul Origin Spells 3d10 at 14th level, and 4d10 at 18th level.
Sorcerer Level Spells
Stone Aegis
1st Blade Ward, Shield At 6th level, your command of earth magic grows stronger,
3rd Earthen Grasp allowing you to harness it for yours or an allies’ protection.
5th Erupting Earth As a bonus action, you can grant an aegis to you or one
7th Stone Skin
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
9th Wall of Stone bludgeoning, piercing, or slashing damage the target takes is
11th Bones of the Earth reduced by 2 + half your sorcerer level (rounded up). This
effect lasts for 1 minute, until you use it again, or until you
Bonus Proficiencies are incapacitated.
Beginning at 1st level, you gain proficiency with shields, and In addition, when a creature you can see within 60 feet of
martial weapons. You can speak, read, and write Primordial. you hits the protected target with a melee attack, you can use
Knowing this language allows you to understand and be your reaction to teleport to an unoccupied space you can see
understood by those who speak its dialects: Aquan, Auran, within 5 feet of the attacker. You can teleport only if you and
Ignan, and Terran. the attacker are on the same surface. You can then make one
melee weapon attack against the attacker.
Metal Magic Stone's Edge
Your affinity for metal gives you the option to learn some non- At 14th level, your mastery of earth magic allows you to add
sorcerer spells that focus on weapon attacks. When your the force of elemental earth to your spells. When you cast a
Spellcasting feature lets you learn a sorcerer spell of 1st level spell that deals damage, choose one creature damaged by
or higher, you can select the spell from the following list of that spell on the round you cast it. That creature takes extra
spells, in addition to the sorcerer spell list. You must force damage equal to half your sorcerer level. This feature
otherwise obey all the restrictions for selecting the spell, and can be used only once per casting of a spell.
it becomes a sorcerer spell for you.
Stone Soul Extended Spell List Earth Master's Aegis
Spell
At 18th level, when you use your Stone’s Aegis to protect an
Level Spells ally, you can choose up to five creatures to gain its benefits.
Your body has become fine tuned with the earth, you gain
1st
Compelled Duel, Searing Smite, Thunderous Smite,
Wrathful Smite
the following benefits:
2nd Branding Smite, Magic Weapon When you cast a spell, you can make a weapon attack
3rd Blinding Smite, Elemental Weapon
against one creature within your weapons range.
You no longer age or suffer the effects of aging.
4th Staggering Smite, Stone Shape You no longer need to eat, drink, or sleep.
5th Banishing Smite, Destructive Wave A critical hit against you becomes a normal hit.
6th Blade Barrier, Flesh to Stone
You gain resistance to bludgeoning, piercing, and slashing
damage.

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Sorcerous Origin: Storm Blood Storm Guide
Your innate magic comes from the power of elemental air. Also at 6th level, you gain the ability to subtly control the
Many with this power can trace their magic mack to a near- weather around you.
death experience caused by the Great Rain, but perhaps you If it is raining, you can use an action to cause the rain to
were born during a howling gale so powerful that folk still tell freeze or stop falling in a 50-foot-radius sphere centered on
stories of it, or your lineage might include the influence of you. You can end this effect as a bonus action. If it is windy,
potent air creatures such as vaati or djinn. Whatever the case, you can use a bonus action each round to choose the
the magic of the storm permeates your being. direction that the wind blows in a 100-foot-radius sphere
Storm sorcerers are invaluable members of a ship's crew. centered on you. The wind blows in that direction until the
Their magic allows them to exert control over wind and end of your next turn. This feature can alter the speed of the
weather in their immediate area. Their abilities also prove wind from 5-30 miles per hour.
useful in repelling attacks by sahuagin, pirates, and other Storm's Fury
waterborne threats. At 14th level, whenever a creature hits you with a melee
Storm Blood Origin Spells attack, you can use your reaction to deal lighting damage to
Sorcerer Level Spells them equal to your sorcerer level and push them up to 20 feet
away from you in a straight line, knocking them prone if they
1st Fog Cloud, Lightning, Lure are no more than one size larger than you. If there are hostile
3rd Gust of Wind creatures within 15 feet of the attacker when it hits you, they
5th Wind Wall must make a dexterity saving throw or take the same amount
of lightning damage.
Also, you learn the Whirlwind spell
7th Storm Sphere falling under the same rule as your 11th level Origin Spell.
9th Control Winds
11th Wind Walk Wind Soul
At 18th level, you gain immunity to lightning and thunder
Wind Speaker damage, and you learn the Control Weather spell falling
The arcane magic you command is infused with elemental under the same rule as your 11th level Origin Spell.
air, this grants you aptitude in all forms of air magic. You can You gain a magical flying speed that equals your current
speak, read, and write Primordial. Knowing this language walking speed + 30 feet, and you no longer take fall damage.
allows you to understand and be understood by those who As an action, you can reduce your flying speed by 30 feet for
speak its dialects: Aquan, Auran, Ignan, and Terran. 1 hour and choose a number of creatures within 30 feet of
you equal to 3 + your Charisma modifier. The chosen
Tempestuous Magic creatures gain a magical flying speed of 30 feet for 1 hour.
Starting at 1st level, you can cause whirling gusts of Once you reduce your flying speed in this way, you can't do so
elemental air to briefly surround you, immediately before or again until you finish a short or long rest.
after you cast a spell of 1st level or higher and as part of the
same action. Doing so allows you to fly up to 10 feet without
provoking opportunity attacks. If you are prone then you only
fly half the distance, afterwards you're no longer prone but
you count as if you used 10 feet of movement speed at the
start of your next turn.
This distance increases to 20 feet at 5th level, 30 feet at
11th level, and 40 feet at 17th level.
When you reach 3rd level, when you roll lightning or
thunder damage, you can spend 2 sorcery points to deal
maximum damage, instead of rolling.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder
damage and attacks that deal lightning or thunder damage
ignores the resistance of targets, but leaves you unaffected.
In addition, you learn the Call Lightning spell and it doesn't
count against your spells known. When casting it, you can
expend 1 sorcery point to cast it as a bonus action and can
choose to spend a number of additional sorcery points up to a
maximum of half your Sorcerer level rounded down. Each
additional sorcery point you spend equates to one additional
turn after the inital casting of the spell where you are able to
bring the lightning down as a bonus action instead of an
action.

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Sorcerous Origin: Wild Magic Spell Bombardment
Your innate magic comes from the wild forces of chaos that At 18th level, You gain immunity to force damage, and the
underlie the order of creation. You might have endured harmful energy of your spells intensifies. When you roll
exposure to some form of raw magic, perhaps through a damage for a spell and roll the highest number possible on
planar portal leading to Limbo, the Elemental Planes, or the one of the dice, you can choose to do maximum damage
mysterious Far Realm. Perhaps you were blessed by a instead. You can also expend a hit dice or 2 sorcery points for
powerful fey creature or marked by a demon. Or your magic this effect.
could be a fluke of your birth, with no apparent cause or In addition, your unfiltered access to magic allows you to
reason. However it came to be, this chaotic magic churns more easily manipulate your spells, You gain three additional
within you, waiting for any outlet. Metamagic options of your choice.
Wild Magic Origin Spells Chaos Lance
Sorcerer Level Spells 4th Level Evocation
1st Chaos Bolt, Resistance Casting Time: 1 action
3rd Arcanist's Magic Aura
Range: Self (120-foot line)
Components: V, S
5th Nondetection Duration: Instantaneous
7th Confusion Classes: Sorcerer
9th Wall of Force A beam of shifting, chaotic energy shoots out from your hand
11th Globe of Invulnerability in a line 5 feet wide and up to 120 feet long. Each target in
the area must make a Dexterity saving throw, taking 2d8 +
Wild Magic Surge 6d6 damage on a failed save, or half as much damage on a
Starting when you choose this origin at 1st level, your successful save. Choose one of the d8's; the number rolled on
spellcasting can unleash surges of untamed magic. that die determines the spell's damage type, as shown below.
Immediately after you cast a spell of 1st level or higher, roll a d8 Damage Type d8 Damage Type
d6. If the Result is 1-5, nothing happens. If the result is a 6, 1 Acid 5 Lightning
roll on the Wild Magic Surge Table.
2 Cold 6 Poison
Tides of Chaos 3 Fire 7 Psychic
Starting at 1st level, you can manipulate the forces of chance 4 Force 8 Thunder
and chaos to gain advantage on one attack roll, ability check,
or saving throw. If you roll the same number on both d8s, another beam
You have a number of uses of this ability equal to your 1 + shoots out in a direction from where the last beam ended.
your Charisma modifier (minimum of 2). You regain 1 use of Roll damage for the new beam, which could cause another
this feature when you finish a short rest, and all uses when beam to shoot again.
you finish a long rest.
In addition, you can force another creature of your choice At Higher Levels.
When you cast this spell using a spell slot
to make a Charisma saving throw. On a failed save, the target of 5th level or higher, the damage increases by 1d8 for each
must roll on the wild magic table. On a success, they are slot level above 4th. You only need to roll the same number
unaffected. on two d8s for another beam to be created.
Bend Luck
At 6th level, you gain resistance to force damage. You have Alternative Wild Magic Surge Table
the ability to twist fate using your wild magic. When another When you choose this subclass you have a choice
creature you can see makes an attack roll, an ability check, or between using the Wild Magic Surge Table, or the
a saving throw, you can use your reaction and spend 2
sorcery points to roll 1d6 and apply the number rolled as a Positive/Negative Surge Tables. (located after the wild
bonus or penalty (your choice) to the creature's roll. You can magic surge table)
do so after the creature rolls but before any effects of the roll
occur. Once you've chosen which table set you're going to use,
that's the only table set you can use for your Wild Magic
Controlled Chaos Surges. (Unless your DM says otherwise)
At 14th level, you gain a modicum of control over the surges
of your wild magic. Whenever you roll on the Wild Magic When rolling on the Positive/Negative Surge Tables you
Surge table, you can roll twice and use either roll, or both roll on both the positive and negative surge tables.
rolls.

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99-100
Wild Magic Surge table
43-44 You cast thunder step as a 3rd level spell.
d100 Effect
45-46 You cast levitate on yourself.
Roll on this table at the start of each of your turns for the next
1-2 A unicorn controlled by the DM appears in a space within 5 feet of
minute, rerolling this result on subsequent rolls. 47-48
you, then disappears 1 minute later.
3-4 You regain all expended sorcery points.
You can't speak for the next minute. Whenever you try, rainbow
You cast blindness/deafness on yourself with both effects, rolling 49-50
5-6 colored bubbles float out of your mouth.
your saving throw separately for each.
A spectral shield hovers near you for the next minute, granting you
You cast fireball as a 3rd-level spell centered on yourself. Damage 51-52
7-8 a +2 bonus to AC and immunity to magic missile.
caused by this feature cannot reduce a creature to 0 hit points.
You are immune to being intoxicated by alcohol for the next 5d6
You cast magic missile as an Xth-level spell targeting a creature of 53-54
days.
9-10 the DMs choice, where X equals your Charisma modifier (minimum
of 1). 55-56 You cast astral projection on only yourself.

Your height changes by 1d6 inches. If the roll is odd, you shrink. If For the next minute, any flammable object you touch that isn't
57-58
the roll is even, you grow. If this effect is already in place when you being worn or carried by another creature bursts into flame.
11-12
roll this, you return to your original height. A remove curse spell You regain an expended spell slot of 5th level of lower (player
can end this effect. 59-60
choice).
13-14 You cast hypnotic pattern centered on yourself. For the next minute, your voice booms three times as loudly when
61-62
You cast spiritual weapon in the nearest unoccupied space, and it you speak.
immediately attacks you if possible. The weapon moves on the You cast fog cloud centered on yourself. The fog cloud moves with
15-16 63-64
shortest path toward you before each of your turns and attacks you you.
if possible. It disappears if you fall unconscious.
You cast call lightning, but it lasts 3 rounds instead of the usual 10
You grow a long beard made of feathers that remains until you 65-66
17-18 minutes.
sneeze, at which point the feathers explode out from your face.
You are frightened by the nearest creature until the end of your
You cast grease centered on yourself. The grease puddle moves 67-68
19-20 next turn.
with you.
You and each creature within 30 feet of you becomes invisible for
Creatures have disadvantage on saving throws against the next 69-70
the next minute.
21-22 spell you cast before your next long rest that involves a saving
throw. 71-72 You gain resistance to all damage for the next minute.

Your eyes and hair turn a random color determined by a 1d6. 1- 73-74 A creature of your choice within 60 feet of you becomes poisoned.
red, 2- orange, 3- yellow, 4- green, 5-blue, 6-purple. If this effect is You glow with golden bright light in a 30-foot radius for the next
23-24
already in place when you roll this, they return to your original minute, and your hair becomes gold and stands straight up. Any
color. A remove curse spell ends this effect. 75-76
creature that ends its turn within 5 feet of you is blinded by your
radiant glory until the end of its next turn.
You gain one of the following incorporeal traits based on your
alignment until your next long rest. Good- a halo floats above your You cast polymorph on yourself. If you fail the saving throw, you
25-26 77-78
head. Neutral- a flower blooms on your head. Evil- you sprout large turn into a sheep for the spell's duration.
devil horns.
Illusory butterflies and flower petals flutter in the air within 10 feet
79-80
For the next minute, all your spells with a casting time of 1 action of you until your next long rest.
27-28
have a casting time of 1 bonus action.
81-82 You can take one additional action immediately.
Up to 4 creatures you choose within 30 feet of you take 4d10
29-30 Each creature within 30 feet of you takes 1d10 necrotic damage.
lighting damage.
83-84 You regain hit points equal to the sum of the necrotic damage
31-32 You cast blink. dealt.
Maximize the damage of the next damaging spell you cast before 85-86 You cast mirror image.
33-34
you finish a long rest.
You cast fly on yourself and every creature in a 30 foot radius with
87-88
Roll a d6. Your age changes by a number of years equal to the roll. a duration of 1 minute instead of the usual 10.
If the roll is odd, you get younger (minimum 1 year old). If the roll
You become invisible for the next minute. During that time, other
35-36 is even, you get older. If this effect is already in place when you roll
89-90 creatures can't hear you. The invisibility ends if you attack or cast a
this, you return to your original age. A remove curse spell ends this
spell.
effect.
If you die within the next minute, you immediately come back to
You cast inflict wounds on the nearest creature within 30 feet of
91-92 life with full hit points, rolling on this table when you do so (even if
37-38 you at the end of your next turn. If there aren’t any creatures
you already surged that turn).
nearby, you cast it on yourself.
93-94 You cast enlarge on yourself.
39-40 You cast cure wounds as a 1d4th level spell on yourself.
You and all creatures within 30 feet of you gain vulnerability to all
You turn into a potted plant until the start of your next turn. While 95-96
damage for the next round.
41-42 a plant, you are incapacitated and have vulnerability to all damage.
If you drop to 0 hit points, your pot breaks, and your form reverts. You are surrounded by faint (but lively) music until your next long
97-98
rest.

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Positive Surge Table Negative Surge Table
d20 Positive Effect d20 Negative Effect
1 No effect. Roll twice on this table and suffer both effects, rerolling
1
2 The smell of your favorite food fills the air around you. 1s.

3 Small plants grow to full bloom around your feet. The spell requires additional energy to cast. You must
expend a spell slot of 1st level or higher, or else the
Your clothes become cleaned, and faded dyes return to 2
4 spell fails. If you have Font of Magic, you can instead
full brightness. spend 4 sorcery points.
Your body becomes sheathed in a thin layer of The spell becomes erratic and hard to aim. You have
5 protective energy. You gain temporary hitpoints equal to 3 disadvantage on the attack roll, and targets have
the spell’s level + your spellcasting ability modifier. advantage on saving throws, for this spell.
You are innervated. Your movement speed increases by The spell becomes unstable, requiring extra effort to
6
15 feet until the end of your next turn. hold it in place. If the spell requires concentration, you
4
The energy of the spell flashes brightly. A creature of have disadvantage on constitution saving throws you
your choice within 5 feet of the target of the spell must make to maintain it.
7
make a Constitution saving throw against your Spell If you take damage from a spell before the start of your
Save DC or be blinded until the end of your next turn. 5
next turn, you take an additional 1d12 damage.
The energy of the spell becomes raw and without The spell bleeds away energy. If the spell deals damage,
8 defined form. If the spell deals damage, you can choose 6 it deals 1d10 less damage to each target, decreasing by
to change its damage type to force damage. an additional 1d10 for every level of the spell above 1st.
With a surge of energy, you are able to shift your Electricity courses through your muscles, causing you to
9 position. You may immediately teleport to a point of 7 tense up. You suffer the effects of the slow spell until
your choice within 15 feet of you. the end of your next turn.
Arcs of chaotic energy emanate from the spell. A If you cast a spell before the end of your next turn, roll
10 random hostile creature within 15 feet of the target of 8
on this table and suffer a negative effect.
the spell takes 2d6 force damage.
Static energy builds up in your body, waiting for
Enemy attacks are pushed away from you. The next something to ignite it. Until the start of your next turn, if
11 attack against you before the start of your next turn has 9 a creature hits you with an attack, you take an additional
disadvantage. 1d12 lightning damage. This damage increases by 1d12
The air around you crackles. Until the start of your next for every level of the spell above 1st.
turn, if a creature within 30 feet of you hits you with an Enemy attacks are drawn to you. The next attack against
12 attack, you can use your reaction to deal 1d12 lightning 10
you before the start of your next turn has advantage.
damage to the attacker. This damage increases by 1d12
for every level of the spell above 1st. Arcs of chaotic energy emanate from the spell. A
11 random friendly creature within 15 feet of the target of
If you cast a spell before the end of your next turn, roll the spell takes 2d6 force damage.
13
on this table and gain a positive effect.
Your position becomes unstable, and you blink side to
You become energetic. You gain the effects of the haste 12 side wildly. You immediately teleport to a random point
14 spell until the end of your next turn, ignoring the within 15 feet of you.
lethargy effect.
The spell fails to coalesce and penetrate defenses
The spell becomes amplified. If the spell deals damage, 13 properly. If the spell deals damage, targets with
it deals an extra 1d10 damage to each target, increasing resistance to the damage have immunity instead.
15
by an additional 1d10 for every level of the spell above
1st. A flash of light bursts straight into your face. You must
14 make a Constitution saving throw against your Spell
If you take damage from a spell before the start of your Save DC or be blinded until the end of your next turn.
16 next turn, you can roll 1d12 and reduce the damage by
the number rolled. You are enervated. Your movement speed decreases by
15
15 feet until the end of your next turn.
The spell becomes unusually stable. If the spell requires
17 concentration, you have advantage on constitution Some of the spell’s energy backfires. You take force
saving throws you make to maintain it. 16 damage equal to the spell’s level + your spellcasting
ability modifier.
The spell seems to guide itself towards your targets. You
18 have advantage on the attack roll, and targets have You suffer a faint, harmless ringing in your ears for the
17
disadvantage on saving throws, for this spell. next minute.

The spell is efficient, allowing you to siphon excess Fractal, lightning-like scars appear on your hands and
19 magical energy. You regain an expended spell slot of the 18 arms, which disappear when you receive magical
level below the spell cast, of 5th level or lower. healing.

Roll twice on this table and gain both effects, rerolling 19 You immediately become thirsty and hungry.
20
20s. 20 No effect.

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Extra Spells
Burst Strikes Dazzling Spark
Conjuration Cantrip 1st-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 30 feet
Components: S, M (A melee weapon) Components: V,S
Duration: Instantaneous Duration: Instantaneous
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard Classes: Artificer, Bard, Sorcerer, Warlock
As a part of an action used to cast this spell, you must make a You fire a streak of flickering light towards a creature within
melee attack with a weapon against one creature within the range. Make a ranged spell attack against the target. On a hit,
spells range, otherwise the spell fails. On a hit, the target the target takes 2d8 lightning damage and has disadvantage
suffers the attacks normal effects, an ethereal copy of your on attack rolls and ability checks requiring sight until the end
weapon appears around the original creature or a different of your next turn.
creature that you can see within the spells range making a
separate attack roll for the weapon. The ethereal weapon At Higher Levels.
When you cast this spell using a spell slot
deals 1d8 force damage. of 2nd level or higher, the lightning damage increases by 1d8
for each slot level above 1st.
The spell creates more than one ethereal weapon when you
reach higher levels: two weapons at 5th level, three weapons Electrify
at 11th level, and four weapons at 17th level. You can direct 1st-Level Evocation
the weapons at the same target or at different ones. Make a Casting Time: 1 bonus action
separate attack roll for each weapon. Range: Self
Components: V, S
Shift Blade Duration: 1 round
Conjuration Cantrip Classes: Artificer, Sorcerer, Warlock, Wizard
Casting Time: 1 action You channel lightning into your hands. The next time you hit
Range: 30 feet a creature with a melee attack (including a melee spell
Components: V, S attack) before the start of your next turn, the target takes 3d4
Duration: Instantaneous lightning damage and must make a Strength saving throw.
Classes: Sorcerer, Warlock On a failed save, the target becomes stunned until the start of
You summon a shard of vile planar energy and plunge it into their next turn.
a nearby foe. You teleport to an unoccupied location in range
and make a melee spell attack at a creature within in reach, The spell ends after dealing damage, or at the start of your
dealing 1d8 force damage on a hit. After your attack you next turn, whichever occurs first.
immediately teleport back to your original location. At Higher Levels.
When you cast this spell using a spell slot
The spell's damage increases by 1d8 when you reach 5th of 2nd level or higher, it deals an additional 1d4 lightning
level (2d8), 11th level (3d8), and 17th level (4d8). damage per spell slot level above 1st.
Static Bolts Rewind
Evocation Cantrip 1st-Level Conjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when you start or
Range: 60 feet end your next turn
Components: V,S Range: Self
Duration: Instantaneous Components: V, S, M (A wristwatch)
Classes: Artificer, Druid, Sorcerer, Wizard Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You send a hail of sparks towards your foes. Make two ranged In a blur, you return to the same space where you began your
spell attacks against targets within range. On a hit, the target last turn. You cannot return to the same space if it's currently
takes 1d6 lightning damage. You can direct the sparks at the
same target or different ones. occupied.
The spell creates more sparks when you reach higher levels: At Higher Levels. When you cast this spell using a spell slot
four sparks at 5th level, six sparks at 11th level, and eight of 2nd level or higher, you can rewind back an additional turn
sparks at 17th level. for each slot level above 1st.

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36
Presence of Mind Crackle
1st-Level Divination 2nd-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: S, M (A sprinkle of salt) Components: V, S
Duration: 1 hour Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
You send magic into your future, readying yourself should you You create three arcs of lightning striking targets in range.
be placed in sudden danger. If you are surprised while under You can direct them at one target or several.
Make a ranged
the effects of this spell, you immediately cease to be. Also, if spell attack for each arc. On a hit, the target takes 2d8
your initiative is below 15 you can choose to make it 15. Once lightning damage. If three or more arcs hit a single target,
these effects occur, the spell ends. they must make a Constitution saving throw or become
shocked, stunning them until the start of their next turn.
At Higher Levels.
When you cast this spell using a spell slot
of 2nd level or higher, it's duration increases by 1 hour per At Higher Levels.
When you cast this spell using a spell slot
spell slot level above 1st. of 3rd level or higher, you create one additional arc for each
slot level above 2nd.
Savaran's Lightning Arc
1st-Level Evocation Lael's Crackling Line
Casting Time: 1 action 2nd-Level Evocation
Range: 120 feet Casting Time: 1 action
Components: V, S, M (A pinch of copper or gold powder) Range: 30 feet
Duration: Instantaneous Components: V, S, M (a bit of Fulgurite)
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard Duration: Instantaneous
You snap your fingers and watch as lightning arcs towards a Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
target that you can see within range, ignoring half cover if the A line of crackling energy 30 feet long and 5 feet wide
target has at least 3 pounds of metal on it. You have emanates from you in a direction you choose. Each creature
advantage on the attack roll if the target is wearing armor in the line must make a Dexterity Saving throw. A creature
made of metal. On a hit, the target takes 2d10 lightning takes 3d8 lightning damage on a failed save, or half as much
damage, and it can't take reactions until the start of it's next damage on a successful one.
turn.
At Higher Levels.
When you cast this spell using a spell slot
If you roll maximum damage, the arcing magic leaps from the of 3rd level or higher, the damage increases by 1d8 for each
target to a different target of your choice within 30 feet of it. slot level above 2nd.
Make a new attack roll against the new target, and make a
new damage roll. Planar Adaptation
2nd-Level Transmutation
At Higher Levels.
When you cast this spell using a spell slot Casting Time: 1 action
of 2nd level or higher, it deals an additional 1d10 lightning Range: Touch
damage per spell slot level above 1st. Components: V, S, M (A bit of stone or earth from your home
Chaotic Bond plane)
2nd-Level Enchantment Duration: 24 hours
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft. Your spell allows up to 2 creatures within range to be
Components: V, S protected from the negative natural effects of the plane on
Duration: Concentration, up to 10 minutes which you are currently on. This includes such things as
Classes: Sorcerer extremes in temperature, lack of air, poisonous fumes,
emanations of positive or negative energy, or other attributes
Choose a creature within 60 feet of you. You create a magical inherent in the plane itself such as curses and alignment
bond between you and the target that lasts until the spell shifts.
ends. While the bond is active, the magic flow between you.
Every time you or your bonded ally cast a spell, the caster can The effects of gravity or special entrapping traits are not
choose to cast its spell as if it were the other : You can cast negated by this spell, nor does it provide protection against
spells as if you were your ally, using its senses and its creatures or extreme/non-natural phenomena within the
position to determine the targets of the spells; and your ally plane.
can cast spells as if it were you, using your own senses and
position. The caster still uses its own spellcasting modifier, At Higher Levels. When you cast this spell using a spell slot
concentration and spell save DC when the effects of a spell of 4th level or higher, you can select an additional creature
require them. within range for each slot level above 3rd.

CoffeeSorcerer69 | The Sorcerer, Reworked


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Cronwier's Mage Spear Spirit Blade
3rd-Level Conjuration 3rd-Level Conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 200 feet Range: Self
Components: V, S, M (A metal spear head) Components: V, S
Duration: Special Duration: 10 minutes
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer, Warlock
You make a motion as if throwing a spear and as you're about You conjure a blade which embodies your nature that lasts
to throw, a spear of pure magical energy forms into your hand until the spell ends, unless you dismiss it as a bonus action. It
and a streaks across the battle field at a target of your choice. counts as a simple melee weapon with which you are
Make a ranged spell attack at the target of your choice. proficient and cannot be disarmed, and uses your spellcasting
ability type depends on your alignment; radiant damage for
On a hit, the target takes 4d8 force damage and the spear good, force damage for neutral, and necrotic damage for evil.
reappears in your hand allowing you to throw it a second On a hit, the target takes 3d8 of the relevant damage type +
time at another target or the same target at the start of your your spellcasting ability modifier.
next turn as an attack action. After the second throw the spell
ends. Slashing with this spell cuts through objects and terrain like
walls. All nonmagical items or objects in the area that aren't
On a miss, the target must make a Dexterity Saving Throw or being worn or carried are cut as well.
be struck by the spear from behind ending the spell. On a fail,
the target take 2d8 force damage. On a success the target At Higher Levels.
When you cast this spell using a spell slot
takes half damage. of 4th level or higher, the damage increases by 1d8 for each
slot level above 3rd.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or Jumping Jolt
higher, it deals an additional 1d8 force damage per spell slot 4th-Level Evocation
level above 3rd. Casting Time: 1 action
Range: 60 feet
Electrocute Components: V, S
3rd-Level Evocation Duration: Instantaneous
Casting Time: 1 action Classes: Artificer, Sorcerer, Wizard
Range: 60 feet You release an arc of lighting at a creature within range.
Components: V, S Make a ranged spell attack roll against the target. On hit, the
Duration: Instantaneous target takes 4d12 lightning damage, and you can cause the
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard spell to jump to another target within 20 feet of the first
A massive arc of lightning leaps from your hand to a target target making a new attack roll for each target. The spell
you can see within range. The target must make a cannot jump to a target out of the spells range. The spell can
Constitution saving throw. On a failed save, the target takes jump a maximum of five times.
4d12 lightning damage and is stunned until the start of your On a miss, the target takes half as much damage and the
next turn. On a successful save, the target takes half as much spell does not jump to a new target.
damage and isn't stunned.
At Higher Levels.
When you cast this spell using a spell slot
At Higher Levels.
When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12
of 4th level or higher, the damage increases by 1d12 for each for each slot level above 4th.
slot level above 3rd.
Chaotic Storm
Power Surge 5th-Level Evocation
3rd-Level Transmutation
Casting Time: 1 action
Casting Time: 1 bonus action Range: Self
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute Classes: Sorcerer
Classes: Sorcerer
A storm of chaotic magic start raging in a 30-foot radius
The magic flowing through your veins empowers you. For the around you, twisting and tearing up the space and reality
duration of the spell, every time you roll a damage die, you within the area. Each creature in that area must succeed on a
can add your proficiency bonus to the roll. Charisma saving throw or be teleported on a free space of
At Higher Levels.
When you cast this spell using a spell slot your choice within the area of the spell. A creature can
of 4th level or higher, the spells duration increases by 1 choose to fail that saving throw willingly.
minute for each spell slot level above 3rd level.
CoffeeSorcerer69 | The Sorcerer, Reworked
38
Magical Resonance Ring of Blades
5th-Level Divination 6th-Level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S, M (a silver fine decorated sword worth at
Duration: Until you cast Magical Resonance again least 500 gp)
Classes: Sorcerer, Warlock Duration: Concentration, up to 10 minutes
You learn the last spell that the target has cast. For the Classes: Cleric, Sorcerer, Warlock
duration, you can cast that spell yourself using your own spell You raise both hands as you evoke six magical sword around
slots, it counts as a sorcerer's spell for you. you. As a bonus action, you can throw one of these sword to a
creature within 30 feet from you. Make a ranged spell attack
Planar Bubble for it. On a hit, the target takes 4d8 force damage.
5th-Level Abjuration (ritual)
Casting Time: 1 action In addition, swords provide protection to you. Each two
Range: Self (15-feet radius) swords floating around yourself, you increases your AC by 1.
Components: V, S, M (A sprinkling of silver dust.) Sorcerer's Guise
Duration: 1 hour 8th-Level Conjuration
Classes: Cleric, Sorcerer, Warlock
Casting Time: 1 action
This spell creates an area around the target creature that Range: Self
emulates its native planar environment. Thus, a character Components: V, S, M (An object that you've imbued with
hailing from the Material Plane would have normal gravity, your magic for 1 hour a day for 1 month, which is then
temperature, magic, and so on. consumed by the spell)
Tasha's Otherworldly Guise
Duration: Special
Classes: Sorcerer
6th-Level Transmutation
Casting Time: 1 action Uttering an incantation and snapping your fingers, you
Range: Self conjure your internal reserves of magic to show your true
Components: V, S, M (an object engraved with a symbol of form. You gain the following benefits until the spell ends:
the Outer Planes, worth at least 500 gp) You are immune to nonmagical damage, and resistance to
Duration: 10 minutes magical and psionic damage.
Classes: Cleric, Sorcerer, Warlock You are immune to the blinded, charmed, deafened,
Uttering an incantation of power, you draw on the magic of frightened, paralyzed, and poisoned conditions.
the Outer Planes (your choice) to transform yourself. You You have a climbing, flying, hover, swimming, and walking
gain the following benefits until the spell ends: speed of 60 feet.
Your memories cannot be manipulated by any means.
The damage types you're immune to depend on your
alignment; Evil Aligned: You're immune to fire and poison This spell is unaffected by antimagical effects, and can only
damage. Good Aligned: You're immune to radiant and be dispelled by a dispel magic of 9th level with an equivalent
necrotic damage. Neutral Aligned: You're immune to force magical artifact that is destroyed in the dispelling.
and psychic damage. Conflageration
You are immune to the poisoned and the charmed
conditions. 9th-Level Evocation
Spectral wings appear on your back, giving you a flying Casting Time: 1 action
speed of 60 feet. Range: Self (120-foot radius)
You have a +2 bonus to AC. Components: S, M (a white glove inscribed with an arcane
All your weapon attacks are magical, and when you make sigil)
a weapon attack, you can use your spell casting ability Duration: Instananeous
modifier instead of Strength or Dexterity for the attack Classes: Cleric, Sorcerer, Warlock
and damage rolls. You snap your fingers, and a moment later an explosion
You can attack twice, instead of once, when you take the erupts outwards from that point that can be heard up to a
Attack action on your turn. Moreover, you can cast one of mile away. Every creature within 120 feet of you must make a
your cantrips in place of one of those attacks. You ignore Dexterity saving throw. On a failed save, the creature takes
this benefit if you already have a feature, like Extra Attack, 10d6 fire and 10d6 thunder damage and is knocked prone,
that lets you attack more than once when you take the and takes half as much damage on a successful one.
This
Attack action on your turn. spell does double damage to objects and structures and all
open earth in the area is rendered barren.

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Astral Projection Fingers of Lightning
5th-Level Necromancy 6th-Level Evocation
Casting Time: 1 hour Casting Time: 1 action
Range: Self Range: Self (100-foot line)
Components: V, S, M (For each creature you affect with this Components: V, S, M (a bit of fur; a piece of amber, glass or a
spell, you must provide one jacinth worth at least 100 gp crystal rod; and four copper pins)
and one ornately carved bar of silver worth at least 100 gp) Duration: Instantaneous
Duration: Special Classes: Druid, Sorcerer, Wizard
Classes: Cleric, Sorcerer, Warlock, Wizard Your hands arc with electricity as you create 5 lines, each 100
You project your astral body into the Astral Plane (the spell feet long and 5 feet wide, emanating from you in directions of
projects your body to the material plane if you are already on your choice. Each line has its own direction and can overlap,
the astral plane). The material body you leave behind is but they must all fit within a 180 degree angle from you. Each
unconscious and in a state of suspended animation; it doesn’t creature within the area of a line must make a Dexterity
need food or air and doesn’t age, it's immune to psychic saving throw. On a failed save, a creature takes 8d8 lightning
damage, and resistant to all other forms of damage. damage plus 1d8 additional lightning damage for each line's
area that they are within beyond the first, or half as much
Your astral body resembles your mortal form in almost every damage on a successful save.
way, replicating your game statistics and possessions. The
principal difference is the addition of a silvery cord that The lightning ignites flammable objects in the area that aren’t
extends from between your shoulder blades and trails behind being worn or carried.
you, fading to invisibility after 1 foot. This cord is your tether
to your material body. As long as the tether remains intact, At Higher Levels.
When you cast this spell using a spell slot
you can find your way home. If the cord is cut—something of 7th level or higher, you create an additional line of
that can happen only when an effect specifically states that it lightning for each slot level above 6th.
does—your soul and body are separated, killing your physical
body instantly. Electrical Interdiction
7th-Level Evocation
Your astral form can freely travel through the Astral Plane Casting Time: 1 reaction, taken when a creature within
and can pass through portals there leading to any other range moves, uses an action, bonus action, reaction, or
plane. If you enter a new plane or return to the plane you legendary action, or interacts with an object
were on when casting this spell, your body and possessions Range: 100 feet
are transported along the silver cord, allowing you to re-enter Components: V, S
your body as you enter the new plane. Your astral form is a Duration: Instantaneous
separate incarnation. Any damage or other effects that apply Classes: Druid, Sorcerer
to it have no effect on your physical body, nor do they persist
when you return to it. Just before the event can occur, you blast the triggering
creature with lightning, forcing it to make a Dexterity saving
The spell ends for you when you use your action to dismiss it. throw. On a failed saving throw, the target takes 10d12
When the spell ends, you return to your physical body, and lightning damage and must make a Constitution saving
you awaken. throw. On a successful Dexterity saving throw, the target
takes half damage and no other effects.
The spell might also end early for the caster. A successful
dispel magic spell used against an astral or physical body If the target fails the Constitution saving throw, the action or
ends the spell for that caster. If a caster’s original body or its effect that triggered this spell is foiled. Any spell slots or
astral form drops to 0 hit points, the spell ends for the caster. abilities that the target would have expended are still
If the spell ends and the silver cord is intact, the cord pulls expended. Its speed is reduced to 0 feet for the rest of the
the caster’s astral form back to its body, ending its state of turn, and if it is the target's turn, the turn ends immediately.
suspended animation.
At Higher Levels.
When you cast this spell using a spell slot
If you are returned to your body prematurely, you cannot cast of 8th level, the damage dealt increases by 2d12 for each slot
this spell again until after you finish a rest. level above 7th.

CoffeeSorcerer69 | The Sorcerer, Reworked


40
Mass Astral Projection Optional Damage Type
8th-Level Necromancy
Casting Time: 1 Hour Rules
Range: Self (10-feet radius)
Components: V, S, M (For each creature you affect with this Weapon & Spell damage
spell, you must provide one jacinth worth at least 1,000 gp customization:
and one ornately carved bar of silver worth at least 100 gp) When you gain a spell or feature that deals damage, you can
Duration: Special select a different damage type from the corresponding list.
Classes: Cleric, Sorcerer, Warlock, Wizard The change is permanent and decided when you gain the
You and up to eight willing creatures within range project spell or feature. In addition, you can choose to change an
your astral bodies into the Astral Plane (the spell fails and the exotic damage type to an elemental damage type, but not the
casting is wasted if you are already on that plane). The other way around.
material body you leave behind is unconscious and in a state Physical Elemental Esoteric
of suspended animation; it doesn’t need food or air and
doesn’t age, it's immune to psychic damage, and resistant to Slashing Fire Radiant
all other forms of damage. Piercing Cold Necrotic

Your astral body resembles your mortal form in almost every Bludgeoning Acid Psychic
way, replicating your game statistics and possessions. The - Poison Force
principal difference is the addition of a silvery cord that - Lightning -
extends from between your shoulder blades and trails behind - Thunder -
you, fading to invisibility after 1 foot. This cord is your tether
to your material body. As long as the tether remains intact,
you can find your way home. If the cord is cut—something Resistances:
that can happen only when an effect specifically states that it You may opt to change a feature that grants you resistance or
does—your soul and body are separated, killing your physical immunity to a damage to another type from the
body instantly. corresponding list.
Your astral form can freely travel through the Astral Plane If a feature grants you both a damaging ability and resistance
and can pass through portals there leading to any other or immunity you must choose the same damage type for both.
plane. If you enter a new plane or return to the plane you
were on when casting this spell, your body and possessions Features from your class or race that grant you resistance
are transported along the silver cord, allowing you to re-enter or immunity to poison cannot be changed to a different
your body as you enter the new plane. Your astral form is a damage type unless you have more than one feature that
separate incarnation. Any damage or other effects that apply does so.
to it have no effect on your physical body, nor do they persist
when you return to it. Items:
The spell ends for you and your companions when you use Spells and abilities granted by items (such as scroll) cannot
your action to dismiss it. When the spell ends, the affected be changed in this way. Some scrolls may provide otherwise
creature returns to its physical body, and it awakens. unobtainable damage choices. If you scribe this scroll, you
learn the spell and it deals the type specified by the scrolls.
The spell might also end early for you or one of your
companions. A successful dispel magic spell used against an Learning new versions of the same
astral or physical body ends the spell for that creature. If a spell
creature’s original body or its astral form drops to 0 hit You can learn a base spell multiple times, selecting a different
points, the spell ends for that creature. If the spell ends and damage type each time.
the silver cord is intact, the cord pulls the creature’s astral
form back to its body, ending its state of suspended When scribing or researching a spell that you already know a
animation.
If you are returned to your body prematurely, your different damage version of, the gold and time you must
companions remain in their astral forms and must find their spend to copy that into your spellbook is halved. This stacks
own way back to their bodies, usually by dropping to 0 hit with a Wizards "Savant" feature, quartering the time
points. requirement.

CoffeeSorcerer69 | The Sorcerer, Reworked


41
More Credits
GrabageWriter deserves credit for helping me

Why make and balance some things.


I put the links to all the sources I got the
subclasses from.

I Made The Soul Forge Sorcerer

This Homebrew
The Cosmic Sorcerer
The Sea Blood Sorcerer
The Storm Sorcerer
The Elemental Borne Sorcerer
This was made to give the Sorcerer its own
The Draconic Bloodline Sorcerer
propper identity, and thanks to SwordMeow's
The Divine Soul Sorcerer
Tweaked Sorcerer. I got started, it took a while
The Shadow Sorcerers
before I finally got here. But here we are at what I
Careful with this one, it's to another GM Binder
think is the end. page.
The Wild Magic Sorcerer
So, feel free to contact me on things that you Gravity Shifter Origin Spells
feel important, or want me to try and make. Just I made this one from scratch, so for the spells I
don't expect much from me, cause this took me
think they're either page 184 or 186 in the
Explorer's Guide to Wildermount.
2 years from start to finish. All because it felt like The Runechild Sorcerer
there was no identity to the sorcerer, and
The Chronomancy Sorcerer
because I thought sorcerers needed a way to
Stone Soul Sorcerer
recover sorcery points.
Gunpowder Soul Sorcerer
Not the original homebrew and I made my own
Tweaked Sorcerer By SwordMeow personal changes. I would like to provide credit
the original Homebrew because they really
deserve it.
Cover Art: By Alexandra Malmquist Clockwork Soul
Optional Damage Type Rules
This one I didn't make, I just wanted to make a
gmbinder page for it.
Official Spell Point Rule
I just did a bit of tweaking to it.
Here's my Discord if you want to
contact to me:
CoffeeSorcerer69™#5258
I'm updating this constantly and
tweaking things.
I had to make a new document
because the original one was
WWW.GMBINDER.COM beginning to bug out.
 
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using GM Binder.

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