The Revised Sorcerer

The Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Max Spell Level
1st +2 Spellcasting, Sorcerous Origin 4 5 6 1st
2nd +2 Sorcerous Restoration 4 6 8 1st
3rd +2 Metamagic 4 7 17 2nd
4th +2 ASI 5 8 21 2nd
5th +3 Metamagic 5 9 32 3rd
6th +3 Sorcerous Origin Feature 5 10 38 3rd
7th +3 Metamagic 5 11 45 4th
8th +3 ASI 5 12 52 4th
9th +4 Metamagic 5 13 66 5th
10th +4 See The Flux 6 14 74 5th
11th +4 Metamagic 6 15 84 6th
12th +4 ASI, Arcane Thesis (1) 6 16 85 6th
13th +5 Metamagic 6 17 96 7th
14th +5 Sorcerous Origin Feature 6 18 97 7th
15th +5 Metamagic 6 19 109 8th
16th +5 ASI 6 20 110 8th
17th +6 Arcane Thesis (2) 6 21 124 9th
18th +6 Sorcerous Origin Feature 6 26 132 9th
19th +6 ASI 6 31 142 9th
20th +6 Maximize Spell 6 36 153 9th

Class Features

As a sorcerer, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per sorcerer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light c rossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Spellcasting

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 chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Points

The Sorcerer table shows how many spell points you have to cast your spells of 1st level and higher. Each spell has a cost based on its level, as noted in the table below. You regain all expended spell points when you finish a long rest.

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For example, if you know the 1st-level spell Burning Hands and have a access to 2nd level spells, you can cast Burning Hands using 2 spell points to cast it as a 1st level spell or 3 points to cast it as a 2nd level spell.

Channeling vast amounts of magical energy at once can be especially taxing. Because of this, the Sorcerer may only cast one spell of each level 6th and above before needing a long rest.

Spell Point Costs
Spell Level Spell Point Spell Level Spell Point Cost
1st 2 6th 9
2nd 3 7th 10
3rd 5 8th 11
4th 6 9th 13
5th 7

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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 w ill 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.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic or Weavetouched, they detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcerous Restoration

At 2nd level you regain spell points equal your sorcerer level whenever you finish a short rest.


Metamagic

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 5th, 7th, 9th, 11th, 13th and 15th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic Options
  • Careful - 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 spell point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant - When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.
  • Empower - When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
  • Extend - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.
  • Heighten - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quicken - When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting.
  • Subtle - When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components.
  • Twin - When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of spell points equal to the spell’s level to target the same creature or a second creature in range with the same spell (1 spell point if the spell is a cantrip).
Empowered Spells

You may Empower a spell even if you have already used a different Metamagic option during the casting of the spell.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

See The Flux

Your natural connection to magic has reached a level of maturity that you've come to understand it as if it were your first language, allowing you to understand what the fluctuations of the weave mean. At 10th level, you gain proficiency in the Arcana skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Insight, Investigation.

Your proficiency bonus is doubled for any ability check you make that uses Arcana. You receive this benefit regardless of the skill proficiency you gain from this feature. Additionally, you may now make Arcana checks to identify spells as they are being cast without using a action or reaction.

Arcane Thesis

At 12th level, you have mastered one spell, turning it into your thesis spell. Your thesis spell gains several benefits:

  • You can apply as many metamagic options to this spell as you wish
  • Chosen spells above 1st level are considered one level lower for you (Fireball becomes level 2, does 8d6 damage as normal, casting at higher level begins at 3rd level instead of 4th)
  • The total cost of each metamagic effect you apply to this spell is reduced by 1. This can not reduce the individual cost of a metamagic option to below 0.

You can change your thesis spell when you gain a level in this class.

At 17th level, you master a 2nd spell to the same degree.

Maximize Spell

At 20th level, you gain the ability bring out the full potential of your spells. When you cast any spell that does damage, including ability score damage, you may forgo rolling dice and instead take the maximum. For example when you cast Fireball as a level 3 spell it normally does 8d6 fire damage, a Maximized Fireball will instead do 48 fire damage. You may use this ability once per short rest.

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Sorcerous Origin: Weavetouched

The timing of your birth was in alignment with the passing of a natural arcane leyline, a sudden burst of raw magical energy, or you were infused with power by those seeking to create a more perfect caster. For one reason or another the stars aligned and blessed you with a gift, a propensity to do more with the talents you would have been born with anyway. Whatever the situation you, are more naturally aware of the weave, the underlying force behind all magic. Even before learning your skills you may have had brief glimpses into the weave and the makeup of the world. You can feel it flowing through you just as you know it can feel you flowing through it.

Energy Exchange

Beginning at 1st level whenever you cast a sorcerer spell with a listed damage type, you may change the damage type to any other type listed. Acid, Cold, Fire, Lightning, Thunder.

At level 10 you also include Force, Necrotic, and Radiant damage on this list.

Weavewind

You can see into the weave and feel it flow around you with greater clarity, allowing you to see things others might miss and discern the specifics of existing magical effects. Starting at 1st level you are able to cast Detect Magic, Identify and Nystul's Magic Aura at will without needing the material components. Casting a spell in this way takes 1 minute.

Forceful Focus

Starting at 6th level, when you cast a spell that deals force damage, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to force damage for 1 hour.

Spell Shear

At 6th level, you learn Counterspell, and it does not count against your spells known. When you cast Counterspell, you add your proficiency bonus to that ability check.


Spell Siphoning

Beginning at 14th level, you find it is easy to see the smaller portions of a spell, allowing you to manipulate and redirect some or all of the effects.

When you cast a spell with a range of self you may expend 5 spell points to have that spell effect one other creature within 30 feet of you. Whenever a creature within 30 feet of you casts a spell with a range of self, you may expend 5 spell points to have that spell effect you as well.

When you cast a spell that deals damage you may have small amounts of the energy attach itself to the weapons of creatures you choose within 30 feet of you. Expend 2 spell points per creature effected. On the next hit, weapons effected this way deal an additional 1d6 damage approriate to the spell that was siphoned and are considered magical.

Weave Walker

Starting at level 18 your being is altered by it's connection to the weave allowing you to become mostly insubstantial. Your outline seems to flow into the world around you giving off whisps of energetic light. This effect can be suppressed at will. It also affects you in the following ways.

  • Critical hits made against you become normal hits
  • You have resistance to Bludgeoning, Piercing and Slashing Damage
  • Instead of moving you may choose to teleport with a range of 60 feet
  • You no longer need to eat, drink, breathe or sleep and you no longer age as normal
  • You gain a fly speed of 40 and can hover

Irrevocable Invocation

Beginning at 18th level your raw connection to the weave is strong enough that nothing can permanently sever it. When casting a spell in an Antimagic Field, you can make a spellcasting ability check with a DC equal to the Spell Save DC of the caster who created it. On a success, you can cast that spell. On a failure, your spell is negated as normal, and the spell slot is lost.

In a Dead Magic Zone, the spellcasting ability check's DC is 15+ the level of the spell you are trying to cast.

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Expanded Meta Magic

Metamagic is the art of weaving extra effects into existing spells. Through force of will and careful adjustments to the foundation of a spell being cast new and exciting outcomes can be had, expanding a spell's functionality far beyond what the less magically inclined might deem possible. A twitch here, a burst of power there and suddenly your boring old fireball becomes a forceful explosion sending your foes flying, or your Cone of Cold coats the room in a thick layer of slippery ice! The numbers in the second column is the Sorcery Point cost of applying the Metamagic Option.

Amplified - 2 + Difference in Spell Level - This spell is effectively treated as a higher spell leval than normal (To a maximum of 9th level). This adjusts all effects dependent on spell level including damage and the ability to penetrate a Globe of Invulnerability.

Animating - 2 - When you kill a humanoid with this spell, it immediately rises as a zombie under your control for 1 minute. It then becomes inert, but it can be animated normally later

Blistering - 2 - Any spell that deals fire damage deals an extra die of fire damage. Creatures damaged by this spell must make a Con Save or have disadvantage on attacks for one minute. They may repeat the save at the end of each of its turns, a successful save ends the condition. Creatures that do not feel pain are immune to the disadvantage.

Chained - 2+x - Any single target, non touch, non personal spell can arc to a number of secondary targets equal to your caster level (max 20). All targets must be within 30 feet of the primary target. and take half of the initial damage. They may attempt a Dex Save to reduce the damage by half again. Secondary targets have advantage on saves provoked by non damaging attacks. Damaging spells - 1 point per 3 bonus targets, Non Damaging Spells - 1 point per bonus target

Consecrated - 1 - Half the damage dealt by this spell is radiant damage.

Corrupted - 1 - Half the damage dealt by this spell is necrotic damage.

Deceptive - 1 - Spell appears to be cast from a different direction. This cannot be used to gain mechanical benefit beyond making it appear the spell has originated from somewhere else.

Delayed - 1 - An area, personal or touch spell can be set to delay its activation for 1-5 rounds.

Draining - 3 - Creatures damaged by this spell have their maximum hit points reduced by half the damage taken. This reduction lasts until the target finishes a long rest.

Enlarged - 2 - Double the size in all dimensions of a cone, cube, cylinder, sphere, or line spell.

Explosive - 2 - This can only be applied to area damage spells. Any creature caught in the area of this spell must make a Dex Save or be ejected outside the area of the spell, falling prone, and taking an additional 1d6 damage for every 10 feet moved by this effect. If the creature strikes an object it takes an additional 1d6 damage. This movement does not provoke opportunity attacks.

Flash Freezing - 1 - Any spell that deals cold damage and effects an area covers that area with a slippery layer of ice for 1 minute. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Forceful - 2 - Only spells that target one or more creatures can be made forceful. An opponent struck by a forceful spell must make a Con save or be knocked prone and stunned for 1 round. If the spell affects more than one target, the forceful effect affects only one target (of your choice).

Frightening - 3 - Any creature that is damaged by this spell becomes frightened for 1 minute. This is a mind effecting fear effect.

Guided - SEE TEXT - For 1 sorcery point, a spell that requires a ranged attack roll ignores obscuring and all but full cover. For 2 sorcery points, If the Guided spell misses, it persists for 1 round making a new ranged attack. The number of round it persists can be increased by spending 1 sorcery point per round. The guided effect is broken if the target breaks line of effect or takes total cover.

Invisible - 2 - Remove all visible manifestations of a spell.

Maximized - 3+Spell Level - All variable, numeric effects of a spell modified by this are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. This option can only be used weith spells that have a duration of instantaneous.

Merciful - 0 - Any creature reduced to 0 HP by this spell is unconscious and stable. This option can be applied even if another option already has been.

Repeating - Spell Level - This spell is automatically cast again at the beginning of your next Turn. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If this spell designates a target, the secondary spell targets it if they are within 30 feet of their original position; otherwise the secondary spell fails. Cannot be used with touch spells.

Sculpted - 1 +1 per 2 Spell Levels - Modify an area spell by changing its shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot-radius spread). The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt spell whose area is changed to a ball deals the same amount of damage, but the lightning ball affects a 20-foot-radius spread.

Split Ray - 1 - Adds 1 projectile to a spell that has multiple projectiles and can effect multiple targets.

Of Three Thunders - 3 - Any spell that deals thunder or lightning damage has its damage split 50/50 between thunder and lightning. Anyone effected must make a Con Save or be deafened for 1 minute, plus a Dex Save to avoid being knocked prone.

Transdimensional - 2 - Spell affects extradimensional spaces (such as those created by a rope trick or bag of holding) or adjacent planes (the Material to the Ethereal, Shadowfell, and Feywild, for example.)

Uttercold - 2 - Any spell that deals cold damage deals an extra die of cold damage. Creatures reduced to 0 hit points by this spell die and are frozen solid.

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Revised Sorcerer

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements New
  • Burning Hands
  • Catapult
  • Cause Fear New
  • Chaos Bolt
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Entangle New
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease New
  • Hellish Rebuke New
  • Ice Knife
  • Identify New
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter New
  • Thunderwave
  • Witch Bolt
2nd Level
  • Arcane Lock New
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall New
  • Flaming Sphere New
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Maximilian's Earthen Grasp
  • Melf's Acid Arrow New
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura New
  • Phantasmal Force
  • Pyrotechnics
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Spike Growth New*
  • Suggestion
  • Warding Wind
  • Water Walk
  • Web
3rd Level
  • Animate Dead New
  • Blink
  • Call Lightning New
  • Catnap
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Life Transference New
  • Lightning Bolt
  • Leomund's Tiny Hut New
  • Major Image
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tongues
  • Wall of Sand New
  • Wall of Water
  • Water Breathing
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals New
  • Dimension Door
  • Dominate Beast
  • Elemental Bane New
  • Evard's Black Tentacles New
  • Fire Shield New
  • Greater Invisibility
  • Hallucinatory Terrain New
  • Ice Storm
  • Otiluke's Resilient Sphere New
  • Phantasmal Killer New
  • Polymorph
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand New
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental New
  • Control Winds
  • Dawn New
  • Dominate Person
  • Enervation
  • Far Step
  • Geas New
  • Hold Monster
  • Immolation
  • Insect Plague
  • Maelstrom New
  • Mislead New
  • Negative Energy Flood New
  • Seeming
  • Scrying New
  • Skill Empowerment
  • Steel Wind Strike New
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock New
  • Wall of Force New
  • Wall of Light
  • Wall of Stone

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6th Level
  • Arcane Gate
  • Blade Barrier New
  • Bones of the Earth New
  • Chain Lightning
  • Circle of Death
  • Contingency New
  • Disintegrate
  • Eyebite
  • Flesh to Stone New
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mass Suggestion
  • Move Earth
  • Otiluke's Freezing Sphere New
  • Otto's Irresistible Dance New
  • Primordial Ward New
  • Scatter
  • Sunbeam
  • Tenser's Transformation New
  • True Seeing
  • Wall of Ice New
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage New
  • Mirage Arcane New
  • Modenkainen's Sword
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
  • Whirlwind New
8th Level
  • Abi Dalzim's Horrid Wilting
  • Antimagic Field New
  • Control Weather New
  • Dominate Monster
  • Earthquake
  • Feeblemind New
  • Glibness New
  • Illusory Dragon New
  • Incendiary Cloud
  • Maddening Darkness New
  • Maze New
  • Mind Blank New
  • Power Word Stun
  • Sunburst
  • Tsunami New
9th Level
  • Foresight New
  • Gate
  • Invulnerability New
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prsmatic Wall New
  • Psychic Scream
  • Shapechange New
  • Storm of Vengeance New
  • Time Stop
  • Wish

Spells Removed

  • Comprehend Languages
  • Detect Thoughts
  • Snare
  • Clairvoyance
  • Creation

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War Mage

Prerequisite: access to metamagic

When you cast a spell that has an area of effect, you can choose to cast it as a war spell. A war spell gains the benefits of the Enlarged and Distant metamagics, unless specifically excluded by the metamagic entry. When you cast as a war spell, you cannot apply any other metamagic to the spell, except for effects such as Empower that can normally be added on top of other metamagic.

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