Rico's Revised Sorcerer
The Sorcerer, Revised
|Level||Proficiency Bonus||Features||Cantrips Known||Spells Known||Maximum Spell Level||Sorcery Points|
|1st||+2||Spellcasting, Eschew Materials, Sorcery Origin||4||2||1||4|
|4th||+2||Ability Score Improvement||5||5||2||21|
|8th||+3||Ability Score Improvement||5||9||4||52|
|12th||+4||Ability Score Improvement||6||12||6||84|
|16th||+5||Ability Score Improvement||6||14||8||109|
|19th||+6||Ability Score Improvement||6||15||9||142|
As a Sorcerer, you gain the following class features.
- 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
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
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) leather armor or (b) any simple melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- two daggers
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.
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 Table: The Sorcerer.
You have 4 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of Table: The Sorcerer. 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.
You can use your sorcery points to cast spells. You learn other ways to use your sorcery points as you reach higher levels. The Spell Costs table shows the cost of creating a spell slot of a given level. You can create spell slots no higher than the Max Spell Level column in Table: The Sorcerer.
Spells of 6th level and greater are especially taxing; you can only create one spell slot of each level of 6th and greater. You can't create another spell slot of the same level until after you finish a long rest.
Table: Spell Costs
|Spell Level||Sorcery Point Cost||Spell Level||Sorcery Point Cost|
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 Table: The Sorcerer 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.
Your choice of Sorcery Origin also grants you additional spells known at 1st, 3rd, 5th, 7th, and 9th level, which do not count against your normal spell known.
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. You cannot replace bonus spells known from the Sorcery Origin class feature.
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 DC = 8 + Proficiency Bonus + Charisma modifier.
Because your magic flows from within, you can ignore the need for minor material components. You do not need material spell components or a spell focus in order to cast spells with a Material (M) component valued at less than 1 gp; your innate magical nature makes this unnecessary. However, sorcerer spells with a Material component that costs 1 gp or more must still be provided in order to cast the spell.
Choose a sorcerous origin, which describes the source of your innate magical power. The Draconic and Wild Magic origins are detailed below.
Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 10th, 14th, and 18th level.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another option at 7th, 11th, and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that requires one or more attack rolls, you may spend 3 sorcery points to gain advantage on one spell attack roll for that 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.
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.
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). 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.
When you cast a spell that creates a cube, cylinder, or sphere, you may spend sorcery points equal to 1 plus the spell’s level to increase its size by 10 feet. For cubes, this increases the length and width by 10 feet. For cylinders and spheres, this increases the radius. It also increases the height for cylinders.
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.
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.
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.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
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 missile 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.
You gain a special affinity for casting certain spells with metamagic effects.
Choose three spells you know to master. Whenever you cast one of those spells modified by a Metamagic you know, the total cost in Sorcery Points is reduced by 3. If this feature reduces the Sorcery Point cost to 0 or less, then you may cast that spell without spending any Sorcery Points.
Different sorcerers claim different origins for their innate magic. Two examples, a draconic bloodline and wild magic, are listed below.
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.
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. 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.
Table: Draconic Ancestry
Draconic Bloodline Spells
|1st||detect magic (All), animal friendship (Black), create or destroy water (Blue), sleep (Brass), speak with animals (Bronze), hideous laughter (Copper), bless (Gold), charm person (Green), hellish rebuke (Red), feather fall (Silver), fog cloud (White)|
|3rd||alter self (All), darkness (Black), blur (Blue), gust of wind (Brass), detect thoughts (Bronze), find traps (Copper), ray of enfeeblement (Gold), invisibility (Green), pyrotechnics (Red), warding wind (EE) (Silver), spider climb (White)|
|5th||fear (All), water breathing (Black), wall of sand (EE) (Blue), wind wall (Brass), water breathing (Bronze), slow (Copper), daylight (Gold), plant growth (Green), protection from elements (Red), gaseous form (Silver), sleet storm (White)|
|7th||polymorph (All), vitrolic sphere (EE) (Black), storm sphere (EE) (Blue), fire shield (Brass), compulsion (Bronze), phantasmal killer (Copper), divination (Gold), dominate beast (Green), wall of fire (Red), freedom of movement (Silver), ice storm (White)|
|9th||control winds (EE) (All), insect plague (Black), seeming (Blue), conjure elemental (Brass), maelstrom (EE) (Bronze), wall of stone (Copper), flame strike (Gold), cloudkill (Green), immolation (EE) (Red), circle of power (Silver), hold monster (White)|
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.
You gain the ability to shrug off the damage type with which your draconic bloodline is associated. At 3rd level, you gain resistance against damage of the type associated with your draconic ancestor.
Optional Rule: Racial Resistance
With the DM's permission, characters of a race with a trait that grants them resistance to the same damage type as Ancestral Resistance may instead gain immunity to that damage type at 3rd level.
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.
In addition, whenever you cast a spell that deals acid, cold, fire, lightning, or poison damage, you may spend 1 Sorcery Point to instead deal the damage type associated with your draconic ancestor.
Dragons are famous for being able to detect invisible or hidden creatures that might attempt to rob them of their hoards, and you have the same special sensitivity in a limited capacity. At 10th level, you gain blindsight out to 10 feet.
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or 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.
Your innate magic com es from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Wild Magic Spells
|1st||chromatic orb, color spray|
|3rd||mirror image, phantasmal force|
|5th||blink, dispel magic|
|9th||animate objects, destructive wave|
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher (that requires either a spell attack roll or a saving throw), you may choose to use a Wild Magic Surge.
When you cast a spell with a Wild Magic Surge, roll 1d6: if the result is an even number, add the result to the spell attack roll or the spell saving throw DC. If the result is an odd number, subtract the result from the spell attack roll or the spell saving throw DC.
Tides of Chaos
Starting at 3rd level, when you cast a spell that forces a creature to make a saving throw to resist its eﬀects, you can spend 1 sorcery point to roll randomly on the chart below to determine what kind of saving throw the spell requires. This saving throw replaces the normal saving throw required to resist the spell.
In addition, if the spell deals damage, you may also choose to roll on the chart below to determine randomly what type of damage the spell deals.
Tides of Chaos Random Effects
|d6||Saving Throw Ability||Damage Type|
At 6th level, you gain the ability to create random magical effects, mimicking a wand of wonder. You can use an action to spend 1 sorcery point and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll dlOO and consult the table starting on page 212 of the DMG.
Starting at 10th level, you gain greater control over random magic effects. When you roll a random effect for your Sorcerous Gambit or Tides of Chaos class features, you may roll twice and take the result you prefer.
Beginning at 14th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
At 18th level, you are infused with the essence of raw chaos. You gain the following benefits:
- Your body is infused with chaotic essence; you gain immunity to critical hits as your vitals shift and transform. You may use the spell alter self at will.
- You mind is infused with chaotic essence; you cannot be confused or have your thoughts read by magic. You are always under the effect of a permanent nondetection spell.