Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a leonin spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a Goliath points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. 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 useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Sorcerous Origin, Spellcasting 0
2nd +2 Font of Magic 300
3rd +2 Metamagic 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Magical Guidance 6,000
6th +3 Sorcerous Origin Feature 10,000
7th +3 - 20,000
8th +3 Ability Score Improvement 40,000
9th +4 - 60,000
10th +4 Metamagic Option 80,000
11th +4 - 100,000
12th +4 Ability Score Improvement 120,000
13th +5 - 140,000
14th +5 Sorcerous Origin Feature 160,000
15th +5 - 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Metamagic Option 225,000
18th +6 Sorcerous Origin Feature 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Supreme Sorcerery 350,000

Class Information

Hit Dice. 1d6 per Sorcerer Level
1st Level Hitpoints. 6 + your Constitution Modifier
Higher Level Hitpoints. 1d6 (increase to 4) + your Constitution Modifier per Sorcerer Level after 1st
Armor Proficiencies. None
Weapon Proficiencies. Daggers, Darts, Slings, Quarterstaffs, and Light Crossbows
Tool Proficiencies. None
Saving Throw Proficiencies. Constitution and Charisma
Skill Proficiencies. Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment. A Simple Weapon, an Arcane Focus, an Equipment Pack, and two Daggers

Sorcerer Features Summarized
Feature Level Quick Explanation
Sorcerous Origin 1st You choose your subclass, and gain features at 1st, 6th, 14th, and 18th Level
Spellcasting 1st You gain Spellcasting that uses Charisma and Learning Spells
Font of Magic 2nd You gain Sorcery Points that you can use to gain additional Spell Slots and can convert Spell Slots into Sorcery Points
Metamagic 3rd You can use your Sorcery Points to alter your Spells in a variety of ways
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Magical Guidance 5th You can use Sorcery Points to reroll failed Ability Checks
Supreme Sorcery 20th You can Concentrate on two Spells at once


Spellcasting

1st Level Sorcerer Feature
Spellcasting Ability. Charisma
Spell Save DC. 8 + your Charisma Modifier + your Proficiency Bonus
Spell Attack Bonus. your Charisma Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You learn one new spell every Level

Sorcerer Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 2 - - - - - - - -
2nd 4 3 3 - - - - - - - -
3rd 4 4 4 2 - - - - - - -
4th 5 5 4 3 - - - - - - -
5th 5 6 4 3 2 - - - - - -
6th 5 7 4 3 3 - - - - - -
7th 5 8 4 3 3 1 - - - - -
8th 5 9 4 3 3 2 - - - - -
9th 5 10 4 3 3 3 1 - - - -
10th 6 11 4 3 3 3 2 - - - -
11th 6 12 4 3 3 3 2 1 - - -
12th 6 13 4 3 3 3 2 1 - - -
13th 6 14 4 3 3 3 2 1 1 - -
14th 6 15 4 3 3 3 2 1 1 - -
15th 6 16 4 3 3 3 2 1 1 1 -
16th 6 17 3 3 3 2 1 1 1 1 -
17th 6 18 3 3 3 2 1 1 1 1 1
18th 6 19 3 3 3 2 1 1 1 1 1
19th 6 20 3 3 3 2 1 1 1 1 1
20th 6 21 3 3 3 2 1 1 1 1 1


Sorcerous Origin

1st, 6th, 14th, and 18th Level Sorcerer Feature
You choose one of the Sorcerous Origins in the table below that describes the source of your innate magical power.

Sorcerous Origin Options
Name Complexity (1-5) Description
Aberrant Soul 4 You wield the power of the beyond to psionically cast magic and take on shifting twisted aberrant forms.
Clockwork Soul 3 You wield the power of law and order to remove randomness and replace it with perfect calculations.
Desert Soul 3 You wield the power of the sands and the dunes to erode your foes' armor and embody a swirling sandstorm.
Divine Soul 1 You wield the power of the divine to both heal your allies and smite down those who would cross you.
Draconic Soul 1 You wield the power of dragons to become a resilient mage, casting spells of elemental destruction.
Resonant Soul 4 You wield the power of sound and manipulate the world's ambient resonance to shake your foes to their core and ward your allies against harm.
Shadow Soul 4 You wield the power of shadow to conjure zones of darkness which you draw on to fuel your abilities.
Storming Soul 2 You wield the power of air and storm to soar through the skies while destroying your enemies with lightning and thunder.
Treasure Bound Soul 3 You wield the power of wealth and treasure to turn your foes into funds and to punish them for being greedier than you.
Wild Magic 4 You wield the chaotic energy flowing through the world to burst uncontrollably with surges of wild magic when you cast spells.


Font of Magic

2nd Level Sorcerer Feature
You tap into a deep wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have a number of Sorcery Points equal to your Sorcerer Level and regain all expended Sorcery Points when you finish a Long Rest.
You can also, as a Bonus Action, transform Sorcery Points into Spell Slots up to 5th level that you can cast, these Spell Slots last until you finish a Long Rest. The following table indicates how many Sorcery Points each spell slot costs.

Font of Magic
Spell Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You can also, as a Bonus Action, transform Spell Slots into Sorcery Points. When you do this, you expend a Spell Slot and then gain a number of Sorcery Points equal to the Spell Slot’s Level.

Metamagic

3rd Level Sorcerer Feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th Level. You can use only one Metamagic option on a Spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a Spell that forces other creatures to make a Saving Throw, you can protect some of those creatures from the Spell’s full force. To do so, you spend 1 Sorcery Point and choose a number of those creatures up to your Charisma Modifier. A chosen creature automatically succeeds on its Saving Throw against the Spell.
  • Devastating Spell When you cast a Spell that requires an Attack Roll, you can spend 3 Sorcery Points to increase your Crit Range for that Spell by 2.
  • Distant Spell. When you cast a Spell that has a Range of 5ft or greater, you can spend 1 Sorcery Point to double the Range of the Spell.
When you cast a Spell that has a Range of Touch, you can spend 1 Sorcery Point to make the Range of the spell 30ft.
  • Empowered Spell. When you roll Damage for a Spell, you can spend 1 Sorcery Point to reroll a number of the Damage dice up to your Charisma Modifier. You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the Spell.
  • Extended Spell. When you cast a Spell that has a Duration of 1 minute or longer, you can spend 1 Sorcery Point to double its Duration, to a maximum Duration of 24 hours.
  • Heightened Spell. When you cast a Spell that forces a creature to make a Saving Throw to resist its effects, you can spend 3 Sorcery Points to give one target of the Spell Disadvantage on its first Saving Throw made against the Spell.
  • Malleable Spell. When you cast a Spell that has an area of effect, you can spend 2 Sorcery Points to increase the dimensions of the area created by 5ft.
  • Nonlethal Spell. When you cast a Spell that reduces a creature to 0 Hit Points, you can spend 1 Sorcery Point to make the Damage dealt by the Spell non-lethal
  • 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. If you miss on a Spell Attack Roll, you can spend 2 Sorcery Points to reroll the Attack, using the new Roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the Spell.
  • Transmuted Spell. When you cast a Spell that deals a Damage Type 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, Poison, Thunder.
  • Twinned Spell. When you cast a Spell, you can spend a number of Sorcery Points equal to the Spell’s Level to cast the Spell again as a Free Action. Any creatures affected by the first casting of the Spell are not affected by the second casting. Both instances of the spell count as a single spell for the purposes of Concentration. If the Spell is a Cantrip, it costs 1 Sorcery Point.


Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Sorcerer Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Magical Guidance

5th Level Sorcerer Feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you fail an Ability Check, you can spend 1 Sorcery Point to reroll the Check, using the new Roll.

Supreme Sorcery

20th Level Sorcerer Feature
Your mastery over your natural power has greatly increased. You can Concentrate on two effects at once. When you fail a Constitution Saving Throw to maintain Concentration, you choose which effect you wish to lose Concentration on.

Sorcerous Origins

Aberrant Soul

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the Far Realm. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness?

Aberrant Features
Features Level Quick Explanation
Psionic Spells 1st You gain free bonus Spells which you can swap out with Divination or Enchantment Spells
Telepathic Speech 1st You can speak telepathically and the Mind Sliver Cantrip
Psionic Sorcery 6th You can cast Psionic Spells with Sorcery Points and without Components
Psychic Defense 6th You get Resistance to Psychic Damage and have Advantage at against being Charmed and Frightened
Aberrant Form 14th You can transform to see invisibility, fly, swim, and be squishy
Warping Implosion 18th You can teleport and deal Damage to nearby foes


Psionic Spells

1st Level Aberrant Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Psionic Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Divination or an Enchantment Spell from the Sorcerer, Warlock, or Wizard Spell List.

Psionic Spells
Sorcerer Level Spells
1st Arms of Brokhziqiel, Dissonant Whispers
3rd Calm Emotions, Detect Thoughts
5th Hungering Darkness, Sending
7th Black Tentacles, Hallucinatory Terrain
9th Telepathic Bond, Telekinesis


Telepathic Speech

1st Level Aberrant Soul Feature
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30ft of you. You and the chosen creature can communicate Telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma Modifier. To understand each other, you each must speak mentally in a Language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer Level. It ends early if you are Incapacitated, fall Unconscious, or you use this ability to form a connection with a different creature.
You also learn the Mind Sliver Cantrip as a Sorcerer Spell which does not count against your number of Cantrips known.

Psionic Sorcery

6th Level Aberrant Soul Feature
When you cast any Spell of 1st Level or higher from your Psionic Spells, you can cast it by expending a Spell Slot as normal or by spending a number of Sorcery Points equal to the Spell’s Level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic Components, and it requires no Material Components, unless they are consumed by the spell. You can upcast Spells you cast with Sorcery Points from this feature, but only up to 5th Level.

Psychic Defenses

6th Level Aberrant Soul Feature
You gain Resistance to Psychic Damage, and you have Advantage on Saving Throws against being Charmed or Frightened.

Aberrant Form

14th Level Aberrant Soul Feature
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 or more Sorcery Points to magically transform your body for 10 minutes. For each Sorcery Point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any Invisible creature within 60ft of you, provided it isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a Flying Speed equal to your Walking Speed, and you can Hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a Swimming Speed equal to twice your Walking Speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5ft of movement to escape from non-magical Restraints or being Grappled.


Warping Implosion

18th Level Aberrant Soul Feature
You can unleash your aberrant power as a space-warping anomaly. As an Action, you can teleport to an unoccupied space you can see within 120ft of you. Immediately after you disappear, each creature within 30ft of the space you left must make a Strength Saving Throw against your Spell Save DC. On a failed Save, a creature takes 3d10 Force Damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful Save, the creature takes half as much Damage and isn’t pulled.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.


Clockwork Soul

The cosmic force of order has suffused you with magic. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Features
Features Level Quick Explanation
Clockwork Spells 1st You gain free bonus Spells which you can swap out with Abjuration or Transmutation Spells
Restore Balance 1st You can nullify Advantage and Disadvantage
Clockwork Sorcery 6th You can cast your Clockwork Spells with Sorcery Points and can change their targets
Trance of Order 14th You can transform so no Attacks against you have Advantage and all of your Attacks get at least a 10
Clockwork Cavalcade 18th You can summon a spirit to heal allies, repair objects, and end Spells


Clockwork Spells

1st Level Clockwork Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Clockwork Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
At 7AM each day, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or a Transmutation Spell from the Sorcerer, Warlock, or Wizard Spell List.

Clockwork Spells
Sorcerer Level Spells
1st Alarm, Protection From Evil and Good
3rd Air Strike Shield, Immovable Object
5th Dispel Magic, Protection From Energy
7th Death Ward, Freedom of Movement
9th Greater Restoration, Wall of Force


Restore Balance

1st Level Clockwork Soul Feature
Your connection to absolute order allows you to equalize chaotic moments. When a creature you can see within 60ft 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 both Advantage and Disadvantage.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Clockwork Sorcery

6th Level Clockwork Soul Feature
When you cast any Spell of 1st Level or higher from your Clockwork Spells, you can cast it by expending a Spell Slot as normal or by spending a number of Sorcery Points equal to the Spell’s Level. If you cast the spell using Sorcery Points and it has a Duration greater than Instant, you can use a Bonus Action after the Spell is cast to change the target or point of origin for the Spell to effect. You can upcast Spells you cast with Sorcery Points from this feature, but only up to 5th Level.

Trance of Order

14th Level Clockwork Soul Feature
You gain the ability to align your consciousness to the endless calculations of the universe. As a Bonus Action, you can enter this state for 1 minute, gaining the following benefits for the duration:

  • Attack Rolls against you can’t benefit from Advantage.
  • Whenever you make an Attack Roll, an Ability Check, or a Saving Throw, you can treat a Roll of 9 or lower on the d20 as a 10.

Once you use this Bonus Action, you can’t use it again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.

Clockwork Cavalcade

18th Level Clockwork Soul Feature
You summon spirits of order to expunge disorder around you. As an Action, you summon the spirits in a 30ft Cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.
  • Any damaged objects entirely in the Cube are repaired instantly.
  • Every Spell of 6th Level or lower ends on creatures and objects of your choice in the Cube.

Once you use this Action, you can’t use it again until you finish a Long Rest, unless you spend 7 Sorcery Points to use it again.


Desert Soul

Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the Wastes, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.

Desert Features
Features Level Quick Explanation
Desert Spells 1st You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
Dunetreader 1st You ignore sandy Difficult Terrain and Extreme Heat and get Resistance to Fire Damage
Sandstorm 1st You can lower the AC of one creature affected by a Spell you cast
Furious Storm 6th You use Sandstorm on all creatures instead of just one
One With the Dunes 14th You can transform to resist being Grappled, Restrained, Slowed, become squishy, move through enemies, not provoke Opportunity Attacks, take less Damage from Attacks, and reduce enemies AC when they hit you
Twister 18th When you use One With the Dunes, you become Huge and a sandstorm, reducing the AC of enemies and deal some Damage to them whenever your turn starts or their turn starts


Desert Spells

1st Level Desert Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Desert Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.

Desert Spells
Sorcerer Level Spells
1st Burning Hands, Create or Destroy Water
3rd Mirror Image, Dust Devil
5th Fly, Wall of Sand
7th Cyclone, Wind Funnel
9th Control Winds, Insect Plague


Dunetreader

1st Level Desert Soul Feature
You ignore Difficult Terrain created by sand, you ignore the effects of Extreme Heat, and you gain Resistance to Fire Damage.

Sandstorm

1st Level Desert Soul Feature
Just as the desert and sandstorms beat down on travelers, slowly eroding both rock and structure, you too slowly wash away your foe's defense in a shower of sand. When you cast a Spell of 1st Level or higher, you can choose one target of the Spell. If you hit that target with the Spell Attack or it failed a Saving Throw imposed by the Spell, that creature must make a Constitution Saving Throw against your Spell Save DC, on a failed Save, the target has its AC reduced by 1 for 1 minute. This affect can reduce a creature's AC by a total amount equal to your Charisma Modifier, and when you reduce a creature's AC with this feature the duration of the reduction is refreshed back to 1 minute.

Furious Storm

6th Level Desert Soul Feature
Your power to corrode your foes and your attunement to heat improves. When you cast a Spell of 1st Level, all creatures of your choice affected by the Spell are affected by your Sandstorm feature.

One With the Dunes

14th Level Desert Soul Feature
You can become as intangible as sand. As a Bonus Action to magically transform yourself into a sand-like form. In this form, you have the following benefits:

  • You can’t be Grappled, Restrained, or Slowed.
  • You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.
  • You can move through the space of any creature, regardless of its Size.
  • You do not provoke Opportunity Attacks.
  • When a creature you can see hits you with an Attack, you can use your Reaction to turn to sand. Until the end of that turn, you have Resistance to all Damage.
  • If you are hit by a Melee Attack, the creature that Attacked you has its AC reduced by 1 per your Sandstorm feature.

You remain in this form for 1 minute. It ends early if you are Incapacitated, if you fall Unconscious, or if you dismiss it as a Free Action. Once you use this Bonus Action you can't use it again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.

Twister

18th Level Desert Soul Feature
Your form of sand improves and you attain a perfect sand-like state as you become a sandstorm, a twister. When you transform with your One With The Dunes feature, you gain the additional following benefits:

  • You are a sandstorm, causing your space to be Heavily Obscured and be filled with Strong Wind.
  • Your size becomes Huge and you grow to be 30ft tall, if there is not enough space for one or both of these changes, you grow to be the maximum Size and height possible.
  • Other creatures can occupy the same space as you.
  • You cannot be knocked Prone, and you gain Blindsight out to a Range of 60ft.
  • When a creature within 5ft of you or in your space starts its turn, you can force it to make a Strength Saving Throw against your Spell Save DC, on a failure, the creature's AC is reduced by 1 per your Sandstorm feature, and you can move that creature 10ft in any direction. If it ends this movement in your space and is in the air, it remains suspended in the air until the end of its turn after which it harmlessly floats to the ground.
  • At the start of your turn, you can force every creature of your choice within 5ft of you or in your space to make a Constitution Saving Throw. On a failed Save a creature takes 1d6 Magical Piercing Damage and 1d6 Fire Damage and has it's AC reduced by 1 per your Sandstorm Feature.



Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. These Sorcerers have power of the ancient War-Bringer gods.

Divine Features
Features Level Quick Explanation
Divine Spells 1st You gain free bonus Spells which you can swap out with Divination or Necromancy Spells
Favored by the Three 1st You can buff your missed Attacks or failed Saving Throws
Empowered Healing 6th You can buff nearby healing
Otherworldly Wings 14th You can fly
Unearthly Recovery 18th You can heal to full health


Divine Spells

1st Level Divine Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Divine Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Divination or a Necromancy Spell from the Cleric, Sorcerer, Warlock, or Wizard Spell List.

Divine Spells
Sorcerer Level Spells
1st Cure Wounds, Inflict Wounds
3rd Augury, Healing Spirit
5th Revivify, Healing Wave
7th Divination, Holy Glare
9th Dawn, Mass Cure Wounds


Favored by the Three

1st Level Divine Soul Feature
Divine power guards your destiny. If you fail a Saving Throw or miss with an Attack Roll, you can roll 2d4 and add it to the Roll.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Empowered Healing

6th Level Divine Soul Feature
The divine energy coursing through you can empower healing spells. Whenever you or a creature of your choice within 5ft of you Rolls to determine the number of Hit Roints a Spell restores, you can spend 1 Sorcery Point to reroll any number of those Dice once, provided you aren’t Incapacitated. You can use this feature only once per turn.

Otherworldly Wings

14th Level Divine Soul Feature
You can use a Bonus Action to manifest a pair of spectral wings from your back. While the wings are present, you have a Flying Speed of 30ft. The wings last until you’re Incapacitated, you fall Unconscious, or you dismiss them as a Bonus Action.

Unearthly Recovery

18th Level Divine Soul Feature
You gain the ability to overcome grievous injuries. As a Bonus Action you can regain a number of Hit Points that would bring you up to your maximum number of Hit Points.
Once you use this feature, you can’t use it again until you finish a Long Rest.


Draconic Soul

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Features
Features Level Quick Explanation
Draconic Spells 1st You gain free bonus Spells which you can swap out with Abjuration or Evocation Spells
Dragon Ancestor 1st You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you learn Draikyaan, and you're better at interacting with Dragons
Draconic Resilience 1st You get more Hit Points and a higher AC
Elemental Affinity 6th You deal additional Damage when you deal the Damage Type you chose in Dragon Ancestor
Dragon Wings 14th You can fly
Draconic Presence 18th You can Frighten or Charm nearby foes


Draconic Spells

1st Level Draconic Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Draconic Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.

Draconic Spells
Sorcerer Level Spells
1st [[Level 1#Absorb Elements|Absorb Elements, Chromatic Orb
3rd Dragon's Breath, Demand Offering
5th Fear, Fly
7th Elemental Bane, Secret Chest
9th Legend Lore, Destructive Wave


Dragon Ancestor

1st Level Draconic Soul Feature
You choose one type of dragon as your ancestor. The Damage Type associated with each dragon is used by features you gain later:
Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiant), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold).
You also learn to speak, read, and write Draikyaan. Additionally, whenever you make a Charisma Check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the Check.

Draconic Resilience

1st Level Draconic Soul Feature
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your Hit Point Maximum increases by 1 and increases by 1 again whenever you gain a Level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing Armor, your AC equals 13 + your Dexterity Modifier.

Elemental Affinity

6th Level Draconic Soul Feature
When you cast a Spell that deals Damage of the type you chose with your Draconic Ancestor feature, you can add your Charisma Modifier to one Damage Roll of that Spell.
Additionally, you gain Resistance to the Damage Type you chose from your Draconic Ancestor feature.

Dragon Wings

14th Level Draconic Soul Feature
You can use a Bonus Action to manifest a pair of draconic wings from your back. While the wings are present, you have a Flying Speed of 30ft. The wings last until you’re Incapacitated, you fall Unconscious, or you dismiss them as a Bonus Action.

Draconic Presence

18th Level Draconic Soul Feature
You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or terrified. As an Action, you can spend 5 Sorcery Points to draw on this power and exude an Aura of Awe or Fear (your choice) which is 60ft Moving Emanation. For 1 minute or until you lose your Concentration on this effect, every creature of your choice that starts its turn in this aura must succeed on a Wisdom Saving Throw, on a failed Save, the creature is Charmed by you (if you chose Awe) or Frightened of you (if you chose Fear) until the Aura ends. A creature that succeeds on this Saving Throw is Immune to your Aura for 24 hours.


Resonant Soul

Your innate magic comes from the vibrations, oscillations, and frequencies that the world produces. You have always had a keen sense of how the world, and everything within it, is always in constant motion. The pattern of the weave, the way of which people speak, the rhythm of magic, all of it come together in a rhythm, a beat, a vibration, an oscillation, or a frequency, and you have the innate ability to hear and feel those subtle vibrations and frequencies that make up the entirety of the universe. Perhaps you were musically inclined as a child or could hear ringing when natural disasters were to occur, but regardless of your background, your innate magic grows and you can attune yourself to these vibrations around you to better alter the weave and magic itself

Resonant Features
Feature Level Quick Explanation
Resonant Spells 1st You gain free bonus Spells which you can swap out with Abjuration or Evocation Spells
Frequency Attuned 1st When you cast Spells you get Blindsight, if you cast Thunder or Force Damage Spells or Resonant Spells you can Search for free
Dampen and Amplify 1st When Spells make noise you can increase or decrease the noise
Forceful Resonance 6th you can spend Sorcery Points to create a barrier of force to block Ranged Attacks
Wavelength Sensitivity 6th You're better at Perception and can dispel Silence and effects similar to Shield with Thunder or Force Spells respectively
Isolating Oscillations 14th When you deal Force or Thunder Damage you can either Deafen the target, give it Vulnerability to Force or Thunder Damage, or make it harder to target with Spells
Vibration Mastery 18th You can transform to gain Truesight, Jump better without provoking Opportunity Attacks, and knock enemies Prone


Resonant Spells

1st Level Resonant Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Resonant Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.

Resonant Spells
Sorcerer Level Spells
1st Magic Missile, Thunderwave
3rd Shatter, Silence
5th Pulse Wave, Thunderstep
7th Destructive Resonance, Gravity Sinkhole
9th Destructive Wave, Sonic Boom


Frequency Attuned

1st Level Resonant Soul Feature
Your senses have become awakened to the vibrations within the ground and the atmospheric magic around you; and when those oscillations have been disturbed you can immediately see the effects ripple around you. Whenever you cast a Spell of 1st Level or higher, you can choose to cause its magical effects to cause ripples into the vibrations of the universe, granting you Blindsight out to a Range of a number of feet equal to 10 x your Sorcerer Level that lasts until the end of your next turn.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend 1 Sorcery Point to double the Range of this Blindsight.
If you use this feature after casting a Resonant Spell or a Sorcerer Spell that deals Thunder or Force Damage, you can also take the Search Action as part of the Action or Bonus Action used to cast the spell as it greatly alters and vibrations and frequencies of the world around you.

Dampen and Amplify

1st Level Resonant Soul Feature
You’ve learned how to subtly dampen or amplify the frequencies of vibrations around you to produce various desired effects. When you are speaking, you can choose for your voice to emit twice as much sound as it normally would, or be half as loud as it normally would. Furthermore, when casting a Sorcerer Spell you can choose to Amplify it or Dampen it.

  • Amplify. When you Amplify a Sorcerer Spell, the amplitude of the sound and the distance the sound travels that the Spell produces is multiplied by two.
  • Dampen. When you Dampen a Sorcerer Spell, the Spell does not produce any sound if it normally would. A creature who can see into the Second Ward can see visible waves coming from spells that you’ve dampened that would’ve normally made sound.


Forceful Resonance

6th Level Resonant Soul Feature
You’ve learned how to manipulate the vibrations and oscillations of khaagaazh to create temporary barriers of intense vibrations. As an Action, you can expend 2 Sorcery Points to create a 5ft tall, 15ft wide, and 1ft thick barrier of vibrating energy. Alternatively you can wrap this barrier around a willing creature within 5ft of you, where the barrier moves with the creature. The barrier lasts for 1 minute, or until you end it early by dismissing it as an Action. Any Ranged Weapon or Spell Attack that passes through the barrier has Disadvantage, and if the creature rolls a 1 on the Attack Roll, the Attack is reflected, causing the creature who made the Attack to be hit by it.

Wavelength Sensitivity

6th Level Resonant Soul Feature
You’ve become much more sensitive to the various waves and frequencies around you, and you know how to better shape and break them. You add your Charisma Modifier your Wisdom (Perception) Checks.
Additionally, whenever you cast a Spell that deals Thunder Damage, and the Spell's area overlaps with the area of the Silence Spell, you can expend 1 Sorcery Point to dispel the Silence Spell. Similarly, if you cast a spell that deals Force Damage and the Damage would be reduced by a magical effect akin to the Shield Spell, or a Brooch of Shielding, you can spend 1 Sorcery Point to ignore that magical effect.

Isolating Oscillations

14th Level Resonant Soul Feature
You’ve learned how to expertly alter those vibrations of the world, to completely isolate creatures in magical ways. When you deal Force or Thunder Damage with a Spell of 1st Level or higher, you can force the sound-waves and oscillations of the universe to be altered around one creature that you had dealt Damage to in one of the following ways of your choice until the end of their next turn:

  • The creature becomes Deafened, as the oscillations change to become destructively interferent.
  • The creature gains Vulnerability to Thunder or Force Damage (your choice), as the oscillations change to become constructively interferent.
  • The creature is Slowed, as the oscillations around them become discordant and difficult to pass through.
  • You strip the oscillations of atmospheric magic that surrounds the creature temporarily. Any creature that attempts to affect the targeted creature with a Spell or when the affected creature attempts to cast a Spell, it must first succeed on a Constitution Saving Throw against your Spell Save DC, the Spell fails and is unable to penetrate the barrier on a failed Save.

You can use this feature an amount of times equal to your Proficiency Bonus, regaining expended uses after you finish a Long Rest, unless you expend 2 Sorcery Points to use it against.

Vibration Mastery

18th Level Resonant Soul Feature
You’ve managed to master the art of controlling the vibrations around you. As a Bonus Action you can temporarily control all oscillations of the universe around you, gaining the following benefits:

  • You gain Truesight out to a Range of 120ft
  • You can Jump a number of feet equal to your 10 times your Charisma Modifier once per turn which does not provoke Opportunity Attacks
  • Whenever you deal Thunder or Force Damage with a Sorcerer Spell of 1st Level or higher, each creature of your choice within 60ft of you takes Thunder or Force damage equal to your Sorcerer Level and must succeed on a Strength Saving Throw against your Spell Save DC or be knocked Prone.

This state lasts for 1 minute or until you dismiss it early as a Bonus Action. You can use this Bonus Action once until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.


Shadow Soul

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

Shadow Features
Features Level Quick Explanation
Shadow Spells 1st You gain free bonus Spells which you can swap out with Conjuration or Illusion Spells
Eyes of the Dark 1st You get Darkvision
Shape the Shadows 1st You summon Dark Spots as a Bonus Action or when you cast a Spell
Shadowed Vitality 1st You can remove a Dark Spot to reduce your Damage
Dance of Darkness 6th You can remove Dark Spots to Damage enemies or help allies
Viscous Void 14th You Dark Spots are Difficult Terrain, are bigger, and you can have more of them
Shades and Shadows 18th All the ways you use your Dark Spots improve


Shadow Spells

1st Level Shadow Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Shadow Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuratin or an Illusion Spell from the Sorcerer, Warlock, or Wizard Spell List.

Shadow Spells
Sorcerer Level Spells
1st Arms of Brokhziqiel, Bane
3rd Pass Without Trace, Silence
5th Bestow Curse, Hungering Darkness
7th Greater Invisibility, Shadow of Moil
9th Enervation, Negative Energy Flood


Eyes of the Dark

1st Level Shadow Soul Feature
You gain Darkvision out to a Range of 120ft.

Shape the Shadows

1st Level Shadow Soul Feature
You gain the abilities to shape the darkness around you. As an Action you can draw Dim Light out of Dim Light or Darkness within 30ft of you, when you do so, you create a Dark Spot, a 10ft Cube of non-magical Dim Light. This Dark Spot must be touching the Dim Light or Darkness you previously chose.
Additionally, when you cast a Spell of 1st Level or higher, you can create a Dark Spot in the area of the Spell or in the space of a target of the Spell.
You can have a number of active Dark Spots equal to your Proficiency Bonus, and a Dark Spot dissipates after 1 minute. If you create a Dark Spot that would cause your total number of active Dark Spots to be greater then your maximum, you must choose one Dark Spot to dissipate.

Shadowed Vitality

1st Level Shadow Soul Feature
When you take Damage, you can dissipate one of your Dark Spots to reduce the Damage you take by an amount equal to your Proficiency Bonus.

Dance of Darkness

6th Level Shadow Soul Feature
You gain the following ways to use your Dark Spots:

  • You can dissipate a Dark Spot as a Bonus Action to force each creature that was in the Dark Spot to make a Charisma Saving Throw, on a failed Save those creatures take 2d6 Psychic Damage.
  • When a creature in a Dark Spot fails a Saving Throw, you can dissipate that Dark Spot as a Reaction to allow that creature to reroll that Saving Throw.


Viscous Void

14th Level Shadow Soul Feature
Your Dark Spots grow and become viscous, holding back your foes. Your Dark Spots are now 15ft Cubes rather than 10ft Cubes, and are Difficult Terrain, creatures of your choice can ignore the Difficult Terrain caused by your Dark Spots.
Additionally, whenever you would create one Dark Spot, you can instead create two, and you can have a total number of active Dark Spots equal to twice your Proficiency Bonus.

Shades and Shadows

18th Level Shadow Soul Feature
Your hold over your darkness improves, you can use your Dark Spots in the following ways, and the previous ways you could use them are improved as follows:

  • When you reduce Damage you take with your Shadowed Vitality feature, you instead reduce the Damage by an amount equal to your Proficiency Bonus + your Sorcerer Level.
  • The Damage you deal with your Dance of Darkness feature, that Damage now deals 3d8 Psychic Damage + your Charisma Modifier.
  • When a creature rerolls a Saving Throw because of your Dance of Darkness feature, that creature has a bonus to the Saving Throw equal to your Charisma Modifier.
  • When a creature in one of your Dark Spots hits on an Attack Roll, you can dissipate that Dark Spot as a Reaction to deal Psychic Damage to the target of the Attack equal to your Charisma Modifier + your Proficiency Bonus.



Storming Soul

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

Storming Features
Feature Level Quick Explanation
Storming Spells 1st You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
Wind Speaker 1st You learn Elemental
Tempestuous Magic 1st When you cast a Spell you can fly without provoking Opportunity Attacks
Heart of the Storm 6th When you cast a Lightning or Thunder Spell, you can deal Lightning or Thunder Damage to nearby enemies
Storm Guide 6th You can control the weather
Storm's Fury 14th You can deal Damage, push away, and knock Prone foes that hurt you
Wind Soul 18th You can fly and let your allies fly


Storming Spells

1st Level Storming Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Storming Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.

Storming Spells
Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Shatter, Warding Wind
5th Fly, Lightning Bolt
7th Freedom of Movement, Storm Sphere
9th Control Winds, Fingers of Lightning


Wind Speaker

1st Level Storming Soul Feature
The arcane magic you command is infused with elemental air. You learn to speak, read, and write Elemental.

Tempestuous Magic

1st Level Storming Soul Feature
As a Bonus Action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a Spell of 1st Level or higher. Doing so allows you to Fly a number of feet equal to 5 x your Proficiency Bonus without provoking Opportunity Attacks.

Heart of the Storm

6th Level Storming Soul Feature
You gain Resistance to Lightning and Thunder Damage.
In addition, whenever you start casting a Spell of 1st Level or higher that deals Lightning or Thunder Damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10ft of you to take Lightning or Thunder Damage (your choice) equal to half your Sorcerer Level.

Storm Guide

6th Level Storming Soul Feature
You gain the ability to subtly control the weather around you.
If it is raining, you can use an Action to cause the rain to stop falling in a 20ft Moving Emanation. You can end this effect as a Free Action.
If it is windy, you can use a Bonus Action each round to choose the direction that the wind blows in a 100ft Moving Emanation. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Storm’s Fury

14th Level Storming Soul Feature
When you are hit by a Melee Attack, you can use your Reaction to deal Lightning Damage to the attacker equal to your Sorcerer Level. The attacker must also make a Strength Saving Throw against your Spell Save DC. On a failed Save, the Attacker is pushed a number of feet away from you equal to 5 x your Proficiency Bonus and is knocked Prone.

Wind Soul

18th Level Storming Soul Feature
You gain Immunity to Lightning and Thunder Damage, you also cannot be Deafened.
You also gain a Flying Speed of 60ft. As an Action, you can reduce your Flying Speed to 30ft for 1 hour and choose a number of creatures within 30ft of you equal to 3 + your Charisma Modifier. The chosen creatures gain a Flying Speed of 30ft for 1 hour. You can reduce your Flying Speed this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.


Treasure Bound Soul

One of your ancestors left behind a vast fortune, stowed away in some hidden corner of the world, and protected it from would-be thieves and treasure hunters through layer upon layer of wards and curses. The magic of your ancestor's treasure has seeped into your bloodline, manifesting itself within you as arcane power that shimmers like gold, both a blessing and a curse.
Whether they were a canny noble, a daring pirate, or a hoarding dragon, the magic that your ancestor imbued within their hidden treasure is irrevocably bound to you, allowing you to reach into their hoard and temporarily pluck from it objects of incredible variety and value.

Treasure Bound Features
Feature Level Quick Explanation
Hoarded Spells 1st You gain free bonus Spells which you can swap out with Conjuration or Divination Spells
Worth its Weight 1st When you kill creatures with Spells you turn them into a valuable figurine
All That Glitters 1st You can become golden to make enemies not want to hurt you
Ethereal Vault 6th You can store objects in an extra-dimensional space
Endless Inventory 6th You can carry an infinite amount
Price of Greed 14th You get the Bestow Curse Spell and can store a curse in an object
Boundless Hoard 18th You can throw a ton of random small objects at enemies


Hoarded Spells

1st Level Treasure Bound Soul Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Hoarded Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or a Divination Spell from the Sorcerer, Warlock, or Wizard Spell List.

Hoarded Spells
Sorcerer Level Spells
1st Identify, Zrib's Searing Coins
3rd Locate Object, Wristpocket
5th Discovery Torch, Incite Greed
7th Maroon, Secret Chest
9th Creation, Legend Lore


Worth its Weight

1st Level Treasure Bound Soul Feature
You can transform your foes into solid equity. When you reduce a creature to 0 Hit Points with a Spell of 1st Level or higher, you can use your Reaction to transform that creature into a Tiny figurine made of Copper that weighs 5lbs.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. the value of the transformation increases when you reach higher Levels in this class, at 6th Level the creature transforms into Silver, at 14th Level into Gold, and at 18th Level into Platinum.
The value of a pound each of these materials is as follows:

  • 1 Pound of Copper is worth 50CP, or 0.5GP
  • 1 Pound of Silver is worth 50SP, or 5GP
  • 1 Pound of Gold is worth 50GP
  • 1 Pound of Platinum is worth 5PP, or 500GP


All that Glitters

1st Level Treasure Bound Soul Feature
You can attempt to entrance a creature by appealing to its greed. When a creature you can see targets you with an Attack or harmful Spell, you can use your Reaction to cause yourself to momentarily shine as if made of gold. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the creature becomes Charmed by you until the end of your next turn, and must choose a new target or lose the Attack or spell. While the creature is Charmed in this way, it can’t willingly move away from you.
You can use this feature a number of times equal to your Charisma Modifier, regaining all expended uses when you finish a Long Rest.

Ethereal Vault

6th Level Treasure Bound Soul Feature
You can add valuable items you come across to your bound hoard, transporting and storing them into a pocket dimension, your Vault. You can bond with an object you are touching by performing a ritual over the course of 1 hour which can be performed during a Short or Long Rest. The object must either be a Magic Item or worth at least 50GP. At the end of the ritual, you magically bond to the object and store it in a your Vault, which can hold up to 500lbs, not exceeding a volume of 64 cubic feet. The ritual fails if you attempt to bond with an object that would overload your Vault. While you are bound to an object, you can summon or dismiss it as a Bonus Action.
When you summon an object, you can choose to sever your bond to it. If you die, all of your bonds are severed, and the contents of your Vault appear at your feet.

Endless Inventory

6th Level Treasure Bound Soul Feature
You ignore the weight of items you are carrying either directly or indirectly that are contained in Backpacks, Chests, or similar objects.

Price of Greed

14th Level Treasure Bound Soul Feature
You Learn the Bestow Curse Spell, which counts as a Sorcerer Spell for you and doesn’t count against your number of Spells known.
As an Action, you can touch an object and cast the Bestow Curse Spell on it. When you cast the Spell in this way, it has no effect, and the Spell is instead stored in the object until it is triggered or the Spell ends. You must maintain Concentration on the Spell as normal.
When a creature comes in contact with the object, or when the object is used to Attack a creature and it hits, you can use your Reaction to transfer the Bestow Curse Spell to that creature, causing that creature to become the new target of the Spell.

Boundless Hoard

18th Level Treasure Bound Soul Feature
You can manifest vast treasures, raining them down upon your foes. As a Bonus Action on your turn, you can spend up to 5 Sorcery Points to conjure miscellaneous treasures and trinket. When you do so, you send them flying toward targets within 60ft of you. You conjure one Tiny object per Sorcery Point spent, and can direct the objects at one target or several. Make a Ranged Spell Attack for each object. On a hit, the target takes 2d8 Force Damage, and the object disappears.


Wild Magic

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through the fey forest, the chaos, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Wild Magic Features
Features Level Quick Explanation
Wild Spells 1st You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
Wild Magic Surge 1st When you cast a Spell, there's an ever increasing chance that you create a random chaotic effect
Tides of Chaos 1st You can gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, but next time you cast a Spell you have a Wild Magic Surge
Bend Luck 6th You can add or subtract from nearby checks by expending a Sorcery Point
Controlled Chaos 14th You roll twice and use any number of the results when you Wild Magic Surge
Exploding Spells 18th You're Spells have exploding Damage Rolls


Wild Spells

1st Level Wild Magic Feature
You learn additional Spells when you reach certain Levels in this class, as shown on the Wild Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.

Wild Spells
Sorcerer Level Spells
1st Chaos Bolt, Grease
3rd Enlarge/Reduce, Magic Mischief
5th Blink, Gaseous Form
7th Confusion, Polymorph
9th Reincarnate, Sun Flower


Wild Magic Surge

1st Level Wild Magic Feature
Your spellcasting can unleash surges of untamed magic. After you cast a Spell of 1st Level or higher, you roll a d20. On a 1, you roll on the Wild Magic Surge Table, triggering the rolled effect. If you don’t activate the Surge, then the range of activation increases by 1 until you activate the Surge.

Wild Magic Table
d100 Effect
1-2 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent Rolls.
3-4 For the next minute, you can see any Invisible creature if you have line of sight to it.
5-6 A Gibbering Mouther controlled by the DM appears in an unoccupied space within 5ft of you, then disappears 1 minute later.
7-8 You cast the Fireball Spell centered on yourself.
9-10 You cast the Magic Missile Spell at 5th Level.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast the Confusion Spell centered on yourself.
15-16 For the next minute, you regain 5 Hit Points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast Grease centered on yourself.
21-22 Creatures have Disadvantage on Saving Throws against the next Spell you cast in the next minute that would force a Saving Throw.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse Spell or similar Spells can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have Advantage on Wisdom (Perception) Checks that rely on sight
27-28 For the next minute, all your Spells with a Casting Time of 1 Action have a Casting Time of 1 Bonus Action.
29-30 You teleport up to 60ft to an unoccupied space of your choice that you can see.
31-32 You are transported to the Citadel until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 The next Spell you cast within the next minute that deals Damage has that Damage maximized.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger. If the roll is even, you get older.
37-38 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60ft of you and are Frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 Hit Points.
41-42 You turn into a potted plant until the start of your next turn. While you are a plant, you are Incapacitated and are Vulnerable to all Damage, except Psychic Damage which you are Immune to. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20ft as a Bonus Action.
45-46 You cast the Levitate Spell on yourself.
47-48 A Unicorn controlled by the DM appears in a space within 5ft of you, then disappears 1 minute later.
49-50 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the Arcane Ammunition and Magic Missile Spells.
53-54 You are Immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59-60 You regain your lowest Level expended Spell Slot.
61-62 For the next minute, you shout when you speak.
63-64 You cast Fog Cloud centered on yourself.
65-66 Up to three creatures you choose within 30ft of you take 4d10 Lightning Damage.
67-68 You are Frightened of the nearest creature until the end of your next turn.
69-70 Each creature within 30ft of you becomes Invisible for the next minute. The Invisibility ends on a creature when it attacks or casts a Spell.
71-72 You gain Resistance to all Damage for the next minute.
73-74 A random creature within 60ft of you becomes Poisoned for 1d4 hours.
75-76 You glow with Bright Light in a 30ft Moving Emanation. Any creature that ends its turn within 5ft of you is Blinded until the end of its next turn.
77-78 You cast Polymorph on yourself. If you fail the Saving Throw, you turn into a Sheep.
79-80 Illusory butterflies and flower petals flutter in the air within 10ft of you for the next minute.
81-82 You can take one additional Action immediately.
83-84 Each creature within 30ft of you takes 1d10 Necrotic Damage. You regain Hit Points equal to the total Necrotic Damage dealt.
85-86 You cast the Mirror Image Spell.
87-88 You cast the Fly Spell on a random creature within 60ft of you.
89-90 You become Invisible for the next minute. During that time, other creatures can’t hear you. The Invisibility ends if you Attack or cast a Spell.
91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate Spell.
93-94 Your Size increases by one Size Category for the next minute.
95-96 You and all creatures within 30ft of you gain Vulnerability to Piercing Damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-100 You regain all expended Sorcery Points.


Tides of Chaos

1st Level Wild Magic Feature
You can manipulate the forces of chance and chaos to gain Advantage on one Attack Roll, Ability Check, or Saving Throw. Once you do so, you must finish a Long Rest before you can use this feature again.
If you have no uses of this feature remaining and cast a Sorcerer Spell of 1st Level or higher, you roll on the Wild Magic Surge Table and regain the use of this feature immediately.

Bend Luck

6th Level Wild Magic Feature
You have the ability to twist fate using your wild magic. When another creature you can see makes an Attack Roll, an Ability Check, or a Saving Throw, you can use your Reaction and spend 1 Sorcery Point to roll 1d4 and either add or subtract the number rolled from the total (your choice).

Controlled Chaos

14th Level Wild Magic Feature
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge Table, you can roll twice and use neither, either, or both results number.

Exploding Spells

18th Level Wild Magic Feature
The harmful energy of your spells intensifies. When you roll Damage for a Spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the Damage.


Characters

Alduin, the Gold Dragonwrought, Storming Soul Sorcerer