The Variant Sorcerer

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways.

Why A Variant?

The sorcerer is conceptually fascinating as a class, but like the PHB ranger, while some enjoy playing the default sorcerer others find it very frustrating to play. This class variant provides an alternative way to play as a sorcerer. It focuses on providing fun options in combat, and character customizability, while staying true to the sorcerer's amazing theme, and minimizing resource tracking.

What's Different?

This variant doubles-down on the things that make the sorcerer unique, making much them less similar to wizards than the PHB sorcerer. The Variant Sorcerer has no spell slots or spells known. They rely on cantrips and metamagic for almost everything they do.

Their sorcery points are now a short-rest resource, and they have a rage-like ability in arcane eruption which increases the damage of each cantrip they cast.

The metamagic options sorcerers may choose have been reworked and expanded. Sorcerers gain access to new metamagic and other tricks through Arcane Arts, which are like the Warlock's Eldritch Invocations.

Sorcerers now choose two subclasses: Sorcerous Origin, and Sorcerer's Path. The first represents the source of their power, and how this shapes their magic. The second reflects that their magic grows and changes to accommodate the Sorcerer's wishes. Sorcerers in tune with nature become nature acolytes, learning to speak with animals and summon a familiar, whereas sorcerer's interested in travel and freedom become far travellers, gaining movement speed, and can learning to cast jump and feather fall at will.

Variant Sorcerers can cast certain non-combat cantrips a bonus action. This encourages creativity in combat with cantrips like mage hand and minor illusion.

Lastly, most metamagic effects are now applied when you roll for damage with a sorcerer cantrip, making the Sorcerer's casting excitingly spontaneous. Sorcery points aren't wasted on missed attacks, and the sorcerer doesn't have to decide what exactly their spell does until it hits.

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Quick Build

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the minor illusion, prestidigitation, acid splash, and shocking grasp cantrips.

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 wizard 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 crossbow 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

The Variant Sorcerer
Level Proficiency Bonus Features Cantrips Sorcery Points Arts Eruption Die
1st +2 Metamagic, Sorcerous Origin, Font of Magic 4 2
2nd +2 Arcane Arts, Arcane Eruption 4 3 2 d6
3rd +2 Sorcerer's Path 4 3 2 d6
4th +2 Ability Score Improvement 5 4 2 d6
5th +3 5 4 3 d6
6th +3 Sorcerous Origin Feature 5 5 3 d6
7th +3 5 5 4 d6
8th +3 Ability Score Improvement 5 6 4 d8
9th +4 6 6 5 d8
10th +4 Sorcerer's Path Feature 6 7 5 d8
11th +4 Arcane Eruption x2 6 7 5 d8
12th +4 Ability Score Improvement 6 8 6 d8
13th +5 Sorcerer's Path Feature 6 8 6 d10
14th +5 Complex Magic 6 9 6 d10
15th +5 6 9 7 d10
16th +5 Ability Score Improvement 6 10 7 d10
17th +6 Sorcerer's Path Feature 6 10 7 d10
18th +6 6 11 8 d12
19th +6 Ability Score Improvement 6 11 8 d12
20th +6 Metamagic Mastery 6 12 8 d12

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 of the PHB 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.

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.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier


Arcane Focus

You can use an arcane focus (found in chapter 5 of the PHB) as a spellcasting focus for your sorcerer spells.

Metamagic

You have the ability to twist your sorcerer cantrips to suit your needs. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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 short or long rest.

You can spend your sorcery points to activate various metamagic options when casting your spells. You cannot use more than one metamagic option on a spell unless otherwise noted. Metamagic can only be used to augment sorcerer cantrips. You start with these two metamagic options for spending your sorcery points.

Empowered Spell

This metamagic costs no sorcery points. When you roll damage for a sorcerer cantrip, you can choose to apply this metamagic to increase its damage. You do extra damage according to your level. At level 1 you deal extra damage equal to your charisma modifier. At level 5, twice your charisma modifier. At level 11, three times your charisma modifier. At level 17, four times your charisma modifier.

Twinned Spell

When you cast a sorcerer cantrip that targets one or more creatures, you can spend 1 sorcery point to apply this metamagic and choose a second target within range to be affected by the spell.

(Or if the cantrip you have twinned is Acid Splash, you may choose two more targets within range that are within 5ft of each other).

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Divine Soul, or Fey Blessed. These options are all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th level.

Font of Magic

The flexible nature of your magic allows you to weave minor magical effects into the casting of your battle-magic. You can take a bonus action on each of your turns in combat. This action can be used only to cast a sorcerer cantrip that you know. If the cantrip targets a creature, or would require a creature to make a saving throw on this turn, the cantrip fails and you lose your bonus action for this turn.

Arcane Eruption

Starting at the 2nd level, on your turn, you can enter a heightened magical state referred to as an arcane eruption as a bonus action. Your arcane eruption lasts for five minutes. It ends early if you are knocked unconscious or if your turn ends and you haven’t cast a spell targeting a hostile creature since your last turn or taken damage since then.

While you are in an arcane eruption, your sorcerer cantrips deal extra damage. They deal extra damage equal to your eruption die as indicated on the sorcerer table.

Once you have entered an arcane eruption you cannot do so again until you complete a long rest. When you reach the 11th level, you may enter an arcane eruption twice between long rests.

Arcane Arts

As you grow in strength and experience, your familiar magic manifests itself in new and exciting arcane arts.

At 2nd level, you gain two arcane arts of your choice. Your art options are detailed at the end of the class description. When you gain certain sorcerer levels, you gain additional arts of your choice, as shown in the arts known column of the Sorcerer table. Additionally, when you gain a level in this class, you can choose one of the arts you know and replace it with another art that you could learn at that level.

Sorcerer's Path

When you reach 3rd level, you choose a sorcerer's path, shaping your practice of magic through one of four applications: Arcane Artisan, Far Traveler, Mystic Seer, and Nature Acolyte, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 10th, 13th, and 17th level.


Complex Magic

Starting at the 14th level, you may apply two metamagic options to a single sorcerer cantrip you cast.

Metamagic Mastery

Starting at the 20th level, choose one metamagic option that you know that costs 1 or more sorcery points to use. From now on, it costs 0 sorcery points for you.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into four categories: a draconic bloodline, wild magic, divine soul, and fey blessed.

Draconic Bloodline

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.

Dragon Ancestor

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.

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

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 14 + your Strength modifier (minimum 0).

You have resistance to your ancestry damage type, and if you already have resistance to that damage type from another source, you take 1/4th damage instead of the ordinary 1/2 from damage of that type.

Draconic Wings

At the 6th level, when you are in an arcane eruption, draconic wings appear on your back. You gain a fly speed equal to your current speed, and when you would deal damage with the damage type of your draconic ancestry, you may roll for damage twice and use the higher result.

Wild Magic

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. 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.

Wild Cantrip

As an action, you can use your action to roll on the wild cantrip table and then cast the spell indicated on the table. Using your action in this way counts as casting a sorcery cantrip. You may cast the spell even if you do not know it, and if the spell you cast isn't a sorcerer spell, it is nonetheless a sorcerer spell for you when you cast it with this feature.

Wild Cantrip Table
d8 Cantrip
1 Acid Splash
2 Chill Touch
3 Firebolt
4 Infestation
5 Ray of Frost
6 Lightning Lure
7 Sacred Flame
8 Roll on the Wild Magic Surge table. Then roll twice on the wild cantrip table and cast each cantrip, but if you roll another 8 on either die, you cast nothing, wasting your action.

(The Wild Magic Surge table may be found on page 104 of the PHB)

Controlled Chaos

At the 6th level, when you are in an arcane eruption, each time you would roll on the wild cantrip table or the wild magic surge table, you may roll twice and choose to use either result.

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. 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.

Divine Magic

Your link to the divine allows you to learn cantrips from the cleric class. At the 1st level, you get one extra cantrip, and every cantrip you choose may be from the sorcerer or cleric spell list.

Eruption of Healing

At the 6th level, when you are in an arcane eruption, every time you deal damage you regain hitpoints equal to 1/4 the damage you dealt. If you are at your maximum number of hitpoints, you may instead choose an ally within 60ft of you, and they regain that number of hitpoints instead.

Fey Blessed

Fey blessed sorcerers had some sort of life-changing experience in the feywild at a young age. Perhaps you were kidnapped by pixies in your dreams and awoke in bed the next morning after what you thought were months of adventuring. Perhaps you were wandering in a forest one day and without knowing it were transported to another realm. In any case, you bested the trials that the feywild had for you and left with a blessing: the spark of magic that still lives within you to this day.

Quick Thinking Trickster

You gain a bonus to your initiative rolls equal to 1 + your intelligence modifier (minimum 0). Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that use this proficiency.

Shroud of High Magic

At the 6th level, when you are in an arcane eruption, you are invisible to creatures more than 5ft away from you.

Sorcerers' Paths

Sorcerer's often get no choice in whether or not they receive their arcane powers, but they do choose how they use them. The sorcerer's path represents the life your character has chosen and how their arcane power has grown around that choice. The four paths are Arcane Artisan, Far Traveler, Mystic Seer, and Nature Acolyte.

Arcane Artisan

Some sorcerers dedicate themselves to creating perfect works. Whether they be smiths, or masons, or artists, they are driven achieve a greater degree of mastery at a craft than anyone has before. Their magic powers grow to accommodate this wish.

Enhanced Craft

At the 3rd level, you choose two artisan tools. You either gain proficiency in using each tool, or if you already have proficiency, may double your proficiency bonus for checks made using that tool. You may add your charisma modifier to any checks made using any artisan tools.

You also gain the power to summon magical apprentices to help you in your craft. You may cast the spell unseen servant at will. You cannot cast unseen servant when you already have four unseen servants active.

Instantaneous Creation

Starting at the 10th level, you may spend 3 sorcery points to cast the fabricate spell. This spell has a casting time of one action for you, and you are considered proficient with every artisan tool for the purposes of determining what you can make using this spell.

If you create something in the same space as a creature, or something which entirely encircles a creature, they may make a dexterity saving throw against your spell save DC. On success, they move to a space adjacent to what you have created of their choice. On failure, if you have created something in the creature's space they move to a space adjacent to your creation of your choice; if you have encircled the creature with your creation, they don't move at all. You cannot use objects worn or carried by creatures as "raw materials" for this spell.

Sorcerer's Workshop

Starting at the 13th level, you may spend 4 sorcery points to cast the demiplane spell. The spell works as per normal except the spell cannot end while you are inside the demiplane. If the duration would end while you are still inside, it continues until you leave.

Eruption Honing

Starting at the 17th level, while you are in an arcane eruption, weapons held by creatures you designate within 120ft of you become magical +1 weapons if they are mundane. Any weapons that are already magical give their bearer an additional +1 bonus to attack rolls and damage rolls.

Far Traveler

Some sorcerers want to use their powers to see the world, and the worlds beyond. Their wanderlust causes their magic powers to manifest in ways that enable them to move freely and quickly.

Cloud-Walker

Starting at the 3rd level, your movement speed increases by 10ft. You can jump horizontally up to your movement speed in one bound, and vertically up to 1/2 your movement speed. You can cast the feather fall spell at will, without material components.

Planar Traveler

Starting at the 10th level, you can spend 3 sorcery points to cast the teleportation circle spell. When you cast the spell in this way it does not require material components. You can spend ten minutes meditating with a location you know of in mind (such as a city). Once you have, you learn the teleportation circle sigil sequence for the teleportation circle nearest to the location you were thinking of. You don't need to be on the same plane of existence as a teleportation circle you wish to travel to when using the teleportation circle spell.

Freedom of Movement

Starting at the 13th level, your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed. You have an advantage against saving throws that would cause you to be paralyzed or restrained. If you are grappled, paralyzed, or restrained, you can spend half of your movement on your turn to end that condition.

Starting at the 17th level, when you are in an arcane eruption, your movement speed increases by 20ft, and you may spend 1/2 your movement to teleport 1/2 your movement speed. You can do this twice on a given turn.

Mystic Seer

Some sorcerers use their powers to pique their curiosity about the secrets of others, and so their magic manifests itself such that nothing can be hidden from them. Some use this power to become treasure hunters, others become private investigators.

Eye for the Unseen

Starting at the 3rd level, you can cast detect magic at will, and can spend 1 sorcery point to cast locate object or detect thoughts.

Magical Infiltrator

Starting at the 10th level, you can cast disguise self at will, and the arcane eye and scrying spells for 2 sorcery points each.

Unerring Vision

Starting at the 13th level, you have truesight out to 15ft, meaning that you automatically see through illusions, magical darkness, and invisibility within the range of your true sight. You can also see creatures in the etherial plane and perceive the true form of a shapechanger within the range of your truesight.

Eruption Vision

Starting at the 17th level, while you are in an arcane eruption, when you see a creature, you learn which saving throw it has the smallest bonus to. Additionally, your spells ignore all cover other than total cover.


Nature Acolyte

Some sorcerers long to find their place in the natural world, and make their peace with it. Their magic manifests in ways that allow them to navigate the wilderness with the same grace and ease that they could a familiar town.

A Friend to All Creatures

Starting at the 3rd level, you may cast the find familiar spell without expending material components for 1 sorcery point. You may cast speak with animals and animal messenger at will.

Arcane Gardening

Starting at the 10th level, you may cast plant growth for 2 sorcery points. You may also spend one minute and 3 sorcery points to imbue a target non-magical plant with creature-like life. The target gains an Intelligence of 10. It also gains the ability to speak one language you know. It gains the ability to move itself and gains senses similar to a human's. Your DM chooses the plant's statistics. The target is ingratiated towards you, and charmed by you for five minutes after you use this ability.

Sorcerer's Wildshape

Starting at the 13th level, you may cast the polymorph spell for 2 sorcery points. When you do so, you can target only yourself or your familiar and transform into a beast whose challenge rating is 1 or lower.

Eruption Adaptation

Starting at the 17th level, while you are in an arcane eruption, at the start of each of your turns choose one of the following benefits.

• Your AC is equal to 17 + your dexterity modifier

• You gain a fly speed equal to half your current walking speed.

• You gain blindsight out to 60ft.

This effect lasts until the beginning of your next turn.

Arcane Arts

If an arcane art has prerequisites, you must meet them to learn it. You can learn the art at the same time that you meet its prerequisites.

Minor Conjuration

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 60 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. This counts as a cantrip for the purposes of your Font of Magic feature.

Awakened Mage Hand

You gain the mage hand cantrip, or another cantrip of your choice, while you have this art. This does not count against your number of cantrips known. When you cast mage hand, choose one:

• Your mage hand is invisible. You can perform tasks such as pickpocketing with the mage hand without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

• Your mage hand can carry up to fifty pounds and drag up to one hundred, rather than the usual ten.

Awakened Minor Illusion

You gain the minor illusion cantrip, or another cantrip of your choice if you already have it, while you have this art. This does not count against your number of cantrips known.

When you cast minor illusion, choose one:

• You can create both a sound and an image with a single casting of the spell.

• Your visual image must foot into a 15-foot cube, instead of a 5-foot cube.

Magical Shielding

When you would be hit by an attack, as a reaction you can spend 1 sorcery point to get a +5 bonus to AC against the triggering attack, potentially turning a hit into a miss. Thereafter, you may choose to use your concentration to keep an ongoing +2 bonus to your AC for a maximum of 10 minutes.

Anti-Magic

Prerequisite: Level 5

When you see a creature casting a spell within 60ft of you, as a reaction you may attempt to counter that spell. Spend 2 sorcery points. If the spell is of the 3rd level or lower, it has no effect. Otherwise, make an ability check using your spell casting ability and add your proficiency bonus. The DC equals 10 + the spell’s level. On success the creature’s spell fails and has no effect.

Arcane Blessing

Prerequisite: Level 5

You may cast the enhance ability spell by spending 2 sorcery points. When you do so, you also choose one skill that the target is proficient in. For the duration of your enhance ability spell, they double their proficiency bonus for checks made with that skill.

Magical Transportation

Prerequisite: Level 5

You may cast the misty step spell by spending 1 sorcery point. You may cast the dimension door spell by spending 2 sorcery points.

Mind-Binding

Prerequisite: Level 8

You may cast suggestion by spending 2 sorcery points. You may cast geas by spending 3 sorcery points. For you, geas has a casting time of one action, but creatures you are fighting get an advantage on the wisdom saving throw to resist its effects.

Metamagic: Nimbus Spell

This metamagic costs no sorcery points. When you roll damage for a sorcerer cantrip, you can choose to apply this metamagic and have the spell take the form of an elemental cloud streaming towards your enemy. The target creature is immediately pushed 15 feet away from you.

You can spend 1 additional sorcery point to have the spell explode into an obscuring mist in a 20ft radius sphere centred on the target. This cloud takes your concentration and can last for up to an hour.

The gust disperses gas or vapor, and it extinguishes unprotected flames. Protected flames have a 50 percent chance of being extinguished.

Metamagic: Distant Spell & Subtle Spell

This metamagic costs no sorcery points. When you cast a sorcerer cantrip, you apply this metamagic to increase its range. If it had a range of touch, it now has a range of 120ft. Otherwise, it has a range of one mile (but you still must be able to see a creature to target it).

You may spend 1 additional sorcery point when you apply this metamagic to cast the cantrip without any somatic or verbal components.

Metamagic: Bewitching Spell

When you roll for damage for a sorcerer cantrip, you can spend 1 sorcery point to apply this metamagic attempt to curse the target. Choose one of these effects to immediately effect the creature:

• The creature's fly speed becomes zero for the next ten minutes. It may end this effect by using its action on one of its turns.

• The creature drops whatever it was holding.

• The creature has a disadvantage on saving throws and ability checks of one attribute of your choice for the next hour.

You may spend 1 additional sorcery point when you apply this magic to cause the target to become incapacitated. At the start of each of the target's turns they may make a wisdom saving throw to end this condition. The incapacitating effect requires your concentration to maintain and can last up to ten minutes.

Metamagic: Slippery Spell

When you roll damage for a sorcerer cantrip, you can spend 1 sorcery point to apply this metamagic and have the spell splash the area under the target's feet. You may choose a 10ft square which must include the area under the target's feet. That area becomes difficult terrain for the next ten minutes, and any creature entering that area or starting its turn in that area must succeed on a dexterity saving throw or fall prone.

You can spend an additional 1 sorcery point to have the square be 15ft wide instead of the normal 10.

Metamagic: Enlarged Spell

Prerequisite: Level 5

When you cast a sorcerer cantrip, you can spend 2 sorcery points to apply this metamagic and have it target a 20-foot sphere rather than its default target. Everyone in this sphere makes a dexterity saving throw to avoid the effects of the cantrip (you don't make an attack roll and your target doesn't make any other saving throws). If they succeed on the saving throw they take 1/2 damage and no additional effects from the cantrip. You may spend 1 more sorcery point to have any creatures of your choosing in the sphere automatically succeed on their saving throw.

Metamagic: Flash-Bang Spell

Prerequisite: Level 5

When you roll damage for a sorcerer cantrip, you can spend 2 sorcery points to apply this metamagic and have the spell explode into a loud bang and flash of bright light. The target is blinded and deafened. At the beginning of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.

If the target fails its first saving throw against this effect, you can choose to spend 1 sorcery point to have the creature be sickened by the spell until one minute after they succeed on a saving throw to end the blinding and deafening effect. While so sickened, they have a disadvantage on attack rolls and ability checks.

Metamagic: Lingering Spell

Prerequisite: Level 5

When you roll for damage with a sorcerer cantrip, you may spend 2 sorcery points to apply this metamagic and have the spell linger as a sphere of volatile energy. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity save, or take damage equal to half the damage of the cantrip you applied this metamagic to.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, it can go over barriers up to 5 feet tall and jump across pits up to 10 feet wide. The sphere sheds bright light for 20 feet and dim light for an extra 20 feet.

The sphere takes your concentration to maintain and can last for up to one minute.

When you apply this metamagic, you may choose to spend an additional 1 sorcery point to make it so those who succeed on the sphere's saving throw take half damage.

Metamagic: Grasping Spell

Prerequisite: Level 5

When you roll for damage with a sorcerer cantrip, you may spend 2 sorcery points to apply this metamagic and have the spell transform into a grasping hand of arcane energy, in the same space as the target of the spell. Any creature in the hand's space must make a Strength saving throw. On a success, it's pushed to the nearest unoccupied space of the creature's choice. On a failure, it's restrained by the grasping hand. At the end of its turns, it can repeat the save.

The hand can restrain four Medium or smaller creatures, or one Large creature. If the hand exceeds this capacity, a random creature that was restrained falls out of the hand’s grip and lands prone within 5 feet.

As an action, you can move the hand up to 30 feet in a straight line. If it moves over a drop-off, it descends until it's hovering by 10 feet. Any creature restrained moves with it. You can ram the hand into creatures, forcing them to make the save.

When you apply this metamagic, you may spend 1 additional sorcery point to give the hand the ability to fly. If you do so, when you command the hand to move as a bonus action, it may move up or down in the air, and remains in place in between your turns.


Metamagic: Stunning Spell

Prerequisite: Level 5

When you roll for damage with a sorcery cantrip, you may spend a number of sorcery points to apply this metamagic and stun the target. If the creature is medium or smaller, it costs 1 sorcery point. If the creature is large, it costs 2 sorcery points, and if the creature is huge or larger, it costs 3 sorcery points. At the start of each of its turns, it can make a Constitution saving throw. On a success, the effect ends. This effect takes your concentration to maintain and can last a maximum of 1 minute.

Metamagic: Hallucinogenic Spell

Prerequisite: Level 5

When you roll for damage with a sorcery cantrip, you may spend 1 sorcery point to apply this metamagic and frighten the target. At the time when you apply this metamagic, you may choose to spend 2 additional sorcery points to have the target regard all creatures it can see as enemies, allies included.

Whenever the creature chooses a target, it must choose at random from among the creatures it can see within range. If an enemy provokes an opportunity attack, the creature must make that attack if it's able to.

At the start of each of its turns, it can make an intelligence save. On a success, the spell ends. This effect takes your concentration to maintain and can last up to one minute.

The Variant Sorcerer is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. (All of the art herein belongs to Wizards of the Coast)