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