Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Innate Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparant flukes. Some sorcerers can't name the origin of their power, wile others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash their power.

Unexplained Powers

Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.

—Spell Slots per Spell Level—

The Sorcerer
Level Proficiency
Bonus
Sorcery
Points
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Sorcerous Origin feature, Metamagic 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin feature, Metamagic 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to an array of varied species - but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with innate magic but perhaps scarred as well?

How do you feel about the power coursing through you? Do you embrace it and master it, or revel in its unpredictable nature? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? Perhaps you feel like you've been given this power for a lofty purpose, or you might decide that the power gives you the right to do what you want, to take what you want from others. Maybe your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this.


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 light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

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 crossbow and 20 bolts or (b) any simple weapon
  • (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 Slots

The Sorcerer table shows how many spell slots you have to cast your spells 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either spell slot.

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

Charimsa 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

Self Focus

When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Raw Magic, Storm Sorcery, Favored One, Frozen Heart, Deathtouched, Vampire Bloodline, Imperial Ancestry, Gravity Wielder, Infernal Heritage, Deathsinger, Blighted, Phoenix Soul, or Stone Lineage, 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, 14th, and 18th level.

Origin Spells

Each origin has a list of spells-its origin spells-that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Font of Magic

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.

Sorcery Points

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 long rest.

Flexible Casting

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 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.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
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.

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 two more at 6th, 10th, and 14th level.

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

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). You must use the new rolls.

You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.


Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missle and scorching ray aren't eligible, but ray of frost and chromatic orb are.

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.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Many variations exist, most falling into one of these 13 categories: a draconic bloodline, raw magic, storm sorcery, divine soul, shadow magic, frozen heart, deathtouched, vampire bloodline, imperial ancestry, gravity wielder, inernal heritage, deathsinger, blighted, phoenix soul, stone lineage, orchard origin, or primal blood.

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.

Draconic Origin Spells
Sorcerer Level Spells
1st cause fear
3rd dragon's breath
5th fear
7th elemental bane
9th control winds
11th true seeing

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

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.

Elemental Affinity

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.

Dragon Wings

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.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or 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 concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or 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.

Raw Magic

You are capable of tapping directly into the source of arcane magic. Your magic is unfiltered, powerful, and hard to control, capable of both increased power and unpredictable side effects.

Raw Origin Spells
Sorcerer Level Spells
1st detect magic
3rd nystul's magic aura
5th dispel magic
7th confusion
9th wall of force
11th globe of invulnerability

Raw Magic Surge

Your magic comes straight from the source, unfiltered and unpredictable. Through your will you are able to control it, but this control can be loosened, causing greater energies to surge through you, potentially empowering your magic, but also with chaotic side effects. When you cast a sorcerer spell of 1st level or higher, you can choose to roll on both the Positive Surge and Negative Surge tables (using a separate roll for each) to cause both a positive and a negative side effect of the spell. You can use this feature a number of times equal to 1 + your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Magical Interference

Starting at 6th level, whenever a creature other than yourself within 30 feet of you casts a spell of 1st level or higher, you can use your reaction and spend 1 sorcery point to force them to roll on your choice of either the Positive Surge or Negative Surge table. The sorcery point cost increases by 1 for every level of the spell above 1st.

Surge Control

At 14th level, you gain a small amount of control over your raw magic surges. Whenever you roll on the Positive Surge and Negative Surge tables, you can reroll one of the dice and must use the new roll.

Unlimited Power

Beginning at 18th level, you are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of 1st level or higher, you may spend a number of hit dice up to your Charisma modifier. You and any targets of the spell take force damage equal to the numbers rolled. You can use this feature only once per turn.


Storm Sorcery

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 vaati or 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.

Storm Origin Spells
Sorcerer Level Spells
1st fog cloud
3rd gust of wind
5th lightning bolt
7th storm sphere
9th control winds
11th chain lightning

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)

Tempestuous Magic

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.

Heart of the Storm

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.

Storm Guide

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.

Storm's Fury

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. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

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.

Divine Soul

Sometimes the spark ofmagic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign thatyour innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ances— tor was an angel, transformed into a mortal and sent to fight in a god’s name. Oryour birth might align with an ancient prophecy, marking you as a servant ofthe gods or a chosen vessel ofdivine 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 ofa Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Soul Origin Spells
Sorcerer Level Spells
1st bless
3rd prayer of healing
5th spirit guardians
7th guardian of faith
9th raise dead
11th heal

Divine Magic

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 ofyour 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.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can only use this feature once per turn.

Angelic Form

At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherwordly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.

In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you're incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half 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.

Shadow Magic

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 oflife that sustains you is muffled, as ifit struggles to remain viable against the dark energy that imbues your soul. Atyour option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
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.
Shadow Magic Origin Spells
Sorcerer Level Spells
1st cause fear
3rd darknesstm
5th enemies abound
7th shadow of moil
9th negative energy flood
11th circle of death

Eyes of the Dark

Starting at 1st level, you can see in dim light within 120 feet of you as if it were bright light, and darkness (magical or otherwise) as if it were dim light. You can't discern color in darkness, only shades of gray.

Strength of the Grave

Starting at lst 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.

Hound of Ill Omen

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 hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the 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 difficult terrain. 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 ofyour 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. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

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.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourselfinto 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 difficult terrain. 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 incapacitated, if you die, or if you dismiss it as a bonus action.

Frozen Heart

Legends tell of an ancient queen whose cruelty was so great that the gods turned her heart into ice. Her power, terrible and beautiful, has manifested within you. Perhaps you came in contact with a magical relic from the deep north. Or, you could be the latest member of a great line of succession leading back to the queen herself.

Frozen Heart Origin Spells
Sorcerer Level Spells
1st armor of agathys
3rd snilloc's snowball swarm
5th pillars of winter³
7th conjure minor elemental⁴
9th cone of cold
11th otiluke's freezing sphere

³This marked spell can be found at the end of this document. ⁴You can only conjure ice-themed elementals.

Frigid Soul

Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, you’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide, and you have resistance to cold damage.

Iceball

At 1st level, when you cast a spell that deals damage, you can change the damage of that spell to cold damage (no action required).

Gathering Frost

Starting at 6th level, whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed by half on its next turn.

Flashfreeze

Beginning at 6th level, you can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 10 foot cube centered on a point within 120 feet of you. If you attempt to freeze a creature, it must make a Strength or Dexterity saving throw (target's choice) against your spell save DC. On a failure, it is encased within the ice. The target can repeat the saving throw at the end of each of its turns, escaping the ice on a success.


    Alternatively, you can turn areas of water to ice within a 40 foot cube centered on a point within 120 feet of you. You cannot freeze areas of water that would trap a creature in ice.

At 14th level, you can spend 2 additional sorcery points to form your creation out of True Ice instead.

The Nature of Ice

The ice that you create is abnormally cold and dense, but it isn't magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate.

Each 5 foot square section of ice has AC 10, 20 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it.

Creations made of True Ice are magically durable. They do not melt, and their sections have AC 20 and 40 hit points.

Glacial Wreath

At 14th level, you can conjure sheaths of ice to protect yourself. Whenever an attack roll against you succeeds but before the damage is rolled, you can use your reaction to cast armor of agathys.

Additionally, you can use your action to encase yourself in a protective cocoon of ice for 1 minute or until you choose to end the effect. You become petrified and gain temporary hit points equal to twice your sorcerer level at the start of your turns and this turn which last until the effect ends. You maintain awareness of your surroundings.

Once you encase yourself in this way, you can't do so again until you finish a long rest.

Winter is Coming

Beginning at 18th level, you can extend your icy grip across the land. As an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 10 minutes or until you lose your concentration (as if you were concentrating on a spell), surfaces within the aura become coated in frost, water freezes instantly, and you take on the appearance of a minor god or goddess of winter. A hostile creature that starts its turn within the aura must succeed on a Constitution saving throw or take 2d8 cold damage and become restrained until the start of its next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours. At the beginning of your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet.

Vampire Bloodline

Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a mortal being, they may allow that humanoid to have a taste of their blood. This ritual is seldom practiced, and few vampires would ever even dare to try it. But this is not the only way to gain this origin, as many of these sorcerers can trace their powers to a near-death experience with a vampire. Whatever the case, vampiric magic permeates your blood, and your very being.

Vampiric sorcerers most often try to hide their ancestry, since their origins can make them as reviled as the vampires that spawned them. However, a select few embrace their vampiric ancestry, and may even seek to become true vampires in death.

Vampire Origin Spells
Sorcerer Level Spells
1st inflict wounds
3rd vampire's kiss¹
5th vampiric touch
7th rary's rapid replication¹
9th geas
11th circle of death

¹These marked spells can be found in the Dark Arts Player's Companion. The 2nd and 4th level spells enthrall and locate creature would make suitable replacements.

Denizen of the Night

Starting when you choose this origin at 1st level, you gain darkvision out to a range of 60 feet, as described in chapter 8 of the PHB. If you already have darkvision, its range instead increases by 30 feet.

Martial Prowess

Also at 1st level, your vampiric ancestry grants you increased effectiveness in melee combat. Your unarmed strikes use a d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls.

Vampiric Regeneration

At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of temporary hit points equal to half your Sorcerer level. The amount of temporary hit points gained is halved when you are in sunlight or running water. At the start of your turn, you can spend 2 sorcery points to double the number of temporary hit points gained.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Shapechanger

Starting at 14th level, you can use your action to polymorph into a Tiny bat or back into your true form.

While in bat form, you can't speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you.

Misty Escape

At 18th level, you gain the ability to escape from death as a cloud of mist. When you would be reduced to 0 hit points, you can use your reaction and spend 5 sorcery points to instead be reduced to 1 hit point and immediately cast gaseous form on yourself without expending a spell slot.

Imperial Ancestry

There is power in king’s blood. Whether a far flung cousin, the son of a deposed prince, or an unknown bastard, your lineage can be traced back to great kings and emperors. You might be totally unaware of your connection to a lost empire, or you are the last surviving heir of a deposed dynasty. Whatever your connection to your lineage, your bloodline has granted you powerful magical abilities.

Imperial Origin Spells
Sorcerer Level Spells
1st heroism
3rd spiritual weapon
5th conjure barrage
7th Mordenkainen's private sanctum
9th Rary's telepathic bond
11th heroes' feast

Ancestral Homeland

Starting at 1st level, you gain knowledge of your lineage’s homeland. You or your DM selects the location of your homeland, be it a city, region, or country. You always know roughly how far away you are from your homeland and in what direction it lies. You also gain knowledge of the geography, people, and culture of your homeland, even if you have never been there, and learn the predominant native language if you don't already know it.

Commanding Voice

Your bloodline has granted you a powerful, imposing voice. At 1st level, you learn the command spell, which counts as a sorcerer spell for you, and does not count against your number of spells known. Additionally, you gain proficiency in either Intimidation or Persuasion, and gain advantage in the chosen skill when interacting with someone from your homeland.


Majestic Presence

Starting at 6th level, when you or a friendly creature within 30 feet of you makes a Charisma or Wisdom saving throw, you can spend 2 sorcery points to grant them advantage on the saving throw. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.

Bend the Knee

Starting at 14th level, when a creature fails a saving throw imposed by one of your spells, you can spend 3 sorcery points to cause them to be frightened of you until the end of your next turn.

Ancestral Title

Starting at 18th level, the combined talents and knowledge of your storied ancestors flow through your veins. You adopt a title befit a king, and gain permanent benefits associated with that title. Choose one of the following benefits:

The Conqueror. Your Empowered Spell Metamagic option no longer costs sorcery points if you do not also use a different Metamagic option during the casting of the spell.

The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 22.

The Holy. You learn three cleric spells of your choice, which must be of 3rd level or lower. These spells count as sorcerer spells for you and do not count against your number of spells known.

The Kind. You gain advantage on Charisma checks and saving throws, and Majestic Presence costs 1 sorcery point.

The Terrible. You are immune to being frightened, and Bend the Knee costs 1 sorcery point.

The Wise. You gain proficiency with Intelligence and Wisdom saving throws, and Majestic Presence costs 1 sorcery point.


Deathtouched

Your innate magic comes from a past encounter with death. Most often, this origin is traced back to surviving an attack from an undead, such as a vampire’s bite, a ghost’s possession, or a specter’s life drain. Or, it could have originated from an imperfect revival or near-death experience. Regardless of the way you attained this dark magic, it now dictates your life and greatly augments your power.

Deathtouched Origin Spells
Sorcerer Level Spells
1st detect evil and good
3rd ray of enfeeblement
5th animate dead
7th rend shadows¹
9th antilife shell
11th harm

¹This marked spell is from the Dark Arts Player's Companion. The spell blight would make a suitable replacement.

Ghostly Concealment

Starting when you choose this origin at 1st level, you gain the ability to slowly fade into the background, concealing yourself from threats. If you remain still for 1 minute while in dim light or darkness, you become invisible until you move, enter bright light, or use an action, bonus action, or reaction.

Memories of the Fallen

Also at 1st level, you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creature’s death, you instead gain another random memory from that creature. This feature can only be used once per corpse.

Necrotic Affinity

At 6th level, you learn two Necromancy spells from any class. A spell you choose must be of a level you can cast. Whenever you gain a level in this class, you may choose one of these Necromancy spells and replace it with another Necromancy spell from any class. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know.

Shadowed Presence

Also at 6th level, you gain the ability to more quickly conceal yourself. As an action on your turn, you can expend 1 sorcery point to activate your Ghostly Concealment feature without waiting the full minute.

Incorporeal Body

Starting at 14th level, you have the ability to become temporarily incorporeal. As a bonus action on your turn, you can spend 2 sorcery points to become incorporeal, gaining resistance to all damage that is not radiant, psychic, or force damage. Additionally, you gain the ability to move through objects while incorporeal as if the object is difficult terrain, and you become immune to the grappled and restrained conditions. Your movement doesn’t provoke opportunity attacks for the duration.

The incorporeal effect ends at the start of your next turn. If you are inside an object when the effect ends, you are ejected to the nearest empty space and stunned until the end of your turn.

Possession

At 18th level, you gain the ability to take control of another creature’s body. As an action, you can spend 5 sorcery points to attempt to possess a creature of size large or smaller within 5 ft. of you. That creature must succeed on a Charisma saving throw or be possessed for up to 1 hour. On a success, you then disappear, and the target is incapacitated and loses control of its body. While possessing a creature, you can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don’t gain access to the target's knowledge, class features, or proficiencies.

At the start of each of your turns, if the possessed creature has been damaged at least once since the end of your last turn it can repeat the saving throw, ending the effect on a success. You may also end the effect using your bonus action. A target is immune to Possession for 24 hours after succeeding on the saving throw.

Gravity Wielder

Your innate magic comes from the cosmos itself. Perhaps you were touched by cosmic currents at birth, were granted your powers by an old god as a boon given to your lineage, or an incident hurled you into a plane with a vastly different composition and gravity than yours. Whatever the case, you are among the few that can exert control over the gravitational forces.

Gravity Origin Spells
Sorcerer Level Spells
1st jump
3rd levitate
5th fly
7th freedom of movement
9th telekinesis
11th move earth

Motes of Gravity

Starting at 1st level, you can use a bonus action on your turn to create a mote of gravity on the ground within 60 feet of you, immediately before or after you cast a spell of 1st level or higher. If you do, you can attempt to pull a Large or smaller creature within 15 feet of the mote 5 feet towards it. If the creature is unwilling, it must make a Strength saving throw against your spellcasting DC to resist the pull. At 6th level you can pull a creature up to 10 feet, and at 14th level up to 15 feet.

Suspended Gravity

At 1st level, you're surrounded by a small pocket of low gravity as long as you're conscious. Objects and equipment you wear or are carrying count as weighing half their weight for you.

Starting at 6th level, the low gravity also affects projectiles aimed at you. Nonmagical ranged attacks against you are made with disadvantage. Additionally, you can use an action and spend 2 sorcery points to increase your movement speed by 10 feet for 10 minutes.

Concentrated Cosmos

At 6th level, you gain the ability to create powerful nodes of gravity. As an action, you can spend 1 sorcery point and choose a point within 60 feet of you where a node is created. Each creature within 30 feet of the node must succeed on a Strength saving throw or be pulled up to 15 feet towards it. Huge or larger creatures have advantage on this saving throw, while Small or smaller creatures, as well as any creature not touching the ground, have disadvantage.

Afloat in the Currents

At 14th level, you gain the ability to hover. You can start to hover as a bonus action. While hovering, you can move in any direction, but no higher than your base movement speed from the ground. You hover until you lose consciousness or use a bonus action to stop.

Additionally, you can use a reaction and 1 sorcery point to cast feather fall.

Master of Gravity

Beginning at 18th level, you can alter the gravity around you on a large scale. As an action, you can spend 5 sorcery points to strenghten the gravity in a 60-foot-radius, 60-foot-high cylinder, centered on you, for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). A creature moving through the area must spend 3 feet of movement for every 1 foot it moves.

When you take this action, you can choose a number of creatures equal to your Charisma modifier that are unaffected by it.


Deathsinger

Unlike the similar style of the surface elves' Bladesong, Deathsong isn't taught, merely 'unlocked' as a talent. For while all drow have the potential for innate spellcasting, some are born with an affinity for magic and mayhem that's well beyond most. Many drow will credit this to a blessing from the god Vhaeraun, but just as many believe that it's Lolth's favor that has been granted. Regardless of belief, however, all know that these individuals have the Deathsong flowing through their veins, and that they can be both brutal and effective with little effort on their part.

The name Deathsong itself comes from the eerie sound the slashing weapons make when whirled in wide arcs, along with the deathsingers' disquieting tendency to sing to the rhythm of the thrusts and parries.

Although a deathsinger makes the dancing attacks and the fluid motions of the slim longswords that most deathsingers use seem more like an art, or a performance even, it would be a mistake to simply admire the display, for it is truly a brutal and deadly combination of magic and steel.

Restriction: Drow Only

Only drow and half-elves with drow ancestry can choose the deathsinger sorcerous origin. Your DM can lift this restriction to better suit the campaign.

Deathsinger Origin Spells
Sorcerer Level Spells
1st shield
3rd shadow blade
5th fear
7th shadow of Moil
9th steel wind strike
11th circle of death

Training in Death and Delivery

Starting when you choose this origin at 1st level, you gain proficiency with light armor, battleaxes and longswords. You can use Dexterity instead of Strength for the attack and damage rolls of these weapons.

You also gain proficiency in the Intimidation skill.

Deathsong

Starting at 1st level, you can awaken the drow magic called the Deathsong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural agility and focus.

You can use a bonus action to start the Deathsong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon, unless that weapon is one you gained proficiency with when you chose this sorcerous origin. You can also dismiss the Deathsong at any time you choose (no action required). While your Deathsong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to half your Charisma modifier (rounded up).

  • You can use a bonus action on your turn to intimidate one creature within 5 feet of you. That creature must make a Wisdom saving throw against your spell save DC. If it fails, until the end of your next turn, you have advantage on your next attack roll against that creature.
  • When you start your Deathsong, and when you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Charisma modifier + half your sorcerer level (minimum of 1 temporary hit point).

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Lacerating Strokes

Starting at 6th level, once on each of your turns, when you hit with a melee weapon attack, you roll one additional weapon damage die.

Additionally, once on each of your turns, when you roll the maximum on the damage die for a slashing weapon, you lace the wound with necrotic energy, making it deal 1d8 necrotic damage to the target at the start of its next turn.

Dance of Death

Starting at 14th level, you've further developed your ability to weave from one motion to another. When you score a critical hit or reduce a creature to 0 hit points while your Deathsong is active, you can cast a cantrip or make a melee weapon attack as a reaction.

Death Incarnate

Beginning at 18th level, while your Deathsong is active, you can sing with a high-pitched, magically enhanced voice, unsettling those in proximity to you. As an action, you can spend 5 sorcery points to intimidate all hostile creatures within 30 feet of you. Each creature must make a Charisma saving throw against your spell save DC. If a creature fails, until the end of your next turn, the first attack that hits it deals maximum damage. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

Blighted

Your innate magic stems from the corrupting power of a Gulthias tree. Most with this origin can trace their magic back to a near-death experience caused by a blighted creature, or through extended exposure to blighted land and plant life. Attempting to consume blighted plants over a period of a few weeks or months can often lead to this magic becoming imbued into a creature’s system, assuming it doesn’t kill them first. Whatever the cause, blight magic allows you to animate blighted creatures to do your bidding, as if you were a living Gulthias tree.


Blighted Origin Spells
Sorcerer Level Spells
1st entangle
3rd barkskin
5th plant growth
7th blight
9th conjure plant creature²
11th conjure fey

²This marked spell can be found in the Sprouting Chaos Player's Companion. The spell commune with nature would make a suitable replacement.

Blighted Construct

Starting when you choose this origin at 1st level, you gain the ability to animate a plant to do your bidding. As an action, you can touch a pile of twigs and infuse it with blighted magic, awakening it as a twig blight. This blight cannot attack, but it can take other actions as normal.

While the blight is within 150 feet of you, you can mentally command it to move (no action required). Additionally, as an action, you can see and hear through the blight until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

You may only have one twig blight animated with this feature at a time.

Rotting Touch

Also at 1st level, your touch can rot objects and plants. As an action, you can touch a Small or smaller plant or object made from plant material. The target slowly rots over the next minute as if a year had passed. This feature can only be used once on any one plant or object.

Awakening

At 6th level, you gain the ability to awaken plants into needle blights. Using a 1 minute long process, you can touch an area of plant life and expend 3 sorcery points to imbue it with foul magic, awakening it as a needle blight. Blights that you create have their hit point maximum increased by an amount equal to your sorcerer level.

On each of your turns, you can use a bonus action to mentally command any creature you made with this feature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Once you complete a long rest, the creatures created using this feature fall apart, returning to their original form.

Blighted Command

Beginning at 14th level, you can create vine blights in much the same way you create needle blights. Following the same rules as outlined in the awakening feature, you can awaken a vine blight by expending 4 sorcery points.

Vine blights can be commanded in the same way as needle blights, except you can command them from up to 500 feet away. You can choose to have any needle blights within 60 feet of a vine blight receive the same command.

Unrelenting Army

Beginning at 18th level, you can imbue life back into your blights after they have fallen. As an action, you can touch a blight that was reduced to 0 hit points within the last minute and spend 1 sorcery point to revive it with half of its hit point maximum in current hit points.

Phoenix Soul

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.

That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.

Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.

Phoenix Soul Quirks
d6 Quirk
1 You absentmindedly ignite small fires that quickly sputter out.
2 You cackle like a fiend when you unleash your fire spells.
3 You admire fire, even if it burns your friends.
4 You are covered in burns that mark the first time your power manifested.
5 You like your food charred.
6 You are brave to the point of recklessness.

Phoenix Origin Spells
Sorcerer Level Spells
1st burning hands
3rd flaming sphere
5th fireball
7th fire shield
9th flame strike
11th path of the phoenix³

³This marked spell can be found at the end of this document.

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

You can use this feature twice. You regain all expended uses of it when you finish a long rest.

Phoenix Spark

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.

Once you use this feature, you can’t use it again until you finish a long rest.

Nourishing Fire

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.

Form of the Phoenix

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:

  • You have a flying speed of 40 feet and can hover.
  • You have resistance to all damage.
  • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.

Stone Lineage

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

Stone Origin Spells
Sorcerer Level Spells
1st thunderous smite
3rd Maximilian’s earthen grasp
5th erupting earth
7th staggering smite
9th transmute rock
11th bones of the earth

Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Mountain's Durability

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class, and you can speak, read, and write Terran.

As an action, you can gain an unarmored defense of 12 + your Constitution modifier to determine your AC if you aren’t wearing armor other than a shield, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Earth's Aegis

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for protection.

As a bonus action, you can grant an aegis to youself or one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by your proficiency bonus. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make an opportunity attack against the attacker. The attack deals an additional 1d6 magical bludgeoning damage at 11th and 17th level.

Warp Ground

At 14th level, once on each of your turns when you hit a creature with a melee weapon attack, you can command the ground beneath it to warp and do your bidding. If the target is Large or smaller, and touching the ground, it must make a Strength saving throw. On a failed save, its movement is reduced to 0 until the start of your next turn. On a success, nothing happens.

Mason Master's Aegis

Beginning at 18th level, when you use your Earth's Aegis to protect yourself or an ally, you can select an additional two creatures to have your aegis.

Orchard Origin

Your magic is linked to the very land, and you can call every stream, rock and meadow a place of rest and comfort. Perhaps you where in contact with a treant or dryad as a child, or lived your entire life outside among nature. No matter how you obtained it, this magic allows you to summon magical flowers that aid your allies.

Orchard Origin Spells
Sorcerer Level Spells
1st entangle
3rd protection from poison
5th plant growth
7th grasping vine
9th commune with nature
11th wall of thorns

Inspiring Bloom

Starting when you choose this origin at 1st level, your spells call forth the vibrant natural energy of flowers. You learn the druidcraft cantrip, and it doesn't count against the number of cantrips you know. It is considerered a sorcerer spell for you.

Whenever you cast a spell of 1st level or higher, you can summon a cluster of magical flowers that bloom across your own armour or clothing or that of a creature within 30 feet of you that you can see. You select which type of flowers bloom, with the chosen type of flowers granting their listed benefit to the creature:

Chamomile. These small white flowers embody speed. The creature can add 1d4 to its initiative rolls, and its movement speed increases by 5 feet.

Dandelion. These small yellow flowers stand for hope. The creature has advantage on death saving throws.

Lavender. These lavender flowers symbolize power. The creature's weapon attacks count as magical for the purpose of overcoming resistances.

Lily. These flowers, often white or pink, personify honor. The creature has advantage on saving throws against being frightened.

Sunflower. These bright yellow flowers reflect the sun, and inspire vitality. The creature has advantage on saving throws against poison and disease.

The flowers last for 1 minute, and a creature can only benefit from one type of flower growing on it at a time; if a new type of flower is grown on a creature, the previous flowers wither and die.

Garden Chatter

Also at 1st level, you can communicate with non-magical flowers. You can question flowers about events in its immediate area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

Additionally, whenever you make a Charisma check when interacting with plants, your Proficiency bonus is doubled if it applies to the check.

Swirl of Petals

At 6th level, you can twist your natural magics to better protect your allies. Whenever a creature you can see makes a ranged attack roll against another creature within 30 feet of you that you can also see, you can spend 2 sorcery points and use your reaction to impose disadvantage on the attack roll, causing petals to swirl up and around the creature.

Exhilarating Bloom

Starting at 14th level, you've unlocked the capabilites to summon new and powerful flowers. Whenever you summon flowers on a creature, you spend 2 sorcery points and instead select one of the following flower types to summon:

Camellia. These large pink flowers represent resilience. Whenever that creature would take damage, it can use its reaction to reduce the damage by 1d8.


Gerbera. These brightly coloured flowers express strength. When the creature rolls damage and roll a 1 on any of the dice, it can choose one of those dice and roll it again. The creature must use the new result.

Marigold. These golden flowers typify cruelty. Whenever the creature reduces a creature to 0 hit points, it gains a number of temporary hit points equal to 1d6 + your Charisma modifier.

Pansy. These flowers, often purple or yellow, express loyalty. All allied creatures within 5 feet of the creature have advantage on saving throws against being frightened or charmed.

Stephanotis. These small white flowers inspire luck. When the creature rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.

Reverberating Bloom

Starting at 18th level, when your flowers bloom, they do so abundantly. When you grow flowers on a creature, you can spend 3 sorcery points to grow the same type of flowers grow on any number of creatures of your choice within 30 feet of the first creature.

Additionally, when you grow a flower on yourself using either your Inspiring Bloom or your Exhilarating Bloom, any previous flowers do not immediately wither and die.

Primal Blood

Your innate magic comes from an ancient and primal magic that suffuses the world. Most with this origin can trace their power back to a chance encounter with a powerful creature from the Feywild or the Beastlands or prolonged exposure to those planes. You may have experienced a Druidic ritual gone awry, or been the victim of a strain of lycanthropy that tainted not only you, but those of your bloodline. No matter the cause, the bestial magic you wield grants you an affinity with nature and the power to tear your enemies apart with nothing but your bare hands.

Primal Origin Spells
Sorcerer Level Spells
1st beast bond
3rd alter self
5th plant growth
7th guardian of nature
9th awaken
11th primordial ward

Primal Shift

Starting at 1st level you can channel your connection to the primal world and shift into a savage shape to rip and tear.

As a bonus action, your body shifts into a bestial form. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum 1).
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • As a bonus action, you can move up to your speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Due to your bestial form, you don't have the focus you need to shape magic. You can't use metamagic while under the effect of this feature. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

Nature's Influence

At 1st level, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. You are always under the effects of a speak with animals spell.

Hunter's Gifts

Starting at 6th level, when you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. When you take damage from a creature that is within 5 feet of you. you can use your reaction to make an unarmed strike against that creature.

Inner Beast

Starting at 14th level, while you're under the effect of your Primal Shift, you gain the following additional benefits:

  • Your unarmed strikes deal 1d8 damage.
  • You gain a climbing, flying, and swimming speed equal to your walking speed.
  • When you take damage, you can use your reaction to reduce that damage by your by your Constitution modifier (minimum 1).
  • When you take damage, you can use your reaction to reduce that damage to 0. If you do, your Primal Shift immediately ends and you can't Primal Shift again until the end of your next turn.

Primal Might

At 18th level you embrace the energy of the primal world. As a bonus action, you can spend 5 sorcery points to Primal Shift without expending a use.

Additionally, when you use the Attack action with an unarmed strike, you can spend up to 3 sorcery points and make a number of additional unarmed strikes equal to the number of points spent.

Abyssal Legacy

The Infinite Layers of the Abyss are realms of chaos and evil incarnate, every layer populated by demons - horrifying extensions of the plane's power that exist only to kill and destroy, and each one more hostile and violent than the last. Your innate magic stems from the chaotic, churning energies of this plane, a terrible force that grants you great capacity for destruction and corruption. Some sorcerers of this origin can trace their powers back to extensive exposure to Abyssal corruption, or perhaps due to influence on their lineage from demonic forces, while others may have wrested their capabilities from a subdued demon in a dark ritual, tearing away its power and infusing it into themselves.

No matter the method of acquisition, those who wield the powers of Abyss tread a dangerous path, for their very blood yearns to be used in pursuit of devastation. A strong will is required to keep these compulsions in check, and those who succumb to them can be just as cruel and malevolent as a demon - or worse.

Abyssal Origin Spells
Sorcerer Level Spells
1st chaos bolt
3rd crown of madness
5th fireball
7th summon greater demon
9th dominate person
11th disintegrate

Unholy Speech

At 1st level, the tongue of demons comes as naturally to you as breathing. You can speak, read and write Abyssal.

Dark Reconstitution

Also at 1st level, you take on the unnatural resilience of a demon, allowing you to shrug off blows that would fell lesser mortals. Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

After you take damage, you can use your reaction to gain temporary hit points equal to half the damage you suffered, lasting for 1 minute. You have a number of uses of this feature equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

Unhallowed Ground

At 6th level, you can infuse chaotic magic into your destructive spells, leaving areas of cursed ground in their wake. When you cast a spell of 1st level or higher that deals damage in an area, you can choose to infuse the spell with abyssal energy, cursing the ground in its area of effect. At the start of your next turn, the ground will detonate, dealing damage of the spell's type equal to your Charisma modifier to any creatures in the area. You can maintain the cursed ground on subsequent turns by spending 1 sorcery point per turn. If you create another area of cursed ground, the first disappears.

Obliterate

Also at 6th level, you can focus your power to eliminate any obstacle in your path. When you cast a spell of 1st level or higher, you can spend 2 sorcery points to cause the spell to instantly destroy any nonmagical objects weaker than stone that it damages. Objects that would normally grant cover that are destroyed this way do not provide cover against this spell.

You can instead spend 4 sorcery points to destroy any nonmagical objects weaker than iron, piercing stone up to 5 feet in thickness. Once you use Obliterate in this way, you can't use the feature this way again until you finish a long rest.

Demonic Assimilation

At 14th level, the vile corruption that flows in your veins grants you abilities common to the greatest of demons. You have advantage on saving throws against poison, and you gain resistance to poison damage, as well as fire, cold, or lightning damage (you choose when you gain this feature). As an action, you can speak a word of power and magically teleport up to 60 feet to an unoccupied space you can see.


Reality Breach

At 18th level, you have attained true mastery over your demonic blood and can rend open reality itself, creating a gateway to the chaotic and destructive forces of the Abyss.

As an action, you can spend 5 sorcery points to tear open a 10 foot wide abyssal breach within 60 feet of you. You choose acid, cold, fire, lightning, necrotic, or poison for the nature of the breach. Every creature within 30 feet of the breach as it opens must make a Constitution saving throw. A creature takes 6d6 damage of the type you chose on a failed save, or half as much on a successful one.

For 1 hour or until you lose your concentration (as if you were casting a concentration spell), each creature that comes within 30 feet of the breach or starts its turn there must make a Constitution saving throw, suffering 6d6 damage of the chosen type on a failed save, or half as much on a successful one.

If you maintain concentration on the breach for its whole duration, it stabilizes, no longer dealing damage and becoming dormant for 1 week, during which it can be closed by dispel magic cast at 5th level or above or similar effects. After 1 week, it becomes a stable portal, serving as a gateway between a random layer of the Abyss (determined by the DM) and the plane on which this feature was originally used. The presence of such a breach is anathema to natural life, killing and withering all plants within a mile radius. The breach remains until a month passes, you die, you create another stable portal, or it is forcibly closed by the will of a demon lord, dispel magic cast at 9th level, or similarly powerful effects.

Spells

Eye of the Watcher

1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a humanoid eye preserved in rare oils worth at least 10 gp, which the spell consumes)
Duration: 1 hour
Classes: Warlock, Wizard

You touch the eye used as this spell's material component, and imbue it with magical power. As long as you are within 150 feet of the eye, you can use your action to see out of it, becoming blinded to your own senses.

The eye can be manipulated as normal - it can be thrown, rolled across the floor, or subjected to similar effects without damaging it or ending the spell. If the eye is destroyed, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts for an additional hour, and the 150 feet range increases by 50 for each spell level above 1st.

Path of the Phoenix

6th-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (the ashes of a bird)
Duration: Concentration, up to 1 minute
Classes: Druid, Wizard

 Golden flames race from your fingertips to form the image of a phoenix, which then travels forward along a line 15 feet wide and 60 feet long. Each creature in that line must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature burns for the spell's duration. A burning creature sheds bright light in a 5-foot radius, and dim light for an additional 10 feet, and it takes 1d8 fire damage at the start of each of its turns. The creature can use an action on its turn to douse the flames, ending the burning effect.

If a burning creature is reduced to 0 hit points through any means, flames rise from the body and form the image of a tiny phoenix. The flames then race to a creature of your choice within 30 feet of the body. That creature must succeed on a Dexterity saving throw or take 2d8 fire damage and begin to burn, as per the description above.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial 5d8 damage increases by 1d8 for each spell level above 6th.

Pillars of Winter

3rd-level transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid


You cause moisture in the air to condense into up to 2 icy pillars within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 15 feet, and they are conjured floating 15 feet above the ground.

At the start of your next turn, the pillars fall to the ground. If a pillar falls onto a creature of size Medium or smaller, that creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage and 2d6 bludgeoning damage, and is restrained, pinched between the pillar and the ground. On a successful save, a creature takes half as much damage and must then move 5 feet in any direction. If the creature cannot move or chooses not to, they automatically fail the save. A restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a success, the creature is no longer restrained and must move out from under the pillar.

Once the pillars fall, you can use your bonus action to cause one or more of the pillars to shatter. Each creature within 5 feet of the shattered pillar must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature was being restrained by the pillar when it shattered, they are no longer restrained.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three pillars. With a spell slot of 7th level or higher, you create four pillars. With a 9th level spell slot, you create five pillars.

Credits:

Formatting, compilation, and sorcerer class edits by /u/SwordMeow

Art by Noa Ikeda, KingOfExplodia, theboyofcheese, zippo514, Ivan Laliashvili, Geoffrey Chan, Ihor Pasternak, KimDingwall, Kev Walker, Aaron Wilkerson, iara-art, Greg-Opalinski, João Bragato, Ajgiel, Matteo Basini

Origins by:
PHB (Draconic)
/u/IrishBandit (Raw Magic and Imperial Bloodline)
SCAG (Storm)
XGE (Divine and Shadow) UA (Redux of Favored Soul, Phoenix Sorcery, and Stone Sorcery)
/u/belithioben (Redux of Frozen Heart)
/u/Jonoman3000 (Deathtouched, Vampiric and Blighted)
/u/groggen2 (Gravity Wielder and Deathsinger)
/u/SargeBriar (Infernal Heritage and Abyssal Legacy)
/u/Rain-Junkie (Orchard Origin)
/u/vampire_bagel (Primal Blood)

These origins can be found independently posted in the UnearthedArcana subreddit, with the exception of Jonoman's, of which the first two are in the Dark Arts Player's Companion and the last in the Sprouting Chaos Player's Companion, both posted in the same subreddit.