Sorcerer
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter sorcerer spell list|spells|class=sorcerer}.
Cantrips.
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
Spell Slots.
The Sorcerer table shows how many spell slots you have to cast your {@filter sorcerer spells|spells|class=sorcerer} of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell {@spell burning hands} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell burning hands} using either slot.
Spells Known of 1st Level and Higher.
You know two 1st-level spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability.
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spellcasting Focus.
You can use an {@item arcane focus|phb} as a spellcasting focus for your sorcerer spells.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
| Spell Slot Level | Sorcery Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
At 2nd level, 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 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
At 3rd level, 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.
{@i 3rd-level sorcerer {@variantrule optional class features|tce|optional feature}}
When you choose Metamagic options, you have access to the following additional options.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 4th-level sorcerer {@variantrule optional class features|tce|optional feature}}
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
- Replace one of the options you chose for the Metamagic feature with a different {@filter Metamagic option|optionalfeatures|Feature Type=MM} available to you.
- Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter sorcerer spell list|spells|level=0|class=Sorcerer}.
{@i 5th-level sorcerer {@variantrule optional class features|tce|optional feature}}
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the {@dice d20}, and you must use the new roll, potentially turning the failure into a success.
At 6th level, you gain a feature granted by your Sorcerous Origin.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 10th level, you learn an additional metamagic option.
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 14th level, you gain a feature granted by your Sorcerous Origin.
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 17th level, you learn an additional metamagic option.
At 18th level, you gain a feature granted by your Sorcerous Origin.
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
An event in your past left an indelible mark on you, infusing you with simmering magic. As a {@variantrule Bonus Action|XPHB}, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have {@variantrule Advantage|XPHB} on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a {@variantrule Long Rest|XPHB}.
Drawing from your innate magic, you can cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the {@filter Sorcerer spell list|spells|class=Sorcerer} later in the class's description.
Cantrips.
You know four Sorcerer cantrips of your choice. {@spell Light|XPHB}, {@spell Prestidigitation|XPHB}, {@spell Shocking Grasp|XPHB}, and {@spell Sorcerous Burst|XPHB} are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots.
The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.
Prepared Spells of Level 1+.
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. {@spell Burning Hands|XPHB} and {@spell Detect Magic|XPHB} are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells.
Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability.
Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus.
You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Sorcerer spells.
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a {@variantrule Long Rest|XPHB}.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points.
You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots.
As a {@variantrule Bonus Action|XPHB}, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a {@variantrule Long Rest|XPHB}.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
When you finish a {@variantrule Short Rest|XPHB}, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.
You gain a feature from your Sorcerer subclass.
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the {@variantrule Bonus Action|XPHB} to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your {@filter Metamagic options|optionalfeatures|feature type=MM} on each spell you cast.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}" section later in this class's description.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a feature from your Sorcerer subclass.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "{@filter Metamagic Options|optionalfeatures|feature type=MM|source=XPHB}" section later in this class's description.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
You gain a feature from your Sorcerer subclass.
You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended.
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
{@i 1st-Level Lunar Sorcery Feature}
You learn additional spells when you reach certain levels in this class, as shown on the Lunar 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.
| Sorcerer Level | Full Moon Spell | New Moon Spell | Crescent Moon Spell |
|---|---|---|---|
| 1st | {@spell shield} | {@spell ray of sickness} | {@spell color spray} |
| 3rd | {@spell lesser restoration} | {@spell blindness/deafness} | {@spell alter self} |
| 5th | {@spell dispel magic} | {@spell vampiric touch} | {@spell phantom steed} |
| 7th | {@spell death ward} | {@spell confusion} | {@spell hallucinatory terrain} |
| 9th | {@spell Rary's telepathic bond} | {@spell hold monster} | {@spell mislead} |
Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
{@i 1st-Level Lunar Sorcery Feature}
You can call down the radiant light of the moon on command. You learn the {@spell sacred flame} spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
{@i 6th-Level Lunar Sorcery Feature}
The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
- {@filter Abjuration and divination spells|spells|class=sorcerer|school=A;D}
- {@filter Enchantment and necromancy spells|spells|class=sorcerer|school=E;N}
- {@filter Illusion and transmutation spells|spells|class=sorcerer|school=I;T}
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
{@i 6th-Level Lunar Sorcery Feature}
You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.
You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.
{@i 14th-Level Lunar Sorcery Feature}
The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
- You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks while within the bright light you shed.
- You have advantage on Dexterity ({@skill Stealth}) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
- You have resistance to necrotic and radiant damage.
{@i 18th-Level Lunar Sorcery feature}
As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
- You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be {@condition blinded} until the end of its next turn. In addition, one creature of your choice in that area regains {@dice 3d8} hit points.
- You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take {@damage 3d10} necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become {@condition invisible} until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
- You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, 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.
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
| Dragon | Damage Type |
|---|---|
| Black | {@filter Acid|spells|damage type=acid|class=sorcerer} |
| Blue | {@filter Lightning|spells|damage type=lightning|class=sorcerer} |
| Brass | {@filter Fire|spells|damage type=fire|class=sorcerer} |
| Bronze | {@filter Lightning|spells|damage type=lightning|class=sorcerer} |
| Copper | {@filter Acid|spells|damage type=acid|class=sorcerer} |
| Gold | {@filter Fire|spells|damage type=fire|class=sorcerer} |
| Green | {@filter Poison|spells|damage type=poison|class=sorcerer} |
| Red | {@filter Fire|spells|damage type=fire|class=sorcerer} |
| Silver | {@filter Cold|spells|damage type=cold|class=sorcerer} |
| White | {@filter Cold|spells|damage type=cold|class=sorcerer} |
You can speak, read, and write {@language Draconic}. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or {@condition frightened}. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your {@status concentration} (as if you were casting a {@status concentration} spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be {@condition charmed} (if you chose awe) or {@condition frightened} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Starting at 1st level, 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.
Any time before you regain the use of this feature, the DM can have you roll on the {@table Wild Magic Surge|PHB} table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a {@dice d20}. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.
If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires {@status concentration}, it doesn't require {@status concentration} in this case; the spell lasts for its full duration.
| {@dice d100} | Effect |
|---|---|
| 01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 03-04 | For the next minute, you can see any {@condition invisible} creature if you have line of sight to it. |
| 05-06 | A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
| 07-08 | You cast {@spell fireball} as a 3rd-level spell centered on yourself. |
| 09-10 | You cast {@spell magic missile} as a 5th-level spell. |
| 11-12 | Roll a {@dice 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 {@spell confusion} 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 {@spell grease} centered on yourself. |
| 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 23-24 | Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect. |
| 25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill 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 60 feet to an unoccupied space of your choice that you can see. |
| 31-32 | You are transported to the Astral Plane 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 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 35-36 | Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
| 37-38 | {@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute. |
| 39-40 | You regain {@dice 2d10} hit points. |
| 41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. 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 20 feet as a bonus action on each of your turns. |
| 45-46 | You cast {@spell levitate} on yourself. |
| 47-48 | A {@creature unicorn} controlled by the DM appears in a space within 5 feet 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 {@spell magic missile}. |
| 53-54 | You are immune to being intoxicated by alcohol for the next {@dice 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 must shout when you speak. |
| 63-64 | You cast {@spell fog cloud} centered on yourself. |
| 65-66 | Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage. |
| 67-68 | You are {@condition frightened} by the nearest creature until the end of your next turn. |
| 69-70 | Each creature within 30 feet of you becomes {@condition 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 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours. |
| 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn. |
| 77-78 | You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
| 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 81-82 | You can take one additional action immediately. |
| 83-84 | Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 85-86 | You cast {@spell mirror image}. |
| 87-88 | You cast {@spell fly} on a random creature within 60 feet of you. |
| 89-90 | You become {@condition 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 {@spell reincarnate} spell. |
| 93-94 | Your size increases by one size category for the next minute. |
| 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 97-98 | You are surrounded by faint, ethereal music for the next minute. |
| 99-00 | You regain all expended sorcery points. |
Starting at 6th level, 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 2 sorcery points to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the {@table Wild Magic Surge|PHB} table, you can roll twice and use either number.
Beginning at 18th level, 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. You can use the feature only once per turn.
Your innate magic manifests in fire. You are your fire, and your fire is you.
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
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 multiverse. 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? Consult the Aberrant Origins table for a possible origin of your power.
| d6 | Origin |
|---|---|
| 1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. |
| 2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you. |
| 3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind. |
| 4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. |
| 5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. |
| 6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! |
{@i 1st-level Aberrant Mind 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 gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a {@filter divination or an enchantment spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=D;E|level=1;2;3;4;5}.
| Sorcerer Level | Spells |
|---|---|
| 1st | {@spell arms of Hadar}, {@spell dissonant whispers}, {@spell mind sliver|tce} |
| 3rd | {@spell calm emotions}, {@spell detect thoughts} |
| 5th | {@spell hunger of Hadar}, {@spell sending} |
| 7th | {@spell Evard's black tentacles}, {@spell summon aberration|TCE} |
| 9th | {@spell Rary's telepathic bond}, {@spell telekinesis} |
{@i 1st-level Aberrant Mind 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 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). 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 {@condition incapacitated} or die or if you use this ability to form a connection with a different creature.
{@i 6th-level Aberrant Mind feature}
When you cast any spell of 1st level or higher from your Psionic Spells feature, 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.
{@i 6th-level Aberrant Mind feature}
You gain resistance to psychic damage, and you have advantage on saving throws against being {@condition charmed} or {@condition frightened}.
{@i 14th-level Aberrant Mind 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 {@condition invisible} creature within 60 feet of you, provided it isn't behind {@quickref Cover||3||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 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}.
{@i 18th-level Aberrant Mind 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 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 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.
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. 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.
{@i 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an {@filter abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=A;T|level=1;2;3;4;5}.
| Sorcerer Level | Spells |
|---|---|
| 1st | {@spell alarm}, {@spell protection from evil and good} |
| 3rd | {@spell aid}, {@spell lesser restoration} |
| 5th | {@spell dispel magic}, {@spell protection from energy} |
| 7th | {@spell freedom of movement}, {@spell summon construct|TCE} |
| 9th | {@spell greater restoration}, {@spell wall of force} |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
| d6 | Manifestation |
|---|---|
| 1 | Spectral cogwheels hover behind you. |
| 2 | The hands of a clock spin in your eyes. |
| 3 | Your skin glows with a brassy sheen. |
| 4 | Floating equations and geometric objects overlay your body. |
| 5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. |
| 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
{@i 1st-level Clockwork Soul feature}
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a {@dice d20} with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
{@i 6th-level Clockwork Soul feature}
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of {@dice d8}s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
{@i 14th-level Clockwork Soul feature}
You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the {@dice 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.
{@i 18th-level Clockwork Soul feature}
You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot 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.
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. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.
Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|---|---|
| Good | {@spell cure wounds} |
| Evil | {@spell inflict wounds} |
| Law | {@spell bless} |
| Chaos | {@spell bane} |
| Neutrality | {@spell protection from evil and good} |
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll {@dice 2d4} and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't {@condition incapacitated}. You can use this feature only once per turn.
Starting at 14th level, 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 30 feet. The wings last until you're {@condition incapacitated}, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
You are a creature of shadow, for your innate magic comes from the Shadowfell 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. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
| d6 | Quirk |
|---|---|
| 1 | You are always icy cold to the touch. |
| 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
| 3 | You barely bleed, even when badly injured. |
| 4 | Your heart beats once per minute. This event sometimes surprises you. |
| 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
| 6 | You blinked. Once. Last week. |
Starting at 1st level, you have {@sense darkvision} with a range of 120 feet.
When you reach 3rd level in this class, you learn the {@spell darkness} spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the {@spell darkness} created by the spell.
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw ({@dc 5} + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a {@creature hound of ill omen|XGE} to target one creature you can see within 120 feet of you. The hound uses the {@creature dire wolf}'s statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your sorcerer level.
- It can move through other creatures and objects as if they were {@quickref difficult terrain||3}. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were {@quickref difficult terrain||3}. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are {@condition incapacitated}, if you die, or if you dismiss it as a bonus action.
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but 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.
Starting at 1st level, you can use 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 up to 10 feet without provoking opportunity attacks.
The arcane magic you command is infused with elemental air. You can speak, read, and write {@language Primordial}. Knowing this language allows you to understand and be understood by those who speak its dialects: {@language Primordial||Aquan}, {@language Primordial||Auran}, {@language Primordial||Ignan}, and {@language Primordial||Terran}.
At 6th level, 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 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
At 6th level, 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 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
You or one creature you can see within 30 feet of yourself gains {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d4} plus your Charisma modifier.
One creature you can see within 30 feet of yourself takes {@damage 1d4} Fire or Radiant damage (your choice).
When you spend at least 1 Sorcery Point as part of the {@action Magic|XPHB} action or a {@variantrule Bonus Action|XPHB} on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.
{@i Wield Raw Magic}
Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.
Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.
When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | {@spell Cure Wounds|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Scorching Ray|XPHB} |
| 5 | {@spell Aura of Vitality|XPHB}, {@spell Dispel Magic|XPHB} |
| 7 | {@spell Fire Shield|XPHB}, {@spell Wall of Fire|XPHB} |
| 9 | {@spell Greater Restoration|XPHB}, {@spell Flame Strike|XPHB} |
You always have {@spell Counterspell|XPHB} prepared.
Additionally, whenever a target fails the saving throw against a {@spell Counterspell|XPHB} you cast, you regain {@dice 1d4} Sorcery Points.
Your {@subclassFeature Spellfire Burst|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF} improves. You add your {@class Sorcerer|XPHB} level to the {@variantrule Temporary Hit Points|XPHB} gained from {@subclassFeature Bolstering Flames|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF}, and the damage of {@subclassFeature Radiant Fire|Sorcerer|XPHB|Spellfire|FRHoF|3|FRHoF} increases to {@dice 1d8}.
When you use {@classFeature Innate Sorcery|Sorcerer|XPHB|1}, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Burning Life Force.
Once per turn when you are hit by an attack roll, you can expend a number of {@variantrule Hit Point Dice|XPHB}, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.
Flight.
You gain a {@variantrule Fly Speed|XPHB} of 60 feet and can hover.
Spell Avoidance.
When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this benefit if you have the {@condition Incapacitated|XPHB} condition.
You gain the following benefits.
Eyes of the Dark.
You have {@sense Darkvision|XPHB} with a range of 120 feet and {@sense Blindsight|XPHB} with a range of 10 feet. In addition, if a spell you cast creates an area of {@variantrule Darkness|XPHB}, you can see normally through that spell's Darkness.
Strength of the Grave.
If you would drop to 0 {@variantrule Hit Points|XPHB} and not die outright, you can make a Charisma saving throw ({@dc 5} plus the damage taken). On a successful save, your {@variantrule Hit Points|XPHB} instead change to a number equal to your Charisma modifier plus your Sorcerer level. After you succeed on this save, you can't use this benefit again until you finish a {@variantrule Long Rest|XPHB}.
{@i Bend Doom and Darkness to Your Will}
Your innate magic comes from the most nebulous and inscrutable forces of the Shadowfell or from other regions of supernatural darkness. You might trace your lineage to an entity from such a place, or perhaps you were exposed to the sinister energy of a shadow dragon and were transformed by it. Your shadowy magic allows you to command darkness, undeath, and woe.
When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | {@spell Bane|XPHB}, {@spell Darkness|XPHB}, {@spell Inflict Wounds|XPHB}, {@spell Pass Without Trace|XPHB} |
| 5 | {@spell Hunger of Hadar|XPHB}, {@spell Nondetection|XPHB} |
| 7 | {@spell Greater Invisibility|XPHB}, {@spell Phantasmal Killer|XPHB} |
| 9 | {@spell Contagion|XPHB}, {@spell Creation|XPHB} |
You can call forth a howling creature of shadow to hound your foes. You can spend 3 Sorcery Points to cast {@spell Summon Beast|XPHB} as a {@variantrule Bonus Action|XPHB} without expending a spell slot, without preparing the spell, and without Material components. The summoned creature appears as a beast made of shadow, and enemies within 5 feet of the summoned creature have {@variantrule Disadvantage|XPHB} on saving throws against spells you cast.
Whenever you cast the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting, and the spell ends early if you cast the spell again.
While you are in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, you can take a {@variantrule Bonus Action|XPHB} to teleport up to 120 feet to an unoccupied space you can see that is also in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}.
When you use Innate Sorcery, you can adopt a shadowy form, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 6 Sorcery Points (no action required) to restore your use of it.
Incorporeal Movement.
You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object.
Shadow Resilience.
You have {@variantrule Resistance|XPHB} to all damage except Force and Radiant damage.
{@i Wield Unnatural Psionic Power}
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. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.
When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3rd | {@spell Arms of Hadar|XPHB}, {@spell Calm Emotions|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dissonant Whispers|XPHB}, {@spell Mind Sliver|XPHB} |
| 5th | {@spell Hunger of Hadar|XPHB}, {@spell Sending|XPHB} |
| 7th | {@spell Evard's Black Tentacles|XPHB}, {@spell Summon Aberration|XPHB} |
| 9th | {@spell Rary's Telepathic Bond|XPHB}, {@spell Telekinesis|XPHB} |
You can form a telepathic connection between your mind and the mind of another. As a {@variantrule Bonus Action|XPHB}, choose one creature you can see within 30 feet of yourself. 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 (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
When you cast any level 1+ spell from your Psionic Spells feature, 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 or have a cost specified in it.
You have {@variantrule Resistance|XPHB} to Psychic damage, and you have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition.
You can unleash the aberrant truth hidden within yourself. As a {@variantrule Bonus Action|XPHB}, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
Aquatic Adaptation.
You gain a {@variantrule Swim Speed|XPHB} equal to twice your {@variantrule Speed|XPHB}, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.
Glistening Flight.
You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
See the Invisible.
You can see any {@condition Invisible|XPHB} creature within 60 feet of yourself that isn't behind {@variantrule Cover|XPHB|Total Cover}. Your eyes also turn black or become writhing sensory tendrils.
Wormlike Movement.
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, and you can spend 5 feet of movement to escape from nonmagical restraints or the {@condition Grappled|XPHB} condition.
You can unleash a space-warping anomaly. As a {@action Magic|XPHB} action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes {@damage 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 only.
Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it.
{@i Channel Cosmic Forces of Order}
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it's part of a vast and glorious system.
When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3rd | {@spell Aid|XPHB}, {@spell Alarm|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Protection from Evil and Good|XPHB} |
| 5th | {@spell Dispel Magic|XPHB}, {@spell Protection From Energy|XPHB} |
| 7th | {@spell Freedom of Movement|XPHB}, {@spell Summon Construct|XPHB} |
| 9th | {@spell Greater Restoration|XPHB}, {@spell Wall of Force|XPHB} |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.
| {@dice 1d6} | Manifestation |
|---|---|
| 1 | Spectral cogwheels hover behind you. |
| 2 | The hands of a clock spin in your eyes. |
| 3 | Your skin glows with a brassy sheen. |
| 4 | Floating equations and geometric objects overlay your body. |
| 5 | Your {@variantrule Spellcasting Focus|XPHB} temporarily takes the form of a Tiny clockwork mechanism. |
| 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a {@dice d20} with {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB}, you can take a {@variantrule Reaction|XPHB} to prevent the roll from being affected by {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB}.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a {@action Magic|XPHB} action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
The ward lasts until you finish a {@variantrule Long Rest|XPHB} or until you use this feature again.
You gain the ability to align your consciousness with the endless calculations of Mechanus. As a {@variantrule Bonus Action|XPHB}, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from {@variantrule Advantage|XPHB}, and whenever you make a {@variantrule D20 Test|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10.
Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 5 Sorcery Points (no action required) to restore your use of it.
You momentarily summon spirits of order to expunge disorder around you. As a {@action Magic|XPHB} action, you summon the spirits in a 30-foot {@variantrule Cube [Area of Effect]|XPHB|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 effects below within the {@variantrule Cube [Area of Effect]|XPHB|Cube} before vanishing. Once you use this action, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 7 Sorcery Points (no action required) to restore your use of it.
Heal.
The spirits restore up to 100 {@variantrule Hit Points|XPHB}, divided as you choose among any number of creatures of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}.
Repair.
Any damaged objects entirely in the {@variantrule Cube [Area of Effect]|XPHB|Cube} are repaired instantly.
Dispel.
Every spell of level 6 and lower ends on creatures and objects of your choice in the {@variantrule Cube [Area of Effect]|XPHB|Cube}.
{@i Breathe the Magic of Dragons}
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3rd | {@spell Alter Self|XPHB}, {@spell Chromatic Orb|XPHB}, {@spell Command|XPHB}, {@spell Dragon's Breath|XPHB} |
| 5th | {@spell Fear|XPHB}, {@spell Fly|XPHB} |
| 7th | {@spell Arcane Eye|XPHB}, {@spell Charm Monster|XPHB} |
| 9th | {@spell Legend Lore|XPHB}, {@spell Summon Dragon|XPHB} |
The magic in your body manifests physical traits of your draconic gift. Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Charisma modifiers.
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have {@variantrule Resistance|XPHB} to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
As a {@variantrule Bonus Action|XPHB}, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a {@variantrule Fly Speed|XPHB} of 60 feet.
Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend 3 Sorcery Points (no action required) to restore your use of it.
You can cast {@spell Summon Dragon|XPHB} without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a {@variantrule Long Rest|XPHB}.
Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting.
{@i Unleash Chaotic Magic}
Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
You can manipulate chaos itself to give yourself {@variantrule Advantage|XPHB} on one {@variantrule D20 Test|XPHB} before you roll the {@dice d20}. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a {@variantrule Long Rest|XPHB} before you can use this feature again.
If you do cast a Sorcerer spell with a spell slot before you finish a {@variantrule Long Rest|XPHB}, you automatically roll on the {@table Wild Magic Surge|XPHB} table.
Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll {@dice 1d20} immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.
If the magical effect is a spell, it is too wild to be affected by your Metamagic.
| {@dice 1d100} | Effect |
|---|---|
| 01–04 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 05–08 | A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll {@dice 1d4} to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block. |
| 09–12 | For the next minute, you regain 5 {@variantrule Hit Points|XPHB} at the start of each of your turns. |
| 13–16 | Creatures have {@variantrule Disadvantage|XPHB} on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 17–20 | You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll {@dice 1d8} to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you {@variantrule Advantage|XPHB} on Wisdom ({@skill Perception|XPHB}) checks; on a 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a {@spell Remove Curse|XPHB} spell. |
| 21–24 | For the next minute, all your spells with a casting time of an action have a casting time of a {@variantrule Bonus Action|XPHB}. |
| 25–28 | You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 29–32 | The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die. |
| 33–36 | You have {@variantrule Resistance|XPHB} to all damage for the next minute. |
| 37–40 | You turn into a potted plant until the start of your next turn. While you're a plant, you have the {@condition Incapacitated|XPHB} condition and have {@variantrule Vulnerability|XPHB} to all damage. If you drop to 0 {@variantrule Hit Points|XPHB}, your pot breaks, and your form reverts. |
| 41–44 | For the next minute, you can teleport up to 20 feet as a {@variantrule Bonus Action|XPHB} on each of your turns. |
| 45–48 | You and up to three creatures you choose within 30 feet of you have the {@condition Invisible|XPHB} condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. |
| 49–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell Magic Missile|XPHB}. |
| 53–56 | You can take one extra action on this turn. |
| 57–60 | You cast a random spell. If the spell normally requires {@status Concentration|XPHB}, it doesn't require {@status Concentration|XPHB} in this case; the spell lasts for its full duration. Roll {@dice 1d10} to determine the spell: on a 1, {@spell Confusion|XPHB}; on a 2, {@spell Fireball|XPHB}; on a 3, {@spell Fog Cloud|XPHB}; on a 4, {@spell Fly|XPHB} (cast on a random creature within 60 feet of you), on a 5, {@spell Grease|XPHB}; on a 6, {@spell Levitate|XPHB} (cast on yourself); on a 7, {@spell Magic Missile|XPHB} (cast as a level 5 spell); on an 8, {@spell Mirror Image|XPHB}; on a 9, {@spell Polymorph|XPHB} (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, {@spell See Invisibility|XPHB}. |
| 61–64 | For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes {@damage 1d4} Fire damage, and is burning. |
| 65–68 | If you die within the next hour, you immediately revive as if by the {@spell Reincarnate|XPHB} spell. |
| 69–72 | You have the {@condition Frightened|XPHB} condition until the end of your next turn. The DM determines the source of your fear. |
| 73–76 | You teleport up to 60 feet to an unoccupied space you can see. |
| 77–80 | A random creature within 60 feet of you has the {@condition Poisoned|XPHB} condition for {@dice 1d4} hours. |
| 81–84 | You radiate {@variantrule Bright Light|XPHB} in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the {@condition Blinded|XPHB} condition until the end of its next turn. |
| 85–88 | Up to three creatures of your choice that you can see within 30 feet of you take {@damage 1d10} Necrotic damage. You regain {@variantrule Hit Points|XPHB} equal to the sum of the Necrotic damage dealt. |
| 89–92 | Up to three creatures of your choice that you can see within 30 feet of you take {@damage 4d10} Lightning damage. |
| 93–96 | You and all creatures within 30 feet of you have {@variantrule Vulnerability|XPHB} to Piercing damage for the next minute. |
| 97–00 | Roll {@dice 1d6}. On a 1, you regain {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 2, one ally of your choice within 300 feet of you regains {@dice 2d10} {@variantrule Hit Points|XPHB}; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously. |
You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the {@dice d20} for a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} and spend 1 Sorcery Point to roll {@dice 1d4} and apply the number rolled as a bonus or penalty (your choice) to the {@dice d20} roll.
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 either number.
Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the {@table Wild Magic Surge|XPHB} table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.
Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.