```metadata
title: Sorcerous Origins
description: ''
tags: ''
systems: []
renderer: legacy

```

## Sorcerous Origins

The following are Sorcerous Origin options available in addition to those presented in the *Player’s Handbook*. 

### Abyssal Bloodline
Your innate magic comes from demonic magic. Perhaps a distant ancestor made a pact with abyssal powers, or was sired by one, or perhaps you personally felt a demonic touch that instilled a dark power in your blood. 

Abyssal bloodlines tend to be sporadic and short–lived. The more a sorcerer of this bloodline casts spells, the more their nature becomes manifest, and they can even adopt demonic forms in battle.  

#### Death Reaper
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your sorcerer level (minimum of 1). 

#### Demonic Mantle
Starting at 1st level, you can unleash the abyssal nature that



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dwells within. 

As a bonus action, you assume a demonic form. For 1 minute, you gain the following benefits: 

* You gain natural weapons and can make bite and claw attacks. You are proficient with your unarmed strikes, and they deal 1d6 piercing or slashing damage, as appropriate to the type of natural weapon. This damage increases to 2d6 at 14th level. 
* You gain resistance to fire and poison damage.  
* You add your Charisma modifier to your AC.

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


#### Improved Demonic Mantle
At 6th level, your Demonic Mantle becomes even more fearsome. You gain the following benefits while under the effects of your Demonic Mantle. 

* Your natural weapons count as magical for the purposes of overcoming resistance and immunty to nonmagical attacks and damage. 
* Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

#### Demonic Resilience
At 14th level, the roiling power of your abyssal nature can allow you to return from the precipice of death with a vengeance. 

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

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

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


#### &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Demonic Apotheosis
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;At 18th level, you gain ultimate control over your &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;abyssal nature. While under the effects of your &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Demonic Mantle, you gain the following benefits: 

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#9679;&nbsp;&nbsp;&nbsp; At the start of each of your turns, each &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;creature within 5 feet of you takes fire damage &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;equal to double your Charisma modifier, and &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;flammable objects in your aura that aren’t being &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;worn or carried ignite.

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#9679;&nbsp;&nbsp;&nbsp; A creature takes fire damage equal to double &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;your Charisma modifier if it touches you or &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hits you with a melee attack from within 5 feet &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;of you.

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#9679;&nbsp;&nbsp;&nbsp; If you use Demonic Resilience, that feature &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;deals an extra 20 fire damage to each &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;creature.


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<div class='footnote'>ARCANE EMPORIUM | ABYSSAL ORIGINS</div>

  


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### Celestial Bloodline
Not all magic stems from dark pacts and eldritch forces. Your innate power is a blessing of the gods. Perhaps you are an aasimar, a descendant of a union between a mortal and a celestial entity. Or perhaps your birth was foretold by an ancient prophecy, and your holy powers a symbol of providence. 

In some cultures, sorcerers of this nature may live as god&ndash;kings claiming divine right to rule. In others, they may be shunned by those in power, who view such manifestations of divine power outside the clergy as a threat to their authority.

#### Divine Magic
At 1st level, your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

#### Radiant Soul
Starting at 1st level, your divine blessing allows you to serve as a conduit for holy energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. 

Additionally, you know the *sacred flame* and *thaumaturgy* cantrips and can cast them at will. They don’t count against your number of cantrips known.

#### Puissant Light
Starting at 6th level, your inherent grace fortifies you against harm. You and friendly creatures creatures within 10 feet have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet. 


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#### Angel Wings
At 14th level, you gain the ability to sprout a pair of angelic 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 armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.


#### Angelic Form
At 18th level, you embody your celestial heritage. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

* You add your Charisma modifier to saving throws against spells. 
* You emit bright light in a 60-foot radius and dim light 30 feet beyond that.
* Enemy creatures in the bright light have disadvantage on saving throws against your sorcerer spells that deal fire or radiant damage.

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

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### Fey Bloodline
The power of the elves is ancient and implacable, and it runs strongly in your veins. The possible reasons for the potent manifestation of your heritage are endless. Perhaps you are a scion of a mighty archfey, or were blessed by such an entity at birth. Perhaps you were born at a conjunction between the Prime Material Plane and the Feywild, or were exposed to a vortex of magic while making the transition between the two planes. 


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<div class='footnote' style="width: 400px">ARCANE EMPORIUM | CELESTIAL ORIGINS</div>



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&nbsp;&nbsp;&nbsp;&nbsp;Sorcerers of the fey bloodline usually have over&ndash;emphasized elvish features. Their eyes might be a particularly vibrant purple or green, their ears could be longer, or their movements may be exceptionally graceful. Many find such physical features beautiful in an otherworldly kind of way, while others may be put off by your seemingly alien nature. 

#### Fey Ancestry
At 1st level, you can read, speak, and write Sylvan. Additionally whenever you make a charisma check when interacting with fey creatures, your proficiency bonus is doubled if it applies to the check.

#### Natural Spellcasting
At 1st level, your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.


#### Misty Escape
Starting at 6th level, you can vanish in a puff of mist in

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 response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisibe until the start of your next turn or until you attack or cast a spell. 

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

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#### Beguiling Presence
Beginning at 14th level, fey magic surrounds you with an entrancing aura. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell uses your spell save DC. 

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#### Captivating Aura
Starting at 18th level, you learn to project the beguiling and fearsome presence of the fey. As an action, you can expend 5 sorcery points to draw on this on this power and exude an aura of confusion to a distance of 60 feet. For 1 minute, or until you lose your concentration (as though 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 or frightened by you (your choice) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. 





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<div class='footnote' style="width: 400px"><span style="color: green">AR</span>CANE EMPORIUM | FEY ORIGINS</div>

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### Infernal Bloodline
There is hellish power burning in your blood. You may be a tiefling, a scion of the Pact Primeval whose ancestry is manifest in your appearance. Or maybe one of your parents was a cambion or some other hellspawn. Or perhaps you struck a bargain with a fiend to gain dark powers. Some infernal bloodlines follow long and storied dynasties, while others are spontaneous, the product of a newly-struck pact between a mortal and a sinister patron.

Fiends are fearsome warriors, and infernal sorcerers gain a measure of that affinity for battle. Weapons feel natural in your hand, and you manifest a tough hide that provides some protection from those of your enemies. More so than any other bloodline, you are well&ndash;suited to the thick of the fighting.

#### Bonus Proficiencies
At 1st level, you gain proficiency with shields, <br> simple weapons, and martial weapons. 

#### Infernal Resilience
As magic flows through your body, it causes <br> physical changes that reflect your infernal <br> power. At 1st level, your hit point maximum <br> increases by 1, and increases by 1 again <br> whenever you gain a level in this class. 

Additionally, parts of your body are covered <br> by a tough hide. When you aren’t wearing <br> armour, your AC equals 13 + your Dexterity <br> modifier.

#### Dark Bargain
At 6th level, you learn to stretch the limits of <br> your hellish fortune and to turn an enemy’s <br> failed strike into good luck for yourself. When <br> a creature makes an attack roll against you, <br> you can use your reaction to impose <br> disadvantage on that roll. If the attack misses <br> you, your next attack roll against the creature <br> has advantage if you make it before the end <br> of your next turn.

Once you use this feature, you can’t use it <br> again until you finish a short or long rest.

#### Infernal Hate
Starting at 14th level, your mastery of your dark <br> power allows you to add the force of hellish fire <br> to your spells. When you cast a spell that deals <br> damage, choose one creature damaged by that <br> spell on the round you cast it. That creature <br> takes extra fire damage equal to half your <br> sorcerer level. This feature can be used only <br> once per casting of a spell. 


#### Hellish Vigour
At 18th level, you attain the pinnacle of <br> resilience in battle. At the start of each of <br> your turns, you regain hit points equal to 5 <br> + your Constitution modifier if you have no <br> more than half of your hit points left. You 


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don’t gain this benefit if you have 0 hit  points.
 

## Credits
Sorcerous origins are a popular variety of homebrew, and there have been many intelligent and creative individuals whose ideas have inspired the content found here. 

* Reddit user “coolswordorroth” 
* EnWorld user “RhaezDaevan”
* Reddit user “Shmaba” 




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<div class='footnote' style="width: 400px">ARCANE EMPORIUM | INFERNAL ORIGINS</div>



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#### Art Credits

* “Tiefling Warlock”, artist unknown
* “Healing Hands” by Josu Hernaiz &copy; Wizards of the Coast LLC
* “Nissa’s Renewal” by Lius Lasahido &copy; Wizards of the Coast LLC
* “Tibalt, the Fiend-Blooded” by Peter Mohrbacher &copy; Wizards of the Coast LLC
* “Kingdom Age &ndash; Elf” by John “dustsplat” Staub &copy; Kingdom Age

This document was created using The Homebrewery, a NaturalCrit resource. 


## &nbsp;&nbsp;&nbsp;Disclaimer
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;*Dungeon Master’s Workshop* is not responsible for any &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;consequences arising from claiming one’s birthright &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;from entities of extraplanar origin. This goes double &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for those descended from beings of the lower planes. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;*Dungeon Master’s Workshop* reminds adventurers &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;to always read the fine print when signing unholy &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;pacts. 

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;To see more content from *Dungeon Master’s* 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;*Workshop*, visit <a href="http://dmsworkshop.com/" target="_blank">our website</a>. 










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<div class='footnote' style="width: 400px">ARCANE EMPORIUM | CREDITS</div>