Sorcerer Redux

Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Level Willpower Points
1st +2 Spellcasting, Sorcerous Origin 4 2 1 3
2nd +2 Metamagic 4 3 1 4
3rd +2 Sorcerous Origin Feature 4 4 1 6
4th +2 Ability Score Improvement 5 5 1 8
5th +3 Additional Metamagic Option 5 6 2 14
6th +3 Sorcerous Origin Feature 5 7 2 17
7th +3 Additional Metamagic Option 5 8 2 20
8th +3 Ability Score Improvement 5 9 2 23
9th +4 5 10 3 27
10th +4 Additional Metamagic Option 6 11 3 30
11th +4 6 12 3 32
12th +4 Ability Score Improvement 6 13 3 35
13th +5 6 14 4 38
14th +5 Sorcerous Origin Feature 6 15 4 41
15th +5 Additional Metamagic Option 6 16 4 44
16th +5 Ability Score Improvement 6 17 4 50
17th +6 6 18 5 57
18th +6 Sorcerous Origin Feature 6 19 5 60
19th +6 Ability Score Improvement 6 20 5 64
20th +6 Sorcerous Origin Feature 6 22 5 70

Class Features

As a sorcerer, you gain the following class features.

Hit Dice: 1d8 per sorcerer level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: Light armour, shields

Weapons: Simple weapons.

Tools: One tool of your choice

Saving Throws: Constitution, Charisma

Skills: Choose any two skills.

Equipment

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

  • any simple weapon.
  • leather armour, a light crossbow and 20 bolts
  • (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. As a primal source of magic, you do not need to provide somatic, verbal or material components for your spells, so long as your material components do not have a stated gold cost.

Cantrips

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

Willpower Points

The Sorcerer table shows how many Willpower points you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend Willpower Points, as per the table below. You regain all expended Will Points when you finish a long rest. Willpower points are also used to fuel origin features. As you expend more willpower points, the power of your bloodline takes over, giving you potent passive abilities.

Spell Level Willpower Point Cost
1 1
2 3
3 6
4 9
5 15

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 per the Max Spell Level column.

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, though it must be of a level you can learn.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 14th, 18th and 20th level.

Included with this redux are the following origins:

Origin Description
Draconic Sired from powerful dragons, a draconic sorcerer finds themselves at home on the front lines.
Wild Magic A font of pure chaos and arcane power, the wild magic sorcerer twists their spells like no others
Shadow Imbued with the ebon powers of darkness, a shadow sorcerer darts around the battlefield striking key targets
Divine Soul A child of the heavens, a divine soul sorcerer brings healing and succor to their allies.

Metamagic

From 2nd level you learn how to utilise Metamagic to adjust your spells as you cast them. You learn two Metamagics, from the list below, and gain a new one at levels 5th, 7th, 10th, and 15th. You can apply only one metamagic per spellcast, and can apply metamagic a number of times equal to your Charisma modifier. You regain one use on a short rest, and all uses on completion of a long rest. Some metamagics have level requirements, which are specified in their description below. When you gain a new level in this class you can choose to change one metamagic that you know.

  • 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. 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. If the spell does half damage on a successful save, the chosen creatures take no damage.

  • Consecrate Spell. - When you cast a spell that deals damage, you can change the damage type to Radiant.

  • Desecrate Spell. - When you cast a spell that deals damage, you can change the damage type to Necrotic.

  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, double the range of the spell. When you cast a spell that has a range of touch, make the range of the spell 30 feet.

  • Empowered Spell. Requires 7th level. When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

  • Extended Spell. Requires 7th level. When you cast a spell that has a duration of 1 minute or longer, you double its duration, to a maximum duration of 24 hours.

  • Explosive Spell. Any creature affected by this spell must make an additional strength saving throw or be knocked prone.

  • Frightening Spell. Requires 10th level. - This metamagic can only be applied to spells that target one creature. If the spell affects the targeted creature they must make an additional Wisdom saving throw or be Frightened of you for 1 minute. They can attempt to end this condition early by making an additional saving throw at the end of their turns.

  • Heightened Spell. Requires 10th level. When you cast a spell that forces a creature to make a saving throw to resist its effects, you give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell. Requires 7th level. When you cast a spell that has a casting time of 1 action, you change the casting time to 1 bonus action for this casting.

  • Repeat Spell. Requires 10th level. When you cast a spell you can cast it on your next turn as an action with no willpower cost (assuming its casting time is not longer than an action).

  • Retributive Spell. Requires 15th level. When you cast a spell you can cast it a second time before the start of your next turn as a reaction to being attacked.

  • Seeking Spell. If you make an attack roll for a spell and miss, you can reroll the d20, and you must use the new roll. You can apply this metamagic even after seeing the first attack roll.

  • Transmuted Spell. When you cast a spell that deals damage, you can change that damage type to one of the listed types: acid, cold, fire, lightning, poison, thunder.

  • Twinned Spell. Requires 15th level. When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell. To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Origins

Draconic Sorcerer

Draconic Heritage

When your bloodline awakens, you are inexorably tied to a dragon's power from your past. Choose a colour of dragon from the list below. Its associated damage type will be used for other features.

Patron Colour Damage Type
Black or Copper Acid
Blue or Bronze Lightning
Brass, Gold or Red Fire
Green Poison
Silver or White Cold

Draconic Armaments

Your draconic bloodline has always lead you to more martial pursuits. You gain proficiency in all types of armour and all martial weapons.

As a bonus action you can spend one willpower point to gain +1d6 damage of your dragon damage type on your next successful melee weapon attack for one minute.

Willpower Expenditure: After expending 4 willpower, your magic spills forth, wreathing your weapons with magic. You gain a passive +2 damage of your dragon energy type on all melee weapon attacks, until the end of your next long rest. This increases by a further +2 damage when you have expended 18, 31, 52 and 70 willpower.

Hardened Scales

At 3rd level as a reaction when you take damage, you can spend two 2 points to suddenly grow glimmering scales of the same hue as your origin dragon. This reduces the damage you take by an amount equal to your charisma and constitution modifiers combined. You also gain resistance to your dragon damage type until the start of your next turn.

Willpower Expenditure: After expending 8 willpower points you gain a permanent resistance to your dragon damage type, until the end of your next long rest.

Dragon Tail

When you reach 6th level a large, nimble tail grows from your lower back at sixth level which you can use as a natural melee weapon that deals 1d6+your strength modifier in damage. Once per turn when you make a melee weapon attack, regardless of whether you use your tail or another weapon, you can make an extra attack with your tail.

Willpower Expenditure: After expending 20 willpower, your tail grows large and more imposing. You have advantage on Strength checks and saving throws, and when you hit with your tail you can make an Athletics check opposed by the enemies Athletics or Acrobatics to either push them back 10' or knock them prone. This lasts until the end of your next long rest.

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.

Willpower Expenditure: After expending 35 willpower, your body grows yet more draconic - larger, more imposing, powerful. The first time you hit a creature with a melee weapon attack they must make a wisdom saving throw against your spell save DC, or be Frightened of you for 1 minute. They can attempt to end this condition early by making an additional saving throw at the end of their turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to being frightened by this effect for the next 24 hours.

Dragon Breath

From 18th level, you grow the ability to utilise the breath of the dragons as a bonus action. Your breath weapon deals 1d8 of your dragon damage type for every two willpower points expended, up to a maximum of 10d8 for 20 points. Creatures take half the damage on a successful dexterity saving throw. You can choose to manifest the breath either as a 60' long, 5' wide line, or as a 30' long cone. As this breath is imbued by magic, you can also choose to apply a Metamagic effect that you know to it, if it is a valid target to do so.

Willpower Expenditure: After expending 50 willpower, your breath weapon spills out, forming a barrier of elemental power around you. Creatures that hit you with a melee attack while within 5' of you take 2d8 of your dragon damage type.

Draconic Apotheosis

By reaching 20th level you reach the culmination of your draconic power. Your creature type changes from whatever it was previously to Dragon. You gain one Legendary Resistance use per long rest, allowing you to instantly succeed on a saving throw that you would otherwise have failed.

You also gain the permanent effects of all previous Willpower Expenditures at all times, regardles of your Willpower points.

Wild Magic Sorcerer

Font of Magic

Your bloodline marks you as a primordial source of magic. You learn two additional cantrips and one additional first level spell, from any spell lists you choose. You are permanently affected by the Mage Armor spell.

Wild Magic Surge

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 roll a D20. If you roll equal to or lower than the spell level, roll on the Wild Magic Surge table (PHB Pg 101) to create a random magical effect. You can expend one willpower point to reroll on the table once per spellcast.

Willpower Expenditure: Once you have expended 4 willpower, magical energies surge at your feet, allowing you to move faster. Your movement speeds are all increased by half, and opportunity attacks have disadvantage against you. This lasts until the end of your next long rest.

Tides of Chaos

Starting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Willpower Expenditure: Once you have expended 8 willpower, wild magic surrounds you. Any spells cast within 10' of you must roll a d20 to see if they trigger a Wild Magic Surge, just as yours do, and your wild surges trigger on a d20 roll equal to or lower than 5 + the spell level, instead of equal to or lower than the spell level.

Reckless Dweomer

From 6th level you're able to grasp spells even that you do not know by using wild magic. By expending twice their willpower cost, you can cast any spell that you have seen regardless of which spell list it comes from, even if you do not know it. Doing so automatically triggers a Wild Magic Surge.

Willpower Expenditure: Once you have expended 20 willpower points, the winds of magic swirl around you, mirroring your actions a second later. When you cast a cantrip targeting an enemy creature, roll a d4. On a 4, it casts a second time. When you reach 13th level, this occurs on a roll of 3 or 4. From 19th level, it occurs on a roll of 2, 3, or 4. This lasts until the end of your next long rest.

Bend Luck

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Willpower Expenditure: Once you have expended 35 willpower, the shimmer of magic covers you, effectively cloaking you in a Mirror Image spell that always has three images. This lasts until the end of your next long rest. You can choose to temporarily suppress this, and reactivate it, as a bonus action on your turn.

Arcane Mastery

Your grasp of magic far exceeds that of other sorcerers. From 18th level when you cast a spell you can choose to upcast it to 6th, 7th, 8th, or 9th level. You can do this once per spell level. This ability refreshes on a long rest.

Willpower Expenditure: Once you have expended 50 willpower, your magical soul wells up inside you, pushing you beyond your limits. Whenever you cast a spell that costs willpower, roll a d4. On a 4, you regain the willpower you spent on this spell.

Wild Magic Apotheosis

Your wild soul reaches its pinnacle of strength. You can now apply multiple metamagic effects to a single spell, and your metamagic uses now refresh fully on a short rest instead of a long rest.

You also gain the permanent effects of all previous Willpower Expenditures at all times, regardles of your Willpower points.

Shadow Sorcerer

Eyes of Night

From 1st level, you have darkvision with a range of 120 feet. Your keen sight also grants you proficiency in the perception skill, and allows you to spot attacks coming at you with greater purpose. You have an additional +1AC while wearing light or no armour.

Willpower Expenditure: After expending 4 willpower the shadows roil and your weapons. Once per turn, you can deal an extra 1d6 necrotic damage to one creature you hit with an Attack if you have advantage on the Attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

This increases by a further 1d6 damage when you have expended 18, 31, 52 and 70 willpower.

Strength of the Grave

From third level your existence is 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.

You also learn the Darkness spell.

Willpower Expenditure: Once you have expended 8 willpower, the darkness from your weapon attacks grow. The first time you hit a creature with a melee weapon attack they must make a Constitution saving throw against your spell save DC, or be Blinded for 1 minute. They can attempt to end this condition early by making an additional saving throw at the end of their turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

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 Willpower points to 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, 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 of your choice within 30 feet of the target. It acts on your initiative, but takes its turn after yours. 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. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Willpower Expenditure: After expending 20 willpower, you find comfort in the darkness. While you are not unconscious, and below half health, you regain hit points equal to your constitution modifier when you start your turn in dim light or darkness.

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 teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You have advantage on the next weapon attack you make, until the start of your next turn.

Willpower Expenditure: After expending 35 willpower, your movements are cloaked in shadows. Any movement you make within dim light or darkness provokes no opportunity attacks, nor are you affected by difficult terrain. You can also take the hide action in dim light, even if there's nothing to hide behind.

Umbral Form

Starting at 18th level, you can spend 6 Willpower points as a bonus action to transform yourself into 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.

Willpower Expenditure: After expending 50 willpower, the shadows allow you to stretch your remaining willpower to its limits. Casting a spell while hidden costs half as many willpower points (rounded up).

In addition, if you hit a creature with a weapon attack while hidden the shadows wreath around the arms and legs of your target, halving their movement speeds until the end of their next turn.

Shadow Apotheosis

At 20th level you are no longer merely one with the shadow, you are a source of it. You may freely project a field of either dim light or darkness (your choice) in a 30' radius sphere from yourself. You have immunity to radiant damage while in this darkness.

You also gain the permanent effects of all previous Willpower Expenditures at all times, regardles of your Willpower points.

Divine Soul Sorcerer

Divine Magic

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 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 one cleric or druid spell and add it to your spells known list as an additional spell. 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 or druid spell list.

Divine knowledge also grants you proficiency with medium armour.

Willpower Expenditure: After you have expended 4 willpower you appear as a beacon of virtue. Friendly creatures that can see you, including yourself, have advantage on saving throws against being Frightened and Charmed.

Favoured by the Gods

Starting at 3rd 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. You can spend one willpower point to regain use of this feature, however you can only do so once per long rest.

Willpower Expenditure: After expending 8 willpower, you project a field of serenity. Friendly creatures within 10' of you add 1d4 to any saving throws and attack rolls they make, and the amount of hit points restored by spells.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 willpower point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Willpower Expenditure: After expending 20 willpower, your gentle touch is enough to grant reprieve to your fellows. When you take the Help action to assist a friendly creature you can choose to instantly end one condition that they suffer from (except for exhaustion, which is reduced by one step). A creature can only benefit from this reprieve once per short rest. The helped creature can then use their reaction to make one weapon attack, with advantage. In addition, creatures cannot tell lies while within 5' of you. This does not affect you.

Divine Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Willpower Expenditure: After expending 35 willpower, your bloodline beckons those around you to follow your commands, even stepping beyond their normal limits. By using your action, one friendly creature of your choice within 30' can use their reaction to take one Action of their choice. In addition, enemy creatures that move within 10' of you must succeed on a Charisma saving throw or have their movement set to zero until the start of your next turn.

Divine Miracle

From 18th level your bloodline has awoken to even greater powers than before. You can spend 15 willpower points to cast any Cleric spell of up to 7th level without providing any components for it, including costly ones. Once you have done so, you must complete a long rest before being able to use this feature again.

Willpower Expenditure: After expending 50 willpower, you gain the effects of the Sanctuary spell, which has an unlimited duration. If this is ended by either attacking or casting a spell against an enemy creature, it does not return until the end of the current battle.

Divine Soul Apotheosis

Once you reach 20th level your bloodline fully manifests your divine heritage. Your creature type changes to match that of your origin - usually either Celestial or Fiend. You are immune to spells of 3rd level or lower, unless you wish to be affected by them.

You also gain the permanent effects of all previous Willpower Expenditures at all times, regardles of your Willpower points.