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Expanded Sorcerer NPCs

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Expanded Sorcerer NPCs

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Sorcerer Sorcerer Tactics
Whereas wizards acquire their arcane ability through intense In combat, sorcerers are challenging opponents due to their
study and clerics gain their powers through their devotion to explosive capabilities. Although most sorcerers tend not to be
the divine, the source of power for a sorcerer resides in their physically superior against most foes, their affinity to magic
blood. grants them an uncanny resilience against many spells.
Magical Bloodline Explosive Casters
This font of magical power can come from a variety of Because of their general frailty, sorcerers will typically
sources. This power could be the result of an ancient blessing attempt to end a combat encounter as quickly as possible,
or curse from a powerful entity in one's bloodline. Others are using their most powerful spells and metamagics to disable
the result of exposure to raw magic or a planar incursion. their opponents.
Regardless of the origin of their power, sorcerers possess a
unique talent for magic unmatched by other spellcasters. Martial Weakness
If a prolonged fight is inevitable, the sorcerer's primary goal
Innate Casting is to keep their distance from melee threats. They will
One of the primary advantages that sorcerers possess is the attempt to accomplish through debilitating spell effects or
ability to use their own body as their arcane focus. This magically enhanced mobility such as flight.
already gives them a significant advantage over their In many circumstances, the sorcerer will attempt to
arcanists as they are not subject to common methods to eliminate or incapacitate martial threats first, as they
detain spellcasters. typically can outmatch most spellcasters in a fight thanks to
their magical defenses.
Arcane Metamagics
Their innate talent for magic also grants them to twist and Metamagic Focus
contort spells beyond their normal means. Their ability to The sorcerer's primary strategy revolves completely around
manipulate spells in this manner is often referred to as its use of metamagic to empower their abilities. Because of
metamagic. Sorcerers are able to channel their inner this, sorcerers are not afraid to quickly burn through their
metamagic in many ways, such as prolonging a spell's arcane reserves if it means giving them an edge, especially
duration, duplicating spell effects, and even regenerating due to their ability to regenerate their mana.
their own mana reserves. Thanks to their metamagics,
sorcerers are able to overcome their limited versatility by Adventurer Tactics
altering a spell to meet their needs. When fighting a sorcerer, the primary tactic one should use is
to limit their spellcasting ability. This will require a lot of
Sorcerer Goals coordination between spellcasters to counter any of the
Just like any spellcaster, sorcerers can be found in nearly any sorcerer's effects. Adventurers should also target the
occupation across the plane, using their abilities as sorcerers physical defenses as they typically have fewer tools
mercenaries or adventurers. Others seek to master their at their disposal to bolster themselves against physical
powers or seek to learn the origin of their magic by joining attacks
various magic academies and institutions.
Some use their natural gifts for their own benefits to create
cults that worship them, claiming to be an aspect of a deity.
Others may seek to use their abilities to destroy those who
hunt or fear them because of their magic.

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Sorcerer Types Sorcerer Variants
Sorcerers can be categorized into four different groups Depending on their bloodline, sorcerers can manifest
depending on the master of their innate magics. different powers.
Sorcerer Beginner Draconic Sorcerer
These sorcerers have just started manifesting their inner Draconic sorcerers possess latent draconic magics within
magic. Many times, these individuals may be searching for an their blood. Such magic is often granted as a boon or a gift
explanation for their new abilities or simply try to control from a dragon while in the case of dragonborn, kobolds, and
their powers. Unlike many other casters of their calibur, other draconic races, they may possess a fragment of the
sorcerer beginners typically possess considerably less magical essence of a true dragon.
experience and control over their abilities. However, despite Regardless of the source of this power, these sorcerers can
their comparative lack of training and discipline, the raw be easily recognized by dragon scales growing on their body,
power of their magic can make them challenging enemies. their ability to sprout leathery wings, as well as their ability to
project and focus their aura into the frightful persona of a
Sorcerer Adepts true dragon.
Sorcerer adepts have learned to master and control their They also possess a unique connection to a particular
arcane abilities. This discipline is often achieved through draconic element imbuing their own magics with the
arcane tutelage, learning the true origins of their power, or destructive potential of a dragon's breath.
simply from experience.
Celestial Sorcerer
Awakened Sorcerer These sorcerers are one of the rarest of all their kind as they
Having fully mastered their inner magic, awakened sorcerers possess a fragment of a divine spark within their being.
are on the precipice of reaching their true potential. Although aasimar are typically wwhat comes to mind when
Depending on their bloodline, these sorcerers may begin to one thinks of a celestial sorcerer, these divine sparks are
exhibit supernatural changes to their appearance. For often granted to individuals favored by a particular deity.
example, a draconic sorcerer may have more pronounced Although this tends to be the case for more celestial
dragon scales on tbeir body while celestial sorcerers may be sorcerers, somes are born with their power as the result of a
able to conjure halo of light around them. pact or simply the devotions of one's heritage to a particular
deity.
Transcendent Sorcerer Because of they are seen as champions on behalf for a
These sorcerers have reached the true apex of their power deity, celestial sorcerers are often revered by many religious
and have grown akin to demigods in the scope of their power. circles and are often hunted down by the enemies of their
At this point, these sorcerers often fully manifest the deity as well.
appearance of the bloodline. For example a fiendish sorcerer
may take on the appearance of cross between a devil and a
humanoid. In some instances, these sorcerers even have the
ability to transform into the respective creatures associated
with their blood.

3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Infernal Sorcerers Aberrant Sorcerers
Infernal sorcerers are the devilish counterpart to celestial These sorcerers are believed to have gained their abilities
sorcerers. Because of this, it is not uncommon for tieflings from encounters with Aberrations. Such encounters may
and other fiendish humanoids to naturally develop these included experimentation due to mind flayers while others
abilities. may have been exposed with items or rifts from the Far
Infernal sorcerers also have been known to acquire their Realm itself. These encounters can have varying magnitudes
powers through contracts with devils in exchange for power. of effects such as telepathy, psionic, and physiological
Although such encounters are similar to many infernal adaptations such as tentacles or multiple eyes. These
warlocks, they are less demanding in scope as they are not transformations have also been known to have somewhat
bound to serve an infernal patron. Instead, many devils grant detrimental side effects (depending on the level of exposure)
this power in a much more passive manner as in many cases, such as madness or a grotesque appearance.
the infernal magic in one's bloodline eventually corrupts the
individual. Phoenix Sorcerers
In other instances, infernal sorcerers are often the result of Phoenix sorcerers possess a special connection to the
a fiendish curse or the side effect of a contract on one element of fire. Individuals of this bloodline possess a
bloodline. Unfortunately, such individuals are viewed with powerful connection to this element due to a boon from a
suspicion due to the origins of their ability powerful elemental entity such as phoenix or genie. Although
Abyssal Sorcerers elementals tend to be the primary source of this elemental
ability, some humanoids have learned to naturally manifest
Abyssal sorcerers are the demonic counterpart to the infernal this ability through an enhanced natural connection to the
sorcerer. In most circumstances, abyssal sorcerers are the elements, in a similar manner to druids.
results of demonic corruption, typically from one being Their innate fire magic even gives them the ability to set
exposed to one of the seemingly endless layers of the Abyss. their eyes and hair ablaze with. They even have the ability to
In most circumstances, this corruption is a side effect of temporarily superheat their bodies to burn anyone who
these hostile environments as the goal of most demons is to harms them. As their name suggests, phoenix sorcerers
destroy all life. However, in rare instances, demonic lords possess
may place a curse on ones's bloodline as a gift for true
dedication Winter Sorcerers
Fae Sorcerers These sorcerers possess a particular connection to snow and
ice. Their mastery of the ice is believed to originate from a
Fae sorcerers trace their magic to the wild and psychedlic variety of sources such as elementals and or giant kin
plane of the Feywild These individuals tend to have an heritage. Others have attained these abilities through druidic
otherworldly charm and aura. Athough many Fey based races rituals or boons from powerful entities attuned to ice such as
naturally can develop these abilities, many fae sorcerers dragons.
acquire their powers from planar incursions to the Feywild or Their mastery of ice grants them an natural immunity its
simply the shenanigans of a wayward Fey creature. worse effects as they are able to use the elemental energy to
fashion a protective aegis shielding them from future harm
Wild Magic Sorcerer
Wild magic sorcerers are the embodiement of controlled Sea Sorcerers
chaos. The origins of their magic typically varies depending Sea sorcerers have the unique abilities to bend water to their
on the individuals as many sources have claimed from events will. These sorcerers are able to conjure blades of water from
such as planar incursions, spellstorms, arcane thin air and form tidal waves to crash on their opponents.
experimentation, or exposure to a strange magical artifact. Sea sorcerers possess the unique ability to alter their own
Despite the seemingly endless sources of this power, the physiology, taking the form of water instead granting them
sorcerers are incredibly unpredictable as each time they cast the ability to easily weave out of harms ways or dampen the
a spell, there is a chance they could set off a chaotic chain harshest of attacks.
reaction of magical effects.

4
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Storm Sorcerers Constructed Sorcerers
Storm sorcerers trace their magical bloodline to powerful air Construct sorcerer have acquired their natural magic due to
elementals and genies. They can channel the very essence of technological modifications made to their body. Whether due
the storm to grant themselves the ability of flight. They even to injury, arcane experimentation, or simply an attempt to
can harmlessly absorb electrical energy to bolster their transcend mortal limits, these individuals have been granted
spells. incredible strength and durability as well as the capability of
replicating magical effects through their magitech
Shadow Sorcerers modifications
These sorcerers possess a powerful connection that allows Vampiric Sorcerers
them to bend the shadows to their will. The origin of their
powers can vary, as shadow magic can be attributed to many Vampiric sorcerers are often the results of a humanoid
types of creatures, such as Fey or Fiends. In comparison to offspring to a true vampire. Although they do not possess
other variants, shadow sorcerers are considered to be some many of the benefits of a true vampire, they still possess
of the most powerful, especially when under the cover of considerable mastery of both shadow and blood magic.
darkness as its presence greatly amplifies their spell effects
while shielding them from incoming attacks Anima Sorcerers
Stone Sorcerers Sorcerers with the anima bloodline have been gifted with a
natural affinity to nature magic due to a boon from powerful
Stone sorcerers trace their bloodline to a connection with plant based entities. Others may have acquired their magical
powerful entities from the Elemental Plane of Earth. These abilities from being infected by a magical seed or spore,
sorcerers possess the ability to use the earth to sense their granting them arcane abilities.
surroundings and even traverse otherwise impossible terrain.
They also possess the capabilities of shaping stone and earth Undead Sorcerers
into formidable weapons as well as create impenetrable Undead sorcerers are interesting individuals that reside on
shields the boundary of life or death. Some undead sorcerers are the
Warrior Sorcerers result of side effects from being raised from the dead. Even
though that creature was brought back from the clutches of
Warrior soul sorcerers have learned to channel the innate death by resurrection magic, their soul or magic essence has
magic in their blood to grant them enhanced strength, speed, been tainted by the mark of death. In some rare instances,
and endurance. These sorcerers are natural warriors that some undead sorcerers can trace the origin of their power
possess arcane and martial prowess. from a haunting or possession from an undead spirit whose
presence left vestiges of necromancer magic in their body
Beast Sorcerers
Beast sorcerer's trace their power due to therianthropic roots
or from latent druidic magics in their heritage. Because of
this, these sorcerers have the unique ability to alter their body
with bestial modifications for any situation. They also have
the ability to turn into beasts in a matter of seconds.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Celestial Sorcerer
Draconic Sorcerer
Movement 30ft. fly
Armor Class Increases by 3 Damage Resistances Necrotic, Radiant
Movement 30ft. fly Challenge Rating Increases by 2
Damage Resistances Acid, Cold, Fire, Lightning, or
Poison (choose only 1)
Challenge Rating increases by 1 Celestial Regeneration When the sorcerer casts a
spell that deals radiant or necrotic damage, it
regains a number of hitpoints equal to the spell level
Dragon Scale Upon succeeding a saving throw + its Charisma modifier.
against a spell or magical effect, the sorcerer takes
no damage Celestial Magic The sorcerer is attuned to radiant or
necrotic damage. Whenever the sorcerer uses its
Dragon's Presence Creatures of the sorcerer's choice Sorcery Blast, it deals this damage type instead.
in a 30ft. radius around the sorcerer must succeed a
Wisdom saving throw against the sorcerer's spell Divine Resurrection(1/long rest) When the sorcerer is
save DC. On a failed saving throw, creatures are reduced to 0 hitpoints, the sorcerer fully regains its
frightened for one minute. At the end of each of its hitpoint maximum.
turns, a frightened creature can repeat its saving Illumination At the start of its turn, the sorcerer can
throw at the end of each of its turns to end the give off bright light in a 20ft. radius and dim light an
effect on a s success. On a successful saving throw, additional 10ft. This light counts as sunlight.
creatures are immune to this effect for the next 24
hours. Channel Metamagic:
Dragon Soul The sorcerer is attuned to one element Divine Infusion (Recharge 5-6) Until the start of its
(matching its natural resistance): acid, cold, fire, next turn, when the sorcerer casts a spell that deals
lightning or poison, it can ignore resistance and damage, it can treat the damage dealt as radiant or
treat immunity as resistance. Whenever the sorcerer necrotic for the duration instead.
uses its Sorcery Blast, it deals this damage type Spellcasting
instead. The sorcerer can add the following spells to its spell
list if it has the spell slots to cast them
Channel Metamagic:
Dragon's Breath (Recharge 5-6) Until the start of its 1st Level Spells Bless, Bane, Cure Wounds, Guiding
next turn, when the sorcerer casts a spell that deals Bolt
damage, it can treat the damage dealt as the damage
2nd Level Spells Darkness
type of its Dragon Soul feature for the duration
instead. 3rd Level Spells Daylight
Spellcasting 4th Level Spells Sicknening Radiance
The sorcerer can add the following spells to its spell 5th Level Spells Flame Strike, Mass Cure Wounds,
list if it has the spell slots to cast them Wall of Light
1st Level Spells Burning Hands, Frost Fingers 6th Level Spells Sunbeam
2nd Level Spells Binding Frost, Dragon's Breath 7th Level Spells Crown of Stars
5th Level Spells Cone of Cold 8th Level Spells Sunburst
6th Level Spells Fizban's Platinum Shield
7th Level Spells Draconic Sorcerer
8th Level Spells Illusory Dragon
9th Level Spells True Polymoprh

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
A

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Infernal Sorcerer 1s

Damage Resistances bludgeoning, piercing, or 2n


slashing damage from non-magical attacks, fire, 3r
cold, lightning, poison
Challenge Rating Increases by 2 5t
6t
Devil Sight The sorcerer's vision is not obscured by
magical darkness
Hellfire Magic The sorcerer is attuned to fire
damage. When it deals fire damage, the sorcerer can
ignore resistance and treat immunity as resistance.
Whenever the sorcerer uses its Sorcery Blast, it
deals this damage type instead.
Poison Resistance The sorcerer has advantage on
saving throws against being poisoned
Spellcasting
The sorcerer can add the following spells to its spell
list if it has the spell slots to cast them
1st Level Spells Burning Hands, Hellish Rebuke
2nd Level Spells Darkness
3rd Level Spells Fireball
4th Level Spells Web of Fire, Fire Shield, Wall of Fire
5th Level Spells Immolation
6th Level Spells Otherworldly Form
7th Level Spells Firestorm
8th Level Spells Incendiary Cloud
9th Level Spells Meteor Swarm

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
W

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Fae Sorcerer ta
Challenge Rating Increase by 1 W
or
Fey Resilience The sorcerer has advantage on saving ef
throws against being charmed.
C
Fey Charm Creatures of the sorcerer's choice in a
30ft. radius around the sorcerer must succeed a Ch
Wisdom saving throw against the sorcerer's spell w
save DC. On a failed saving throw, creatures are ab
charmed by the sorcerer for one minute. At the end Ch
of each of its turns, a charmed creature can repeat sp
its saving throw at the end of each of its turns to tr
end the effect on a s success. On a successful
saving throw, creatures are immune to this effect R
for the next 24 hours.
Tw
Fae Magic The sorcerer is attuned to psychic 3
damage. Whenever the sorcerer uses its Sorcery at
Blast, it deals this damage type instead.
Fae Misdirection When the sorcerer succeeds a
saving throw against a spell effect or an effect that
charms or frightens the sorcerer, it can redirect the
spell back at the target. This feature only works on
effects that target only the sorcerer
Spellcasting
The sorcerer can add the following spells to its spell
list if it has the spell slots to cast them
Cantrips Friends, Dancing Lights
1st Level Spells Charm Person, Faerie Fire
2nd Level Spells Invisibility, Mirror Image,
Phantasmal Force
3rd Level Spells Fear, Hypnotic Pattern
4th Level Spells Greater Invisibility, Hallucinatory
Terrain, Phantasmal Killer
5th Level Spells Dominate Person
6th Level Spells Otherworldly Form

Bonus Actions
Sylvan Blink The sorcerer can use its bonus action to
teleport 30ft. to a spot that it can see within range.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aberrant Sorcerer
Damage Resistances Psychic
Languages Telepathy 60ft.
Senses blindsight 30ft.
Movement 30ft. fly (hover)
Challenge Rating Increases by 1

Aberrant Explosion(1/long rest) When the sorcerer is


reduced to 0 hitpoints, creatures within 10ft of the
sorcerer must succeed a Wisdom saving throw
equal to its spell save DC or take psychic damage
equal to a number of d10s equal to the sorcerer's
proficiency bonus.
Upon using this feature, the sorcerer regains 1
hitpoint at can teleport 30ft. to a spot within range.
Aberrant Mind The sorcerer has advantage on saving
throws against being charmed and frightened
Aberrant Physiology The sorcerer can breathe in air
and in water
Amorphous Body The sorcerer can move through a
space as narrow as 1 inch without squeezing.
Psionics The sorcerer does not require verbal or
somatic components for its spell effects
Spellcasting
The sorcerer can add the following spells to its spell
list if it has the spell slots to cast them
Cantrips Message, Mind Sliver
1st Level Spells Dissonant Whispers
2nd Level Spells Crown of Madness, Detect
Thoughts
3rd Level Spells Slow, Hunger of Hadar, Sending
4th Level Spells Evard's Black Tentacles
5th Level Spells Bigby's Hand, Telekinesis, Synaptic
Static
6th Level Spells Otherworldly Form
7th Level Spells Reverse Gravity
8th Level Spells Feeblemind
9th Level Spells Psychic Scream

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
S

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Winter Sorcerer op
Challenge Rating Increases by 1 W
as
Ice Tomb(1/long rest) When the sorcerer is reduced
Sh
to 0 hitpoints, it drops to 1 hitpoint and gains
so
temporary hitpoints equal to a number of d10s
equal to the sorcerer's proficiency bonus. While Aq
these temporary hitpoints are active, the sorcerer da
gains a bonus to its AC equal to its Charisma pi
modifier for the duration of these temporary co
hitpoints. its
Frost Shield When the sorcerer takes cold damage, it S
takes no damage and gains temporary hitpoints Th
equal to the damage dealt. While these temporary lis
hitpoints are active, the sorcerer gains a bonus to its
AC equal to its Charisma modifier for the duration Ca
of these temporary hitpoints. 1s
Frozen Body When a creature of the sorcerers
choice grapples or hits the sorcerer with a melee 2n
weapon attack within 5ft. of them, it takes 4(1d6)
cold damage. 3r
Frost Magic The sorcerer is attuned to cold damage.
When it deals cold damage, the sorcerer can ignore 4t
resistance and treat immunity as resistance. 5t
Whenever the sorcerer uses its Sorcery Blast, it
deals this damage type instead. 6t

Spellcasting 8t
The sorcerer can add the following spells to its spell
list if it has the spell slots to cast them R
Cantrips Ray of Frost W
ca
1st Level Spells Frost Fingers
2nd Level Spells Binding Frost, Hold Person,
Snowball Swarm
3rd Level Spells Slow, Sleet Storm
4th Level Spells Ice Storm
5th Level Spells Cone of Cold
6th Level Spells Wall of Ice, Otiluke's Freezing
Sphere

14
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warrior Sorcerer
Storm Sorcerer
Challenge Rating Increases by 1
Movement Speed Fly 30ft.
Challenge Rating Increases by 1
Magical Attacks The sorcerer's attacks count as
magical for the purpose of overcoming resistance
Redirect the Tempest When the sorcerer succeeds a
succeeds a saving throw against an effect that deals Martial Metamagic The Sorcerer can use its Split
thunder damage or if an attack that deals thunder Spell or Quickened Spell on its Sorcery Blade
damage misses the sorcerer, it takes no damage and
Tactical Advantage The sorcerer has advantage on
can redirect the effect back at the attacker.
initiative checks
Supercharge When the sorcerer takes lightning Warrior's Soul When the sorcerer makes a Strength,
damage, it takes no damage. Until the start of its Dexterity, or Constitution ability check or saving
next turn, the sorcerer deals maximum damage on throw, it can use Charisma as its modifier instead.
its lightning damage until the end of its next turn.
War Mage The sorcerer has advantage on saving
Tempest Magic The sorcerer is attuned to lightning throws to maintain concentration
or thunder damage. When it deals lightning or
thunder damage, the sorcerer can ignore resistance Spellcasting
and treat immunity as resistance. Whenever the The sorcerer can add the following spells to its spell
sorcerer uses its Sorcery Blast, it deals one of these list if it has the spell slots to cast them
damage type instead.
Cantrips Sword Burst
Spellcasting 1st Level Spells Shield
The sorcerer can add the following spells to its spell
list if it has the spell slots to cast them 2nd Level Spells Magic Weapon, Spiritual Weapon
Cantrips Gust of Wind, Shocking Grasp, Lightning 3rd Level Spells Conjure Barrage, Haste, Elemental
Lure, Thunderclap Weapon
1st Level Spells Thunderwave, Witch Bolt 5th Level Spells Swift Quiver, Conjure Volley
2nd Level Spells Warding Wind 6th Level Spells Blade Barrier
3rd Level Spells Lightning Bolt, Wind Wall, Fly, 7th Level Spells Mordenkainen's Sword
Thunder Step 9th Level Spells Sword of Disaster
4th Level Spells Storm Sphere
Actions
5th Level Spells Control Winds
Multiattack The sorcerer can cast a spell or its
6th Level Spells Chain Lightning, Investure of Wind Sorcery Blast and then can make one attack with its
7th Level Spells Whirlwind Sorcery Blade

8th Level Spells Control Weather Sorcery Blade Melee Spell Attack: +the sorcerer's
proficiency bonus + its Charisma modifier to hit, 5ft,
9th Level Spells Storm of Vengeance one target. Hit: A number of d6s equal to sorcerer's
proficiency bonus + the sorcer's Charisma modifier.
Bonus Actions On a hit, the target suffers disadvantage on saving
Storm Blink As a bonus action, the sorcerer can throws against the sorcerer's spells until the start of
teleport 30ft. to a spot it can see within 30ft. of it. the sorcerer's next turn

Bonus Actions
Spell Blade The sorcerer can use its bonus action to
make an attack with its Sorcery Blade if a creature if
it uses its action to cast a spell or use its Sorcery
Blast
Reactions
Battle Caster The sorcerer can uses its reaction to
cast a spell when a creature provokes opportunity
attacks. This spell can only target one creature.

15
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Construct Sorcerer
Stone Sorcerer
Armor Class Increases by 3
Movement Speed 30ft. burrow Damage Resistances bludgeoning, piercing, and
Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks,
slashing damage poison
Challenge Rating Increases by 1 Challenge Rating Increases by 1

Earth Glide The sorcerer can burrow through Artificial Casting The sorcerer can cast spells without
nonmagical, unworked earth and stone. While doing needing a verbal or material component.
so, the sorcerer doesn't disturb the material it
moves through. Constructed Mind The sorcerer has advantage on
saving throws against being charmed or frightened
Siege Magic The sorcerer deals double damage to
buildings and objects Constructed Resilience The sorcerer has advantage
on saving throws against being deafened, diseased,
Spider Climb The sorcerer can climb difficult exhausted, paralyzed, poisoned, or stunned
surfaces without needing to make an ability check
Unusual Nature The sorcerer no longer needs to eat,
Stone Soul The sorcerer can reduce damage taken by drink, or sleep
5 and whenever it takes a critical hit, it takes normal
damage instead Spellcasting
Will of Stone When the sorcerer fails a saving throw The sorcerer can add the following spells to its spell
using its Sorcerous Resilience, it takes half damage list if it has the spell slots to cast them
on failed saving throw and none on a success. Cantrips Mending
Spellcasting 1st Level Spells Floating Disk
The sorcerer can add the following spells to its spell
3rd Level Spells Lightning Bolt, Tiny Servant
list if it has the spell slots to cast them
4th Level Spells Fabricate, Otiluke's Resilient Sphere
Cantrips Magic Stone, Mold into Earth Summon Construct
1st Level Spells Earth Tremor, Catapult 5th Level Spells Animate Objects
2nd Level Spells Maximilian's Earthen Grasp, Spike 6th Level Spells Blade Barrier, Chain Lightning
Growth
7th Level Spells Mordenkainen's Sword
3rd Level Spells Meld into Stone, Eall of Sand
8th Level Spells Earthquake
4th Level Spells Stone Shape, Stoneskin
5th Level Spells Passwall
6th Level Spells Bones of the Earth
8th Level Spells Earthquake

Reactions
Stone Shield As a bonus action, the sorcerer can
reduce damage taken by a number of d10s equal to
twice the sorcerer's proficiency bonus

16
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Undead Sorcerer
Shadow
Damage Resistances Cold, Necrotic, Poison
Movement Speed 30ft. fly (varies) Challenge Rating increases by 1
Challenge Rating increases by 1
Ghost Walk The sorcerer can move through other
Gloom Sight The sorcerer's vision is not obscured by creatures and objects as if they were difficult terrain.
magical darkness If the sorcerer ends its turn in an occupied space, it
Shadow Magic While in dim light or darkness, is shunted to the nearest unoccupied space takeing
creatures have disadvantage on saving throws 5 (1d10) force damage for every 5ft. it is shunted
against the sorcerer's spell effects Soul Armor When the sorcerer reduces a creature to
Shadow Evasion While in dim light or darkness, the 0 hitpoints, it can use its reaction to gain temporary
sorcerer takes half damage whenever it fails a saving hitpoints equal to 10 times (half its proficiency
throw and none on a success. bonus rounded up)

Spellcasting Soul Harvest When the sorcerer reduces a creature


to 0 hitpoint using a spell of 1st level or higher, it
The sorcerer can add the following spells to its spell
does not expend the spell slot.
list if it has the spell slots to cast them
Undying Soul When the sorcerer is reduced to 0
2nd Level Spells Darkness, Shadow Blade, Silence hitpoints, it can make a Charisma saving throw equal
4th Level Spells Hunger of Hadar, Shadow of Moil, to half the damage dealt (minimum of 10). On a
Gravity Sinkhole success, it takes regains 1 hitpoint instead.
6th Level Spells Eyebite Undead Resilience The sorcerer has advantage on
saving throws against being deafened, diseased,
7th Level Spells Mordenkainen's Sword exhausted, paralyzed, poisoned, or stunned
8th Level Spells Maddening Darkness, Dark Star Undead Nature The sorcerer no longer needs to eat,
9th Level Spells Ravenous Void sleepe, or breathe

Actions Spellcasting
The sorcerer can add the following spells to its spell
Shadow Blast The sorcerer's Sorcery Blast deals list if it has the spell slots to cast them
necrotic damage. This attack has advantage in dim
light or darkness Cantrips Toll the Dead, Chill Touch
Bonus Actions 1st Level Spells Inflict Wounds
Shadow Stealth While in dim light or darkness, the 2nd Level Spells Ray of Enfeeblement
sorcerer can use its bonus action to Hide 3rd Level Spells Animate Dead, Summon Undead
Shadow Blink While in dim light or darkness, the 4th Level Spells Blight
sorcerer can use its bonus action to teleport 60ft. to
spot that it can see that is in dim light or dakrness. 5th Level Spells Create Undead, Negative Energy
Flood
Reactions 6th Level Spells Circle of Death, Harm
Shadow Shield While in dim light or darkness, the 7th Level Spells Finger of Death
sorcerer can use its reaction to take half damage
whenever it takes damage Reactions
Incorporeal Defense When the sorcerer takes
damage, it can use its reaction to take half damage
instead.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Beast Sorcerer
Anima Sorcerer
Challenge Rating increases by 1
Movement 30ft. Climb
Damage Resistance Poison, Necrotic
Challenge Rating increases by 1 Beast Form When the sorcerer is reduced to 0
hitpoints, it regains 1 hitpoint and transforms into a
beast or 1 hour. The beast can have a CR equal to
Arcane Regeneration When the sorcerer cast spell of the sorcerer's proficiency bonus. While in this state,
1st level or higher, it regains a number of d8s the sorcerer assumes the stats of its bestial form
hitpoints equal to the spell level. and returns to their normal form when the beast is
Natural Cure The sorcerer has advantage on saving reduced to 0 hitpoints
throws against being deafened, diseased, exhausted, Magical Attacks The sorcerer's attacks count as
paralyzed, poisoned, or stunned magical for the purpose of overcoming resistance.
Spider Climb The sorcerer can climb difficult Keen Senses The sorcerer has advantage on
surfaces without having to make an ability check Wisdom(Perception) checks that rely on sight,
Spellcasting smell, or hearing
The sorcerer can add the following spells to its spell Spider Climb The sorcerer can climb difficult
list if it has the spell slots to cast them surfaces without having to make an ability check
Cantrips Druidcraft, Thorn Whip Spellcasting
1st Level Spell Entangle, Cure Wounds The sorcerer can add the following spells to its spell
list if it has the spell slots to cast them
2nd Level Spells Lesser Restoration, Barkskin, Spike
Growth Cantrips Primal Savagry
3rd Level Spells Plant Growth 1st Level Spell Speak with Animals, Find Familiar,
Beast Sense
4th Level Spells Blight, Grasping Vine
2nd Level Spells Alter Self, Locate ANimals and
5th Level Spells Mass Cure Wounds, Wrath of Plants, Summon Beast
Nature, Tree Stride
3rd Level Spells Fly
6th Level Spells Heal, Wall of Thorns, Transport via
Plants 4th Level Spells Guardian of Nature
8th Level Spells Abi-dalzim's Horrid Wilting 8th Level Spells Animal Shapes
9th Level Spells Power Word Heal 9th Level Spells True Polymorph

Actions Actions
Anima Blast The sorcerer's Sorcery Blast deals Multiattack The sorcerer can replace its Sorcery Blast
necrotic or poison damage instead of force for two Sorcery Claw Attacks

Bonus Actions Sorcery Claw Melee Spell Attack: +the sorcerer's


proficiency bonus + its Charisma modifier to hit, 5ft,
Plant Camouflage While lightly obscured by ample
one target. Hit: Bludgeoning, piercing, or slashing
plant life, the sorcerer can use its bonus action to damage equal to number of d4s equal to sorcerer's
Hide. proficiency bonus + the sorcerer's Charisma
modifier.

Bonus Actions
Shape Changer The sorcerer can use its bonus action
to polymorph into a Medium or smaller beast of its
choice. Its statistics, other than its size and speed,
are unchanged. Anything it is wearing transforms
with it, but nothing it is carrying does. It reverts to
its true form if it dies.

18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
A special Thanks to my Patrons
Mythic Patrons
Marcella V., Mercyque, Chandlor D., Marshmellow Owlbear, Jake C., The Emcredible , Terra Nova, Kandros Vashtet,
Shrike, Camden, DJ Stribj, Tom L.,
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you are interested in staying up to date on my
upcoming content, be sure to follow me on

Art Credits GMBinder, my Discord server, or on my


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compendiums. If you wish to view my previous
Cover Art: Clint C Early works or support me, be sure to check out my
Patreon and Ko Fi where you can download these
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Stone Sorcerer: Mike "Daarken" Lim

Sorcerer Beginner: Magali Villeneuve

Sorcerer Adept: Clint C Early

Awakened Sorcerer: Igor Kieryluk

Infernal Sorcerer: Peter Mohrbacher

Fae Sorcerer: Kieran Yanner

Phoenix Sorcerer: Chris Rahn

Sea Sorcerer: Chase Stone

Vampiric Sorcerer: Johannes Voss

Patron Art: Magali Villeneuve

Watercolor Stains: Jared Ondricek

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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