The Sorcerer, Revised


Created by  FermatMD (/u/fpgmd)

Includes a core class revision, official subclass edits, and brand-new subclasses
for the world's greatest roleplaying game

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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.

Raw 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 apparent flukes. Some sorcerers can't name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

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 that 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

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The Sorcerer
 Level   Proficiency 
Bonus
 Sorcery 
Points
Features     Cantrips    
Known
Spells
    Known    
Spell
    Points    
    Max Spell    
Level
1st +2 Spellcasting, Sorcerous Origin 4 2 4 1st
2nd +2 2 Font of Magic 4 3 6 1st
3rd +2 3 Metamagic 4 4 14 2nd
4th +2 4 Ability Score Improvement 5 5 17 2nd
5th +3 5 Magical Guidance 5 6 27 3rd
6th +3 6 Sorcerous Origin feature 5 7 32 3rd
7th +3 7 5 8 38 4th
8th +3 8 Ability Score Improvement 5 9 44 4th
9th +4 9 5 10 57 5th
10th +4 10 Metamagic 6 11 64 5th
11th +4 11 6 12 73 6th
12th +4 12 Ability Score Improvement 6 12 73 6th
13th +5 13 6 13 83 7th
14th +5 14 Sorcerous Origin feature 6 13 83 7th
15th +5 15 Innate Focus 6 14 94 8th
16th +5 16 Ability Score Improvement 6 14 94 8th
17th +6 17 Metamagic 6 15 107 9th
18th +6 18 Sorcerous Origin feature 6 15 114 9th
19th +6 19 Ability Score Improvement 6 15 123 9th
20th +6 20 Sorcerous Restoration 6 15 133 9th

magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understan-ding 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 a draconic bloodline or the influence of wild magic, 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 inherent magic but perhaps scarred as well?


How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. ar you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps 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 power.

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.

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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 component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
• Two daggers

Spellcasting

1st-level sorcerer feature
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. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

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 Points

The Sorcerer table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
Spell Level Point Cost
5th 7
6th 9
7th 10
8th 11
9th 13

    Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

Your sorcerer level determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

Spells Known of 1st Level or 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 can create 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 can create spell slots.

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

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

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Sorcerous Origin

1st-level sorcerer feature
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Divine Soul, Storm Sorcery, Shadow Magic, Aberrant Mind, Clockwork Soul, Phoenix Sorcery, Sea Sorcery, Stone Sorcery, Pyromancer, Giant Bloodline, Blood Sorcery, Cosmic Sorcery, Fey Bloodline, Fiendish Bloodline, Frost Sorcery, Genie Bloodline, Kraken Sorcery, Life Sorcery, Mixed Origin, Muscle Magic, Royal Bloodline, Sonic Sorcery, Tarrasquian Sorcery, Time Sorcery, Weaver, or Ysgardian Bloodline each 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.

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Font of Magic

2nd-level sorcerer feature
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

As a bonus action, you can convert a number of your sorcery points up to half your sorcerer level, rounded up, into an equal number of spell points, and vice versa. You learn other ways to use your sorcery points as you reach higher levels.

Imbuing Touch

As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.

Sorcerous Fortitude

As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of tem-porary hit points equal to the total rolled.

Metamagic

3rd-level sorcerer feature
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 two at 10th level and another one at 17th level.

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

Aimed Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects and is incapable of targeting more than one creature at the spell's current level, you can spend 2 sorcery points to focus the spell's energy to directly assault the creature. Make the appropriate spell attack against the creature based on the spell's range. On a hit, the spell takes effect as if the creature had failed its first saving throw against the spell.

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.

Delayed Spell

When you cast a spell, you can delay its effects. To do so, you spend 1 sorcery point and choose a number of rounds up to


your Charisma modifier (minimum of one). At the beginning of your turn after the chosen number of rounds has passed, the spell takes effect. All determinations for the spell that are made by you, such as its targets, direction, or shape, are made when the spell is cast, while determinations made by the spell's targets, such as saving throws, are made when the spell takes effect. If the spell requires concentration, you only begin concentrating on it once it has taken effect. If any of the spell's parameters become invalid when it is about to take effect, such as when none of its targets are within range, the spell fails. A delayed spell that has not taken effect lingers in place as an intangible, glowing bead of magic that can be the target of a dispel magic spell. You can cause the spell to take effect earlier by using your action.

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

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 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.

Explosive Spell

When you cast a spell that has an area of effect and forces other creatures to make a Strength or Dexterity saving throw to resist its effects, you can spend 2 sorcery points to blast the affected creatures off their feet. On a failed saving throw, the spell has the additional effect of pushing a creature in a straight line towards the nearest edge of the spell's area and knocking it prone. For every 10 feet the spell pushes the creature, the creature takes 1d6 bludgeoning damage. The creature also takes 1d6 bludgeoning damage if it strikes an object of its size or larger that prevents it from being pushed to the edge of the spell's area.

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.

Maximized Spell

When you roll damage for a spell of 1st level or higher, you can spend a number of sorcery points equal to the spell's level to deal maximum damage to one target of the spell.

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Potent Spell

When one or more creatures would take no damage following a successful saving throw against a spell you cast either as part of the spell's effect, a feature, or some other effect other than having immunity to all of the spell's damage types, you can spend sorcery points equal to the spell's level to deal half the spell's damage to one of those creatures (1 sorcery point if the spell is a cantrip). The creature suffers no additional effect from 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.

Ruinous Spell

When you cast a spell that has an area of effect and a duration of instantaneous, you can spend 1 sorcery point to devastate the spell's area, turning it into difficult terrain for a number of rounds equal to your Charisma modifier (minimum of one).

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

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

Shifted Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects and has a duration of instantaneous, you can spend a number of sorcery points equal to the spell's






























level to change the saving throw for one target of the spell from one ability score to another of your choice. If the original saving throw uses a physical ability score (Strength, Dexterity, or Constitution), the new saving throw must be chosen between the other two physical ability scores. Similarly, if the original saving throw uses a mental ability score (Intelligence, Wisdom, or Charisma), the new saving throw must be chosen between the other two mental ability scores.

Subtle Spell

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

Sustained Spell

When you cast a spell that requires concentration while you are already concentrating on another spell, you can choose to maintain concentration on both spells. To do so, you spend 5 sorcery points or a number of sorcery points equal to the spells' combined level, whichever number is higher.

When you make a Constitution saving throw to maintain your concentration on two spells, you do so only once for both spells. However, you suffer a penalty to the roll. The penalty equals 5 or the spells' combined level, whichever number is higher. You make this saving throw at the end of each of your turns (DC 10), in addition to those you make when taking damage and those imposed by your DM for certain environmental phenomena.

Transdimensional Spell

When you cast a spell, you can spend 1 sorcery point to allow it to affect creatures that are in the Ethereal Plane or are in an extradimensional space such as one created by a rope

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trick spell. A creature need not be visible to you to be affected unless the spell requires you to target the creature.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

Twinned Spell

When you cast a spell that is incapable of targeting more than one creature at the spell's current level 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).

Widened Spell

When you cast a spell that has an area of effect, you can spend sorcery points equal to the spell's level to increase each of the area's dimensions by 50%, rounded down to the nearest 5 feet (1 sorcery point if the spell is a cantrip).

Ability Score Improvement

4th-level sorcerer feature
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.

Proficiency Versatility

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the


proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Sorcerous Versatility

Whenever you reach a level in this class that grants you the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance

5th-level sorcerer feature
You can tap into your inner wellsping of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Innate Focus

15th-level sorcerer feature
The immensity of the magic flowing within you precludes the need for a spellcasting focus. You can ignore any material components of your sorcerer spells that lack a cost and aren't consumed by a spell.

Sorcerous Restoration

20th-level sorcerer feature
You regain 4 expended sorcery points whenever you finish a short rest.

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Sorcerous Origins

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

1st-level Draconic Bloodline feature
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
Amethyst Force
Black Acid
Blue Lightning
Brass Fire



































Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
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 Magic

1st-level Draconic Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown in the Draconic Spells table as well as the succeeding tables for each dragon type. Each of these spells counts as a sorcerer spell for you, but it doesn't count

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spell you gained with this feature with another spell of the same level. The new spell must be an evocation or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Draconic Spells
Sorcerer Level Spells
1st cause fear (chromatic and metallic
only), charm person (gem only)
3rd dragon's breath*
5th fly
7th elemental bane* (chromatic only),
polymorph (gem and metallic only)
9th summon draconic spirit**

* Unless you gain these spells from another source, you can only deal the damage type associated with your draconic ancestry with them, even if that damage type is not among the spells' options.

** Unless you gain this spell from another source, you can only summon a draconic spirit of your ancestor's type with it.

Amethyst Dragon Spells
Sorcerer Level Spells
1st magic missile
3rd spiritual weapon                              
5th water breathing
7th control water
9th telekinesis
Black Dragon Spells
Sorcerer Level Spells
1st Tasha's caustic brew                        
3rd Melf's acid arrow
5th water breathing
7th vitriolic sphere
9th insect plague
Blue Dragon Spells
Sorcerer Level Spells
1st witch bolt
3rd dust devil
5th call lightning
7th storm sphere                                    
9th wall of stone
Brass Dragon Spells
Sorcerer Level Spells
1st sleep
3rd Aganazzar's scorcher
5th Melf's minute meteors
7th fire shield (warm shield only)          
9th immolation
Bronze Dragon Spells
Sorcerer Level Spells
1st witch bolt
3rd gust of wind
5th water breathing                      
7th storm sphere
9th control winds
Copper Dragon Spells
Sorcerer Level Spells
1st Tasha's caustic brew              
3rd Melf's acid arrow
5th slow
7th vitriolic sphere
9th transmute rock
Crystal Dragon Spells
Sorcerer Level Spells
1st guiding bolt
3rd moonbeam
5th hypnotic pattern                    
7th divination
9th dawn
Emerald Dragon Spells
Sorcerer Level Spells
1st dissonant whispers
3rd invisibility
5th major image
7th Raulothim's psychic lance     
9th synaptic static
Gold Dragon Spells
Sorcerer Level Spells
1st burning hands
3rd ray of enfeeblement
5th water breathing
7th fire shield (warm shield only)
9th immolation
Green Dragon Spells
Sorcerer Level Spells
1st ray of sickness
3rd protection from poison         
5th water breathing
7th grasping vine
9th cloudkill

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Red Dragon Spells
Sorcerer Level Spells
1st hellish rebuke
3rd Ashardalon's stride    
5th fireball
7th wall of fire
9th immolation
Sapphire Dragon Spells
Sorcerer Level Spells
1st thunderwave
3rd spider climb
5th thunder step
7th stone shape
9th destructive wave        
Silver Dragon Spels
Sorcerer Level Spells
1st frost fingers
3rd hold person
5th sleet storm
7th ice storm
9th hold monster             
Topaz Dragon Spells
Sorcerer Level Spells
1st inflict wounds
3rd ray of enfeeblement
5th water breathing
7th blight
9th negative energy flood
White Dragon Spells
Sorcerer Level Spells
1st frost fingers
5th Rime's binding ice     
5th sleet storm
7th ice storm
9th cone of cold

Draconic Resilience

1st-level Draconic Bloodline feature
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. 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

6th-level Draconic Bloodline feature
You gain resistance to the damage type associated with your draconic ancestry.

Additionally, when you cast a spell that deals that damage type, add your Charisma modifier to one of the spell's damage rolls.

Dragon Wings

14th-level Draconic Bloodline feature
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.

Improved Elemental Affinity

18th-level Draconic Bloodline feature
You gain immunity to the damage type associated with your draconic ancestry.

Draconic Presence

18th-level Draconic Bloodline feature
You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can 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 creature of your choice 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.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Variant: Form of the Dragon

18th-level Draconic Bloodline feature (replaces Draconic Presence)
You can use your action to transform into an adult dragon of your ancestor's type as if you had cast the shapechange spell, with the following differences:
• It doesn't require concentration.
• The transformation lasts for 1 minute. It ends early if you are incapacitated, you die, or if you dismiss it as a bonus action.
• You can't use your action to assume a different form.
    Once you use this feature, you can't use it again until you finish a long rest.

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Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. 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 Spells

1st-level Wild Magic feature
You learn additional spells when you reach certain levels in this class, as shown in the Wild Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Wild Spells
Sorcerer Level Spells
1st chaos bolt, color spray
3rd enlarge/reduce, mirror image
5th blink, enemies abound
7th confusion, polymorph
9th animate objects, mislead

Wild Magic Surge

1st-level Wild Magic feature
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 a 1, roll on the Wild Magic Surge table (found in chapter 3 of the Player's Handbook) to create


a random magical effect. If the effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentra-tion, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

1st-level Wild Magic feature
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, you can 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.

Bend Luck

6th-level Wild Magic feature
You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. This changes to 1d6 at 11th level and to 1d8 at 17th level. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

14th-level Wild Magic feature
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.

Spell Bombardment

18th-level Wild Magic feature
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 1d6 times that roll to the damage. You can use the feature only once per turn.

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Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

1st-level Divine Soul feature
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.

You learn additional spells when you reach certain levels in this class. Choose a cleric divine domain associated with your god. If your god has no clerics, consult your DM as to which divine domain is appropriate. Starting at 1st level, and again when you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you learn your domain's spells that become available to clerics at those levels.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an evocation or a necro-mancy spell from the cleric, sorcerer, warlock, or wizard spell list.

Favored by the Gods

1st-level Divine Soul feature
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.

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Unearthly Recovery

6th-level Divine Soul feature
You gain the ability to overcome light to moderate injuries. As a bonus action, you can regain hit points equal to twice your sorcerer level.

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

Empowered Healing

6th-level Divine Soul feature
You can use your Empowered Spell Metamagic option to reroll the number of hit points a spell of yours restores.

Otherworldly Wings

14th-level Divine Soul feature
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 inca-pacitated, you die, or you dismiss them as a bonus action.

Your god's alignment determines the appearance of the spectral wings: eagle wings for good, bat wings for evil, and dragonfly wings for neutral.

Wrath of God

18th-level Divine Soul feature
You can implore your god to reach from beyond the Prime Material Plane and smite those who stand in your way with pure magical might. When a creature fails its saving throw against a spell you cast that deals damage, you can have the spell deal an extra 12d10 force damage to the target.

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


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 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.

Wind Speaker

1st-level Storm Sorcery feature
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.

Storm Magic

1st-level Storm Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or an evo-cation spell from the sorcerer, warlock, or wizard spell list.

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Storm Spells
Sorcerer Level Spells
1st fog cloud, shocking grasp, thunderwave
3rd gust of wind, levitate
5th call lightning, sleet storm
7th storm sphere, summon elemental
(air elemental spirit only)
9th cone of cold, control winds

Tempestuous Magic

1st-level Storm Sorcery feature
Whirling gusts of elemental air briefly surround you immediately after you cast a spell of 1st level or higher. Until the end of the current turn, your movement doesn't provoke opportunity attacks.

Heart of the Storm

6th-level Storm Sorcery feature
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 2d4 lightning or thunder damage (choose each time this ability activates). This damage increases to 3d4 at 11th level and 4d4 at 17th level.

Storm Guide

6th-level Storm Sorcery feature
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

14th-level Storm Sorcery feature
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 against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

14th-level Storm Sorcery feature
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, unless you spend 5 sorcery points to use it again.

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 of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your 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.

Eyes of the Dark

1st-level Shadow Magic feature
You have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Shadow Spells

1st-level Shadow Magic feature
You learn additional spells when you reach certain levels in this class, as shown in the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an illusion or a necro-mancy spell from the sorcerer, warlock, or wizard spell list.

Shadow Spells
Sorcerer Level Spells
1st cause fear, inflict wounds
3rd ray of enfeeblement, shadow blade
5th animate dead, summon shadowspawn
7th blight, shadow of Moil
    9th     danse macabre, negative energy flood

Strength of the Grave

1st-level Shadow Magic feature
Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0

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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

6th-level Shadow Magic feature
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 Mons-ter 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 of your 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. 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.

Variant: Fangs of Darkness

6th-level Shadow Magic feature (replaces Hound of Ill Omen)
The shadows that surround you bleed into your spells, biting at your targets with malice. When you cast a spell that deals damage when you are in dim light or darkness, it deals an extra 2d6 necrotic damage. This damage increases to 2d8 at 11th level and 2d10 at 17th level.

Shadow Walk

14th-level Shadow Magic feature
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

18th-level Shadow Magic feature
As a bonus action, you magically transform yourself into a shadowy form. In this form, you have resistance to all

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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.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

Aberrant Mind

Please refer to Tasha's Cauldron of Everything for this sorcerous origin.

Eldritch Tongue

1st-level Aberrant Mind feature (enhances Sorcerous Origin)
The arcane magic you command is infused with the strange-ness of the Far Realm. You can speak, read, and write Deep Speech and Undercommon. Whenever you make a Charisma check when interacting with aberrations, your proficiency bonus is doubled if it applies to the check.

Variant: Psionic Field

18th-level Aberrant Mind feature (replaces Warping Implosion)
An aura of aberrant power radiates from you, stifling the will of those who dare harm you. When a creature makes an attack roll against you from within 30 feet of you, it takes 1d8 psychic damage and subtracts the damage dealt from its attack roll.

Clockwork Soul

Please refer to Tasha's Cauldron of Everything for this sorcerous origin.

Touch of Nirvana

1st-level Clockwork Soul feature (enhances Sorcerous Origin)
You can speak, read, and write Modron. Whenever you make a Charisma check when interacting with modrons, your proficiency bonus is doubled if it applies to the check.

Additionally, you favor the average when extremes of chance result in potentially disastrous outcomes. When you roll a 1 on an attack roll, ability check, or saving throw, you can treat that roll as a 10.

Variant: Steel Mind

6th-level Clockwork Soul feature (replaces Bastion of Law)
As a being of pure logic, you find effects that attemtpt to alter your emotions to be inconse-quential. You can use your action to end any number of effects on yourself that is causing you to be charmed or frightened. You spend 1 sorcery point for each effect you choose to end.







































Phoenix Sorcery

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.

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.

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Phoenix Magic

1st-level Phoenix Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Phoenix Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an evocation or a necro-mancy spell from the sorcerer, warlock, or wizard spell list.

Phoenix Spells
Sorcerer Level Spells
1st burning hands, feather fall, produce flame
3rd continual flame, heat metal
5th fly, revivify
7th death ward, summon elemental
(fire elemental spirit only)
9th immolation, raise dead

Ignite

1st-level Phoenix Sorcery feature
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

1st-level Phoenix Sorcery feature
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.

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

Starting when you reach 5th level in this class, you can spend 5 sorcery points to regain the use of this feature.

Phoenix Spark

6th-level Phoenix Sorcery feature
You gain resistance to fire damage.

In addition, 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 feature, this feature instead deals fire damage equal to your sorcerer level + twice your Charisma modifier, and your Mantle of Flame imme-diately ends. Once you use this special reaction, you can't use it again until you finish a long rest.

Nourishing Fire

14th-level Phoenix Sorcery feature
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

18th-level Phoenix Sorcery feature
You finally master the spark of phoenix fire that dances within you. You gain immunity to fire damage.

Additionally, while under the effects of your Mantle of Flame feature, you gain the following additional benefits:

• You have a flying speed of 40 feet and can hover.

• You can choose to gain resistance to all damage types except fire damage until your Mantle of Flame ends. You can't do so again until you finish a long rest.

• If you use your Phoenix Spark feature, it deals an extra 20 fire damage to each creature.

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Sea Sorcery

The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.

Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Soul of the Sea

1st-level Sea Sorcery feature
Your tie to the sea grants you the ability to breathe underwa-ter, and you have a swim speed equal to your walking speed.

Sea Magic

1st-level Sea Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Sea Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Sea Spells
Sorcerer Level Spells
1st create or destroy water, witch bolt
3rd misty step, gust of wind

5th tidal wave, water walk
    7th     control water, summon elemental
(water elemental spirit only)
9th cone of cold, maelstrom

Curse of the Sea

1st-level Sea Sorcery feature
You learn the secret of infusing your spells with a watery curse.

When you hit a creature with or when a creature fails a saving throw against a cantrip or a spell you gained with your Sea Magic feature, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip or a spell you gained with your Sea Magic feature (you choose the effect to use if more than one effect applies):

Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.

Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.

Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

Watery Defense

6th-level Sea Sorcery feature
You gain resistance to fire damage.

You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an

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attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level + your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Shifting Form

14th-level Sea Sorcery feature
You gain the ability to enter a liquid state while moving.

When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at least 1 inch in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Water Soul

18th-level Sea Sorcery feature
Your being is altered by the power of the sea. You gain the following benefits:

• You no longer need to eat, drink, or sleep.

• A critical hit against you becomes a normal hit.

• You have resistance to bludgeoning, piercing, and slashing damage.

Stone Sorcery

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.

Bonus Proficiencies

1st-level Stone Sorcery feature
You gain proficiency with shields, simple weapons, and martial weapons.

Stone Magic

1st-level Stone Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Stone Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an abjuration or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.


































Stone Spells
Sorcerer Level Spells
1st compelled duel, earth tremor
3rd earthbind, magic weapon
5th elemental weapon, meld into stone
    7th     stone shape, summon elemental
(earth elemental spirit only)
9th steel wind strike, transmute rock

Stone’s Durability

1st-level Stone Sorcery feature
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.

As an action, you can gain a base AC of 13 + your Consti-tution modifier if you aren’t wearing armor, 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.

Stone Aegis

6th-level Stone Sorcery feature
Your command of earth magic grows stronger, allowing you to harness it for protection.

As a bonus action, you can grant an aegis to yourself 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

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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 one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Stone's Edge

14th-level Stone Sorcery feature
Your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master's Aegis

18th-level Stone Sorcery feature
When you use your Stone Aegis feature to protect yourself or an ally, you can choose up to two additional creatures to gain its benefits.


Pyromancer

Please refer to Plane Shift: Kaladesh for this sorcerous origin.

Fire Magic

1st-level Pyromancer feature (enhances Sorcerous Origin)
You learn additional spells when you reach certain levels in this class, as shown in the Fire Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or an evo-cation spell from the sorcerer, warlock, or wizard spell list.

Fire Spells
Sorcerer Level Spells
1st burning hands, hellish rebuke,
produce flame
3rd Aganazzar's scorcher, pyrotechnics
5th fireball, Melf's minute meteors
7th fire shield (warm shield only), wall of fire
9th flame strike, immolation

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Giant Bloodline

The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.

Mark of the Ordning

1st-level Giant Bloodline feature
You choose one type of giant as your ancestor. You gain one tool proficiency depending on your choice.

Bonus Proficiency
Giant Tool Proficiency
Cloud one type of gaming set
Fire smith's tools
Frost leatherworker's tools
Hill brewer's supplies
Stone mason's tools
Storm    one type of gaming set that can be played alone

You can speak, read, and write Giant. Additionally, whene-ver you make a Charisma check when interacting with giants,






























your proficiency bonus is doubled if it applies to the check.

Giant Magic

1st-level Giant Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown in the Giant Spells table as well as the succeeding tables for each giant type. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Giant Spells
Sorcerer Level Spells
1st catapult
3rd enlarge/reduce
5th conjure barrage               
7th fabricate
9th legend lore
Cloud Giant Spells
Sorcerer Level Spells
1st fog cloud, minor illusion
3rd invisibility
5th gaseous form
7th greater invisibility
9th telekinesis

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Fire Giant Spells
Sorcerer Level Spells
1st burning hands, fire bolt          
3rd flaming sphere
5th fireball
7th fire shield
9th immolation
Frost Giant Spells
Sorcerer Level Spells
1st armor of Agathys, ray of frost 
3rd hold person
5th sleet storm
7th ice storm
9th hold monster
Hill Giant Spells
Sorcerer Level Spells
1st heroism, shillelagh
3rd barkskin
5th create food and water             
7th stoneskin
9th Bigby's hand
Stone Giant Spells
Sorcerer Level Spells
1st entangle, resistance                
3rd spike growth
5th meld into stone
7th stone shape
9th transmute rock
Storm Giant Spells
Sorcerer Level Spells
1st shocking grasp, thunderwave 
3rd gust of wind
5th call lightning
7th divination
9th control winds

Jotun Resilience

1st-level Giant Bloodline feature
The resilience of giants flows through your body. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Soul of Lost Ostoria

6th-level Giant Bloodline feature
You gain a benefit whenever you cast a spell you gained with your Giant Magic feature.

Cloud Giant. Immediately after you cast a spell you gained with your Giant Magic feature, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier.

Fire Giant. You gain a bonus to the damage rolls of spells you gained with your Giant Magic feature equal to your Constitution modifier (minimum of +1).

Frost Giant. Immediately after you cast a spell you gained with your Giant Magic feature, you gain temporary hit points equal to your Constitution modifier (minimum of 1). If the spell is armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1).

Hill Giant. Immediately after you cast a spell you gained with your Giant Magic feature, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your sorcerer spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.

Stone Giant. Immediately after you cast a spell you gained with your Giant Magic feature, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.

Storm Giant. Immediately after you cast a spell you gained with your Giant Magic feature, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).

Rage of Fallen Ostoria

14th-level Giant Bloodline feature
You gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example.

This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:

• Your current hit points and your hit point maximum both increase by 1 per sorcerer level.

• Your reach increases by 5 feet.

• Your walking speed increases by 5 feet.

• You have advantage on Strength checks and Strength saving throws.

• You gain a bonus to the damage rolls of your melee weapon attacks equal to your Constitution modifier (minimum of +1).

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

Blessing of the All-Father

18th-level Giant Bloodline feature
Your Constitution score increases by 2, up to a maximum of 22.

In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.

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Blood Sorcery

Your innate magic manifests through your command over blood.

Sangromancers use their own blood to fuel and empower their spells. Later on, their magic extends to their foes, allowing them to siphon vitality and cause opponents to bleed out more rapidly from their wounds.

Over time, a blood sorcerer's body learn to adapt to the frequent exsanguination required to fuel their sorcery. One can easily recognize a blood sorcerer from their ruddy complexion, at least out of combat. The numerous scars over their hands and forearms are also quite telling, unless concealed by robes or magic. Some sangromancers have such an increased level of blood production that they must do regular phlebotomies lest it result in health problems.

Blood Magic

1st-level Blood Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Blood Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a necromancy or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Blood Spells
Sorcerer Level Spells
1st ice knife, inflict wounds
3rd cloud of daggers, spike growth
5th conjure barrage, vampiric touch
7th giant insect, Mordenkainen's faithful hound
9th conjure volley, insect plague

Sangromancer's Fortitude

1st-level Blood Sorcery feature
Your body changes to accommodate the demands of your magic. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Crimson Infusion

1st-level Blood Sorcery feature
You learn to amplify your spells using your blood. When you cast a spell that deals damage, you can choose one of the spell's damage types, then spend and roll a number of your hit dice up to your proficiency bonus. The spell deals extra damage of the chosen type equal to the total.

Sanguine Conversion

6th-level Blood Sorcery feature
If you would spend sorcery points and have less than half your maximum sorcery points left, you may spend your hit points instead. You spend 10 hit points per sorcery point.

Blood Siphon

14-level Blood Sorcery feature
Once on each of your turns, when you deal damage to a creature that doesn't have all its hit points with a spell of 1st level or higher or when you deal damage to a creature with a spell of 1st level or higher that includes a piercing or slashing damage roll, you can spend a number of sorcery points equal to the spell's level to regain hit points equal to half the damage dealt. You can't use this feature against constructs or undead.

Arcane Exsanguination

18th-level Blood Sorcery feature
When you score a critical hit on a creature with a spell of 1st level or higher that deals damage or when a creature fails its saving throw against a spell you cast of 1st level or higher that deals damage by 5 or more, if it doesn't have all its hit points or if the spell includes a piercing or slashing damage roll, the creature takes extra damage at the end of its next turn equal to half the initial damage. Constructs and undead are unaffected by this feature.

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Cosmic Sorcery

Your innate magic comes from your affinity to the heavenly bodies—the sun, the moon, and the stars.

Sorcerers of this origin cycle through three cosmic phases, aptly named the Phase of the Sun, the Phase of the Moon, and the Phase of the Stars. Each phase confers the sorcerer a different set of abilities, making them extremely flexible in and out of combat. However, it can also change their demeanor. The same sorcerer who is brazen and straight-forward while in the Phase of the Sun can become evasive and nonconfrontational while in the Phase of the Stars. This can make them rather difficult to manage while in a party with clashing personalities.

Soul of the Cosmic Cycle

1st-level Cosmic Sorcery feature
You align yourself with one of the heavenly bodies, an act referred to as a shifting into a phase of the cosmic cycle. You gain abilities based on which cosmic phase you are in.

The phases of the cosmic cycle are ordered as such: the Phase of the Sun, then the Phase of the Moon, then the Phase of the Stars, then back to the Phase of the Sun, and so on. When you choose this sorcerous origin, you begin in the Phase of the Sun.

At the end of a short or long rest or when you cast a spell of 1st level or higher, you can choose to shift to the next phase of the cosmic cycle.

Phase of the Sun. Like the sun at noon over a stifling desert, you can be scalding and unforgiving. Any hostile creature takes 1d6 fire or radiant damage (your choice) if it hits you with a melee attack from within 5 feet of you or if it touches you.































Phase of the Moon. Moonlight has a way of revealing things as they truly are, and your attackers' assault plans are no exception. When you aren't wearing armor, your AC equals 11 + your Dexterity modifier + the number of conscious, hostile creatures you can see within 60 feet of you. This total can't exceed 10 + your Dexterity modifier + your proficiency bonus.

Phase of the Stars. Like twinkling stars on a clear night sky, you can vanish momentarily to evade danger, reappearing at a safer location. When an attack misses you, you can use your reaction to magically teleport to an unoccupied space you can see up to 20 feet away.

Cosmic Magic

1st-level Cosmic Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Cosmic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or an evo-cation spell from the sorcerer, warlock, or wizard spell list.

Cosmic Spells
Sorcerer Level Spells
1st guiding bolt
3rd darkness
5th Melf's minute meteors
7th sickening radiance
9th wall of light

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    You also learn additional spells when you shift into one of the three cosmic phases, as shown in the succeeding tables. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be from the sorcerer, warlock, or wizard spell list and must be an evocation spell for a Phase of the Sun spell, a divination spell for a Phase of the Moon spell, and a conjuration spell for a Phase of the Stars spell.

Phase of the Sun Spells
Sorcerer Level Spells
1st color spray, sacred flame
3rd flaming sphere
5th daylight
7th fire shield
9th dawn
Phase of the Moon Spells
Sorcerer Level Spells
1st identify, true strike          
3rd moonbeam
5th dispel magic
7th divination
9th legend lore
Phase of the Stars Spells
Sorcerer Level Spells
1st dancing lights, sleep       
3rd misty step
5th blink
7th dimension door
9th far step

Cosmic Boon

6th-level Cosmic Sorcery feature
You gain resistance to a damage type depending on the cosmic phase you are in.

Cosmic Phase Damage Type
Sun cold
Moon psychic
Stars radiant

Additionally, the light of the heavenly bodies empower your spells. When you cast a spell of 1st level or higher that deals radiant damage, add your Charisma modifier to one of the spell's damage rolls.

Day and Night

14th-level Cosmic Sorcery feature
You gain a benefit when the cosmic phase you are in corres-ponds to the time of day when its namesake heavenly body dominates the sky, as assumed by the intensity of the light you bask in. A clever sorcerer would know that these could also be triggered through other means, such as a magical light source.

Phase of the Sun. When you are in bright light, you have proficiency in all saving throws.

Phase of the Moon. When you are in dim light or dark-ness, you have truesight out to a range of 60 feet.

Phase of the Stars. As a bonus action when you or a willing creature you can see within 30 feet of you is in dim light or darkness, you can magically teleport yourself or the willing creature 60 feet from its point of origin to an unoccu-pied space you can see that is also in dim light or darkness.

Master of the Cycle

18th-level Cosmic Sorcery feature
You can use your action or bonus action to shift into a dif-ferent cosmic phase. You can also do so as a reaction when you take damage. The phase you shift into need not be the next one in the cosmic cycle.

If you use your reaction to shift into a different cosmic phase, the damage resistance you gain with your Cosmic Boon feature applies to the triggering damage.

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Fey Bloodline

Your innate magic comes from the Feywild. An ancestor may have been given a boon by an archfey to whom he or she had done a great service. Perhaps a pixie cast a spell on you as an infant as part of making mischief. Maybe you were simply touched by the plane's arcane magic, which is much more potent and free-flowing than in the Prime Material Plane.

While fey sorcerers learn nature-based spells because of their affinity to it, their forte lies in beguiling their foes, making them prime targets for crime syndicates to either hire or exploit. Naturally, working extensively with such magics have made the most powerful fey sorcerers immune to similar mind-altering effects.

Fey Ancestor

1st-level Fey Bloodline feature
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

You can speak, read, and write Sylvan. Whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.

Fey Magic

1st-level Fey Bloodline feature
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.































You learn additional spells when you reach certain levels in this class, as shown in the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the druid, sorcerer, warlock, or wizard spell list.

Fey Spells
Sorcerer Level Spells
1st faerie fire, sleep
3rd calm emotions, phantasmal force
5th plant growth, summon fey
7th dominate beast, greater invisibility
9th dominate person, seeming

Gladewalker

1st-level Fey Bloodline feature
Your ancestor's affinity to nature allows you to pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Cunning Step

6th-level Fey Bloodline feature
When a creature you can see makes an attack roll against you, you can use your reaction to cause another creature you can see within 30 feet of you to make a Wisdom saving throw.

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On a failed save, you and that creature both teleport, swap-ping places.

After a creature fails the saving throw, you can't use this feature again until you finish a short or long rest.

Vindictive Clarity

14th-level Fey Bloodline feature
You become immune to being charmed, and when another creature attempts to charm you, you can use your reaction to conjure magical vines around them. The creature takes 6d6 piercing damage and must succeed on a Strength saving throw or be restrained for 1 minute or until you lose your concentration (as if you were casting a concentration spell) . While restrained, the target takes 6d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your sorcerer spell save DC. On a success, the target is freed.

Once you use this special reaction, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Fey Wakefulness

14th-level Fey Bloodline feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Deadly Deceit

18th-level Fey Bloodline feature
Your magic is a study in meticulous spellcraft—a tapestry of trickery from which none can escape unscathed. When a creature succeeds on a saving throw against an enchantment or illusion spell you cast of 1st level or higher, or if it succeeds on an Intelligence (Investigation) check against an illusion spell you cast of 1st level or higher, it takes psychic damage equal to the spell's level + your Charisma modifier.


Fiendish Bloodline

Your innate magic comes from the Abyss or from the Nine Hells. Aside from direct contact with either plane's foul energies, fiends of great power are known to have the capacity to awaken such bloodlines. As such, most parties are wary of welcoming these sorcerers into their fold.

Infernal sorcerers frequently find themselves to be pieces of a devil's grand scheme. Abyssal bloodlines are often less premeditated, but no less dangerous. Perhaps your ancestry traces back to a high priest of the cult of Asmodeus, to whom the lesser god himself bestowed a boon, or are a fruit of Graz'zt's endless carnal pursuits, intentional or otherwise.

Fiends have come to realize that awakening sorcerous bloodlines can be quite the gamble, as there is always the element of free will. For every sorcerer who follows a diabolical master plan to the letter, there is another who defies their intended purpose to their last breath.

Fiendish Ancestor

1st-level Fiendish Bloodline feature
You have advantage on saving throws against poison, and you have resistance against poison damage.

Additionally, choose between demon and devil. This choice will be used by features you will gain later.

Demon. When you are damaged by a creature you can see within 60 feet of you, you can use your reaction to lash out with a wave of disorienting madness. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and subtracts half the damage dealt from the next Intelligence, Wisdom, or Charisma saving throw it makes. On a successful save, it takes half as much damage and suffers no additional effect from this feature. Once you use this special reaction, you can't use it again until you finish a long rest.

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

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check.

Devil. You have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count towards your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

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

Fiendish Magic

1st-level Fiendish Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown in the Fiendish Spells table as well as the succeeding tables for each fiend type. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an enchantment or an evo-cation spell from the sorcerer, warlock, or wizard spell list.

Fiendish Spells
Sorcerer Level Spells
1st burning hands
3rd flaming sphere       
5th stinking cloud
7th wall of fire
9th cloudkill
Demon Spells
Sorcerer Level Spells
1st dissonant shispers
3rd blindness/deafness
5th fear
7th phantasmal killer
9th flame strike
Devil Spells
Sorcerer Level Spells
1st command
3rd scorching ray
5th fireball
7th dominate beast
9th dominate person    

Profane Spellcasting

6th-level Fiendish Bloodline feature
Your bloodline taints your magic with unholy power.

Demon. Your spells are infused with the maddening energies of the Abyss. When you expend a spell slot to cast a spell that deals damage, it deals extra psychic damage equal to 2 + the slot's level.

Devil. Your spells are infused with flames or toxins, not unlike most devils' weapons. When you expend a spell slot to cast a spell that deals damage, it deals extra fire or poison damage (your choice) equal to 2 + the slot's level.

Pernicious Adaptation

14th-level Fiendish Bloodline feature
You become immune to poison.

Unhallowed Aid

14th-level Fiendish Bloodline feature
You learn summon fiend. It doesn't count against your num-ber of spells known and unless you learn it from another source, you can only summon a fiendish spirit of the type associated with your fiendish ancestry with it. You can cast it as a 6th-level spell without expending a spell slot.

Once you cast summon fiend in this way, you can't do so again until you finish a long rest, though you can still cast it normally using available spell points.

Sadistic Soul

18th-level Fiendish Bloodline feature
The magic within you surges maniacally as you decimate your foes. When you reduce a hostile creature of challenge rating 1 or higher to 0 hit points with a spell, you regain expended sorcery points equal to its challenge rating (or its level, if the target doesn't have a challenge rating). You can regain sorcery points in this way only once per casting of a spell.

Frost Sorcery

Your innate magic stems from a blizzard contained within your soul. Perhaps you were touched by the essence of the para-elemental plane of ice as a child, or are a descendant of one of Auril's chosen.

Cryomancers understandably thrive in arctic or subarctic conditions and openly express discomfiture when exposed to warmer weather for extended periods of time. Their innate hardiness against the cold coupled with their ability to further bolster their defenses with their frosty magic has made them invaluable as guides for adventuring parties who brave gelid regions.

Frostborn

1st-level Frost Sorcery feature
The arcane magic you command is infused with elemental ice. 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.)

Additionally, you can use your action to touch and freeze freestanding water inside an area that is a cube up to your sorcerer level in feet on a side.

Frost Magic

1st-level Frost Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Frost Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an evocation or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Frost Spells
Sorcerer Level Spells
1st armor of Agathys, frost fingers, frostbite
3rd Rime's binding ice, Snilloc's snowball swarm
5th elemental weapon (cold damage only), sleet storm
7th fire shield (chill shield only), ice storm
    9th     cone of cold, control winds

Glacial Armor

1st-level Frost Sorcery feature
You can fashion an ephemeral armor of ice from residual frigid magic that erupts from your hands. When you expend a spell slot to cast a spell that deals cold damage, if you aren't wearing armor, you get a bonus to your AC equal to half the slot's level, rounded up, for 1 minute. The effect ends early if you're incapacitated, you die, or you dismiss it as a bonus action. If you cast another spell before the effect ends, only the highest bonus applies while the effects overlap.

Wintry Adaptation

6th-level Frost Sorcery feature
You gain resistance to cold damage.

In addition, moving through difficult terrain composed of































ice and snow costs you no extra movement.

Creeping Chill

6th-level Frost Sorcery feature
You can manipulate your cold magic at an infinitesimal level, insinuating arcane icicles within specific parts of a foe's form to hamper movement. When a spell or effect you create deals cold damage to a creature or when a creature hits you with a melee attack from within 5 feet of you while under the effects of your Glacial Armor, the creature must succeed on a Constitution saving throw or have its speed halved until the end of your next turn.

Gelid Blast

14th-level Frost Sorcery feature
The cold magic that provides you with your Glacial Armor radiates outward with much greater potency, damaging all those who dare come close to you. When you cast a spell of 1st level or higher that deals cold damage, creatures of your choice that you can see within 10 feet of you take cold damage equal to your sorcerer level.

Frozen Soul

18th-level Frost Sorcery feature
You become an avatar of winter itself. You gain the following benefits:

• You are immune to cold damage.

• Spells and effects you create treat immunity to cold damage as resistance to cold damage.

• When a creature fails its saving throw against your Creeping Chill feature by 5 or more, it becomes restrained by ice formations until the end of your next turn.

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Genie Bloodline

Your innate magic can be traced to the proud rulers of the elemental planes—the genies.

Although some sorcerers claim direct magical inheritance by being the offspring of a mortal and a genie who has a strong connection to its mortal soul, such individuals are exceedingly rare. A few can trace their bloodline to an ancestor who was granted a wish by a noble genie, the powerful, reality-altering magic leaving a mark on their soul. Others claim distant relations to the soul that gave birth to a genie, their souls allegedly resonating with the genie's, there-by granting them elemental power.

Sorcerers of this bloodline are known to be bolder when pushing the limits of the reality-altering wish, as it is rumored that their ancestry somehow protects them from the strain of wielding such powerful magic.

Genie Ancestor

1st-level Genie Bloodline feature
Choose one type of genie as your ancestor. This choice will be used by features you will gain later.

Dao. You have advantage on Strength and Dexterity saving throws you make against effects that would knock you prone.

Djinni. Your speed increases by 10 feet.

Efreeti. Once per turn, you can deal an additional 1d4 fire damage to one target you damage with an attack or spell.

Marid. You have the ability to breathe underwater and you have a swim speed equal to your walking speed.


Genie Ancestry
Genie Language Elemental and Plane
Dao Terran earth
Djinni Auran wind
Efreeti Ignan fire
Marid Aquan water

You can read, speak, and write the dialect of Primordial shown in the Genie Ancestry table. Additionally, whenever you make a Charisma check when interacting with elemen-tals, your proficiency bonus is doubled if it applies to the check.

Genie Magic

1st-level Genie Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown in the Genie Spells table as well as the succeeding tables for each genie type. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or an evo-cation spell from the sorcerer, warlock, or wizard spell list.

Genie Spells
Sorcerer Level Spells
1st disguise self
3rd invisibility

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         5th          gaseous form
7th summon elemental*                              
9th Bigby's hand

* Unless you learn this spell from another source, you can only summon an elemental spirit of the type associated with your genie ancestry.

Dao Spells
Sorcerer Level Spells
1st earth tremor, mold earth
3rd earthbind
5th meld into stone                                     
7th stone shape
9th passwall
Djinni Spells
Sorcerer Level Spells
1st gust, thunderwave
3rd warding wind
5th create food and water (can create wine
instead of water)
7th storm sphere
9th creation
Efreeti Spells
Sorcerer Level Spells
1st burning hands, produce flame              
3rd enlarge/reduce
5th major image
7th wall of fire
9th immolation
Marid Spells
Sorcerer Level Spells
1st create or destroy water, shape water    
3rd misty step
5th water walk
7th control water
9th maelstrom

Minor Wish

6th-level Genie Bloodline feature
You gain the ability to conjure magic that similar to, but far weaker than, the earth-shaking wish. As an action, you can speak aloud and duplicate the effect of one spell that is 2nd level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

Planar Protector

14th-level Genie Bloodline feature
Your magical ties to your elemental plane are subconsciously invoked when you are at you most vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of summon elemental cast at 9th level, summoning an elemental spirit of the type associated with your genie ancestry. A conjured elemental spirit appears within 20 feet of you. If it receives no com-mands from you, it protects you from harm and attacks your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Noble Soul

18th-level Genie Bloodline feature
You gain a magical flying speed equal to twice your current speed. In flight, your lower body transforms into a column of raw elemental magic. The appearance your lower body takes depends on your genie ancestry: a column of swirling sand for dao, a column of swirling air for djinni, a column of smoke and embers for efreeti, and a column of foamy water for marid.

In addition, you learn wish. It doesn't count against your number of spells known. When you produce any effect other than duplicating another spell with wish, you can make a Constitution saving throw (DC 25), suffering none of the stress associated with the act on a success. On a failed save, you can spend 3 sorcery points to gain advantage on the roll you make to maintain the ability to cast wish.

Kraken Sorcery

Your innate magic comes from the fearsome monstrosity that lurks in the deepest parts of the ocean—the kraken.

Krakens communicate telepathically in several languages, but not in Common, so tales of pacts are quite rare save for those races that speak the languages known by krakens, say tieflings who know Abyssal or Infernal, or those with religious backgrounds who know Celestial. Rarer still are those who are bestowed boons, as it is not a kraken's nature to be benevolent. Most pacts are those of servitude.

Perhaps the rarest, though, are those sorcerers who tell stories of an ancestor's blood being awakened after slaying a kraken, as such feats are the stuff of legends—perhaps next only to those that speak of similar feats against ancient dragons or the mythical tarrasque.

Touch of the Depths

1st-level Kraken Sorcery feature
You have the ability to breathe underwater and you have a swim speed equal to your walking speed.

Kraken Magic

1st-level Kraken Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Kraken Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a conjuration or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

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Kraken Spells
Sorcerer Level Spells
1st create or destroy water, witch bolt
3rd blindness/deafness, hold person
5th call lightning, tidal wave
7th control water, freedom of movement
9th cloudkill, hold monster

Blot

1st-level Kraken Sorcery feature
When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the roll by conjuring an inky cloud around the creature. An attacker that doesn't rely on sight, as with blindsight, is immune to this feature.

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

Insulation

6th-level Kraken Sorcery feature
You gain resistance to lightning damage.

Slippery Form

6th-level Kraken Sorcery feature
Like a slimy tentacle, you become difficult to pin down. You have advantage on saving throws against being restrained. You also have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to escape being grappled.

Arcane Constriction

14th-level Kraken Sorcery feature
You pay homage your ancestor's penchant for immobilizing its foes.

Spectral tentacles spring from your arms when you use your Attack action to grapple a creature. You use your Charis-ma score to resolve a grapple instead of your Strength score and you add your proficiency bonus to your checks. You can also use your Distant Spell Metamagic option as if you were casting a spell, increasing its range to 30 feet.

If you choose to move a grappled creature that is more than 5 feet from you, you must use your bonus action to do so. You can move the creature a number of feet up to half your Charisma score unless it is two or more sizes smaller than you, in which case you can move it a number of feet up to your Charisma score.

As a bonus action, you can cause a pulse of electricity to travel down the tentacle towards a grappled creature. The creature must make a Constitution saving throw. The creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

Static Soul

18th-level Kraken Sorcery feature
You gain immunity to lightning damage.

Additionally, when you cast a spell of 1st level or higher that deals lightning damage, choose one creature damaged by that spell on the round you cast it. That creature takes an extra 3d12 lightning damage. This feature can be used only once per casting of a spell.






























Life Sorcery

Your innate magic comes from a font of positive energy that flows within you. Perhaps you were exposed to the energies of the Positive Energy Plane for a prolonged period, or maybe you were stillborn, was revived with a true resurrection spell, and this font is a remnant of the powerful magic that was used. Channeling this energy, you can heal wounds, make your allies hardier, and revive the fallen. You can also channel this energy offensively, particularly against undead.

Life sorcerers find employ easily. Those who are parti-cularly religious can be seen alongside clerics at temples. Others join the military to heal the wounded. Those who don't like being tied down to institutions, however, work as hired companions for adventuring parties, boasting that their abilities will ensure that the party can grapple most dangerous of quests and live to tell the tale.

Potent Invigoration

1st-level Life Sorcery feature
Your healing spells are more powerful than the average caster. You add your proficiency bonus to the number of hit points a spell of yours restores and to the number of tem-porary hit points a spell of yours grants.

Life Magic

1st-level Life Sorcery feature
The positive energy within you allows you to learn spells normally associated with other classes. When your Spell-casting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any class, including this one, as long as it restores hit points,

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increases maximum and/or current hit points, grants tem-porary hit points, restores a creature to life, or deals radiant damage. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

You learn additional spells when you reach certain levels in this class, as shown in the Life Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell can be from any class, including this one, as long as it restores hit points, increases maximum and/or current hit points, grants temporary hit points, returns a creature to life, or deals radiant damage.

Life Spells
Sorcerer Level Spells
1st cure wounds, healing word
3rd aid, prayer of healing
5th mass healing word, revivify
7th aura of life, guardian of faith
9th animate objects, raise dead

Antithetical Conversion

6th-level Life Sorcery feature
When a creature makes an attack roll against you, you can use your reaction to attempt to infuse the attacker's weapon with positive energy. The creature must make a Dexterity saving throw. On a failed save, the attack deals no damage and you instead restore a number of hit points equal to half the damage the attack would have dealt.

After a creature fails the saving throw, you can't use this feature again until you finish a long rest.

Positive Energy Flood

14th-level Life Sorcery feature
As an action, you send ribbons of positive energy at one creature you can see within 60 feet of you. If the target is undead, it must make a Constitution saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one.


















If you target a creature that isn't undead with this feature, the target doesn't make a saving throw. Instead, roll 10d10. The target gains the total as temporary hit points.

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

Vital Soul

18th-level Life Sorcery feature
Your body overflows with positive energy. You gain the following benefits:

• You have advantage on death saving throws.

• A nonhostile, living creature with 0 hit points becomes stable when it starts its turn within 10 feet of you.

• When you would normally roll one or more dice to restore hit points or grant temporary hit points with a sorcerer spell of 5th level or lower, you instead use the highest number possible for each die.

• You can ignore the material component of sorcerer spells you cast of 3rd level or lower that return a creature to life.

Mixed Origin

Your innate magic comes from two different sources that somehow manage to find balance within you.

Being gifted with a single source of innate arcane prowess, whether at birth or sometime later through some cosmic circumstance, is rare enough. It is, therefore, no real shock to learn that such mixed bloodlines are exceedingly rare. There are rumors that a sorcerer can even have more than two origins, but such dilution often results in a single bloodline manifesting over the others.

Stories of how a sorcerer with a mixed origin came to be are truly quite fantastical. Perhaps you have descended from an ancient sorcerer with draconic blood but later became exposed to the chaotic forces of Limbo, causing your draconic magic to have unpredictable properties. Maybe a diabolical creature had exposed you to the fell energies of the Shadowfell in an attempt to gain a pawn, but you were later touched by the divine for a heroic purpose.

Primary Origin

1st-level Mixed Origin feature
Choose a sorcerous origin other than this one. You gain that sorcerous origin's 1st-level benefits.

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Secondary Origin

6th-level Mixed Origin feature
Choose a sorcerous origin other than this one and the sorcerous origin you chose for your Primary Origin feature. You gain that sorcerous origin's 6th-level benefits.

Mixed Magic

6th-level Mixed Origin feature
If each of the sorcerous origins you chose for your Primary Origin and Secondary Origin features has 1st-level features that allow you to learn additional spells when you reach certain levels in this class, for each level that you learned spells from your Primary Origin's 1st-level feature, replace half of the spells with spells you can learn from your Secondary Origin's 1st-level feature.

When you reach a level in this class that allows you to learn additional spells from your Primary Origin's 1st-level features, you instead learn half of them from your Primary Origin and the other half from your Secondary Origin.

If a feature allows you to replace any of these spells, you follow the rules that apply to a spell depending on the source that allowed you to learn it.

Secondary Progression

14th-level Mixed Origin feature
You gain the 14th-level benefits of the sorcerous origin you chose for your Secondary Origin feature.


































Primary Incarnation

18th-level Mixed Origin feature
You gain the 18th-level benefits of the sorcerous origin you chose for your Primary Origin feature.

Disclaimer

This sorcerous origin can prove to be a trouble-some one because individual origins are designed to have at least some degree of synergy between its features. There are features that gain additional effects at higher levels, and there are even features that directly refer to or are entirely dependent on other features gained at lower levels. As such, the final outcome for this sorcerous origin will be heavily reliant on your collaboration with your DM.
    Immediately inform your DM that you plan to take up this sorcerous origin, as they need to ensure that the acquisition of a second sorcerous origin makes narrative sense. Plan out how the features will associate with one another as needed, so that the final result will be a cohesive and balanced sorcerous origin.
    Trying out this sorcerous origin could prove to be challenging for both you and your DM, but it could certainly result in some fun and interesting combinations.

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Muscle Magic

Your innate magic emanates from your muscles. Maybe you were the subject of a magical experiment, or perhaps you inherited the traits from a soldier parent whose frequent use of physical enhancement spells for combat made the effects permanent. Perhaps you even gained the favor of Kord or some other god of athletics and sport due to your prowess.

Due to the amount of raw magic suffusing their muscles, myomancers maintain an impressive physique even without exercise. Despite this, they tend to be very mindful of their fitness level. Myomancers boast greater hardiness compared to their peers and wade in the frontlines, devastating foes with a combination of magical strikes and spells. The flex of their muscles as they cast their spells not only augment their destructive capacity to incredible heights, but can also entrance even the most strong-willed of foes.

Usually scantily clad, adventuring parties cunningly use muscle sorcerers as the face of group. Their glistening muscles only serve to augment their charisma, leading to an almost hypnotic effect to all those who interact with them.

Fistcaster

1st-level Muscle Magic feature
Your magical affinity for martial arts gives you mastery of combat styles that use unarmed strikes. You can roll a d4 in place of the normal damage of your unarmed strike. This die changes to a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

In addition, you learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restric-tions for selecting the spell, and it becomes a sorcerer spell for you. Unless you learn these spells from other sources, you can only use them with unarmed strikes.

















Disclaimer

This sorcerous origin was created as an April Fools' Day joke—a take on the meme of "muscle wizards casting fist." It is, nonetheless, playable.

Spell Level Spells
1st searing smite, thunderous smite, wrathful
smite
2nd branding smite
3rd blinding smite
  4th   staggering smite
5th banishing smite

Muscle Spells

1st-level Muscle Magic feature
You learn additional spells when you reach certain levels in this class, as shown in the Muscle Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an enchantment or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Muscle Spells
Sorcerer Level Spells
1st charm person, command
3rd enhance ability, enlarge/reduce
5th hypnotic pattern, tongues
7th charm monster, compulsion
9th dominate person, skill empowerment

Armor of Brawn

1st-level Muscle Magic feature
Your rippling muscles add to your defense in two ways: physically impeding blows and providing a distraction. As an action, you can gain a base AC of 13 + your Strength modifier

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if you aren’t wearing armor, and your muscles become steely with magic. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor.

Arcane Strikes

6th-level Muscle Magic feature
You gain the following benefits:

• Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

• When you use the Attack action with an unarmed strike on your turn, you can make a second unarmed strike as part of the same action.

Posing Oil

14th-level Muscle Magic feature
Your skin naturally secretes an oil-like substance that makes your muscles appear even more enthralling. You gain the following benefits:

• Spells you cast that include a somatic component ignore immunity to the charmed condition as long as the target can see. Creatures also can't have advantage on saving throws against such spells.

• You add your Strength modifier to Charisma (Deception), Charisma (Persuasion), and Charisma (Intimidation) checks you make against a target that can see.

• You are immune to being restrained with nonmagical restraints and being grappled.

Strapping Soul

18th-level Muscle Magic feature
Your Strength score increases by 2, up to a maximum of 22.

Additionally, the strength behind your flexing biceps amplifies the power of your spells. When you cast a spell of 1st level or higher that deals damage and includes a somatic component, it deals extra force damage equal to 3d6 + your Strength modifier.

























Royal Bloodline

Your innate magic comes from your imperial blood. Whether through leading conquests themselves or through cunning and subterfuge, it is unquestionable that your ancestors possessed something extraordinary that allowed them the feat of establishing or maintaining an empire—talents that you have come to inherit.

Political ploys and power plays make for a more diverse splay of characters than one would imagine. Some openly declare themselves as protectors of the realm. Others who were born out of illicit affairs actively seek anonymity, knowing their existence may threaten those in power and lead to threats to their well-being. Among those who survive such threats, a few become host to deep-seated hatred and find themselves the center of ploys to usurp the governing body.

Knowing the ever-present danger to their lives, royal sorcerers who are aware of their bloodline are rarely seen alone and have become accustomed to wearing defensive implements beneath their cloaks. Their unnatural eloquence and air of authority make them ideal party leaders, though the latter can also cause some friction with other dominant party members.

Bonus Proficiencies

1st-level Royal Bloodline feature
Keenly aware of threats to your well-being, you have grown accustomed to gearing yourself defensively. You gain pro-ficiency with light armor, medium armor, and heavy armor.

In addition, you are gifted with an uncanny sense of tact and verbal finesse. You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Royal Magic

1st-level Royal Bloodline feature
You learn additional spells when you reach certain levels in

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this class, as shown in the Royal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an abjuration or an en-chantment spell from the sorcerer, warlock, or wizard spell list.

Royal Spells
Sorcerer Level Spells
1st command, detect poison and disease
3rd calm emotions, suggestion
5th counterspell, tongues
7th charm monster, death ward
9th dominate person, modify memory

Royal Order

1st-level Royal Bloodline feature
When you use your action to cast a spell of 1st level or higher on your turn, you can use your bonus action to direct one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to do one of the following:

Attack. The creature makes one weapon attack.

Fall Back. The creature uses the Disengage action.

Move. The creature moves up to half its movement.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expen-ded uses once you finish a long rest.

Inspiring Aura

6th-level Royal Bloodline feature
When a friendly creature within 10 feet of you makes an attack roll, ability check, or saving throw, they can roll a d4 and add the number rolled to the total. You must be conscious to grant this bonus.

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

Arcane Diplomacy

14th-level Royal Bloodline feature
Your skill in affecting others' thoughts and emotions through arcane means has reached a level that it has become both effortless and untraceable. You can cast charm person as a 1st-level spell at will without any components, and the creature doesn't learn that you charmed it when the spell ends.

Cogent Decree

18th-level Royal Bloodline feature
You have fully harnessed the authority that your bloodline possesses. When you use your Royal Order feature, you can direct the creature to do one of the following:

Attack. The creature makes up to two weapon attacks.

Cast a Spell. The creature casts a spell of 2nd level or lower.

Fall Back. The creature uses the Disengage action then moves up to half its movement.

Help. The creature moves up to half its movement then uses the Help action.

Take Cover. The creature moves up to half its movement then uses the Hide action.

Search. The creature moves up to half its movement then uses the Search action.

Use an Object. The creature moves up to half its move-ment then uses the Use an Object action.

Move. The creature moves up to its movement.

Sonic Sorcery

Your innate magic manifests itself in your arcane mastery of sound—a feat that extends from mere sound perception to the advanced magical infusion of your own voice. You might trace your ancestry to a legendary bard whose magical sec-rets had etched themselves into their very soul and passed down through the generations. Perhaps you have been blessed by a deity of sound or music upon birth, or were perhaps born amid the rumbles of a magical thunderstorm.

With their unparalleled hearing, sorcerers of this bloodline are invaluable to adventuring parties. They are never help-less, as even the spoken incantation of a spell not meant to cause harm is a potential weapon. There are even rumors that these sorcerers, with enough practice, can condense the entire act of spellcasting into a single sound.

Sonic Magic

1st-level Sonic Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Sonic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an enchantment or an evo-cation spell from the sorcerer, warlock, or wizard spell list.

Sonic Spells
Sorcerer Level Spells
1st dissonant whispers, thunder-
clap
, thunderwave
3rd knock, shatter
5th silence, thunder step
7th dimension door, elemental
bane
(thunder damage only)
9th destructive wave, geas

Soundsmith

1st-level Sonic Sorcery feature
If a spell or effect you create would produce a sound that is audible more than 5 feet away, you can reduce the distance up to which it is audible to as close as 5 feet from its point of origin. If the spell or effect deals thunder damage within an area, you can reduce the distance up to which the sound is audible no closer than the farthest distance at which it deals damage.

Aural Prowess

1st-level Sonic Sorcery feature
You have advantage on Wisdom (Perceptions) checks that rely on hearing.

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Reverberation Radius

6th-level Sonic Sorcery feature
You gain resistance to thunder damage and have advantage on saving throws against being deafened.

In addition, when you cast a spell of 1st level or higher that includes a verbal component, you can choose to magically magnify your voice, creating a thunderous sound that is audible up to 300 feet away. Doing so causes creatures of your choice within 10 feet of you to take 1d6 thunder damage. This damage increases to 2d6 at 11th level, and 3d6 at 17th level. If the spell already includes a thunder damage roll, a chosen creature must also succeed on a Strength saving throw or be pushed 10 feet away from you.

Echosense

14th-level Sonic Sorcery feature
As long as you can hear, you can sense the location of hidden and invisible creatures and objects in an area by analyzing sound as it bounces off them. The smaller the creature or object, the harder it is to sense. When you cast a spell or create a magical effect that produces a loud sound, you can use your bonus action to make a Wisdom (Perception) check. Based on the roll, you can sense all hidden and invisible creatures and objects of a certain size in the area within which the spell or effect was audible.

    DC     Creatures and Objects Sensed
10 gargantuan
13 huge or larger
16 large or larger
19 medium or larger
22 small or larger

 25  tiny or larger

Shatterproof

18th-level Sonic Sorcery feature
You gain immunity to thunder damage. You also become immune to being deafened.

Words of Power

18th-level Sonic Sorcery feature
You learn to condense the very essence of a spell into a single sound, allowing it to be cast with the barest utterance—a power word. When you cast a spell that is incapable of targeting more than one creature at its current level and either has no material components or has a material component that lacks a cost, you can choose to ignore its somatic and material components; you can cast the spell by uttering a single word that you associate with the spell. If the spell requires you to make one or more attack rolls against the creature, the first roll automatically hits. If the spell forces the creature to make a saving throw to resist its effects, the creature automatically fails its first saving throw against the spell. If the spell includes both, the first one to occur uses this feature's effects.

If you cast a 9th-level spell in this way, the spell has no effect if the creature has more than 100 hit points. If you cast a spell of 6th to 8th level in this way, the spell has no effect if the creature has more than 150 hit points. If you cast a spell of 3rd to 5th level in this way, the spell has no effect if the creature has more than 200 hit points. If you cast a cantrip or a spell of 1st or 2nd level in this way, the spell has no effect if the creature has more than 250 hit points.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

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Tarrasquian Sorcery

Your innate magic comes from the singular creature with such destructive potential that it has been tied in religious texts to the end of the world—the tarrasque.

Understandably the rarest of all sorcerous origins, most consider its existence a myth and those who claim having the origin frauds. Detailed chronicles, however, tell accounts of sorcerers who waded in the frontlines with their unparalleled fortitude, their potent magic piercing the most fortified of walls and the staunchest of magical defenses.

Tarrasquian Magic

1st-level Tarrasquian Sorcery feature
You learn additional spells when you reach certain levels in this class. At 1st level, and again when you reach 3rd, 5th, 7th, and 9th level in this class, choose two spells that deal damage from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Sorcerer table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be a spell that deals damage from any class, including this one.

Legendary Origin

1st-level Tarrasquian Sorcery feature
You display a level of fortitude unmatched by any other origin. Your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.

In addition, you exude the demeanor of one who is not to be trifled with. You gain proficiency in the Intimidation skill. If






























you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Siege Sorcery

6th-level Tarrasquian Sorcery feature
Spells and effects you create deal double damage to objects and structures.

Additionally, a creature within 5 feet of a structure that is destroyed by a spell you cast or an effect you create must succeed on a Dexterity saving throw or take bludgeoning damage equal to 3 + the spell's level as it is pelted by the structure's fragments as they explode outward.

Reflective Scales

14th-level Tarrasquian Sorcery feature
Thick crimson scales that ward off hostile magic appear to cover certain areas of your body. You have advantage on saving throws against spells.

In addition, when you are targeted with a magic missile spell, a line spell, or a spell that requires a ranged attack roll, you can use your reaction to roll a d6. On a 6, you are unaffected and the effect is reflected back at the caster as though it originated from you, turning the caster into the tar-get. After you roll a 6, you can't use this special reaction again until you finish a long rest.

Soul of Destruction

18th-level Tarrasquian Sorcery feature
Your destructive prowess has become nigh unstoppable. Any spell or effect you create that deals damage ignores damage resistance and treats damage immunity as damage resis-tance.

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Time Sorcery

Your innate magic comes from the fabric of time. Perhaps you were exposed to very powerful temporal magic, leaving its arcane signature upon your very being and making you attuned to similar effects. Maybe Amaunator or another deity of time chose you for reasons unknown and bestowed upon you a boon.

Due to their innate ability of warping time to escape harm, chronomancers tend to survive encounters that prove fatal to their companions despite their best efforts to impart these protective effects, and a good fraction become struck with survivor guilt. Most of those who do develop this guilt embrace solitude and give up adventuring entirely, while others continue exploring the world but are wary of accepting companionship, should similar events happen again.

Time Magic

1st-level Time Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown in the Time Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an enchantment or a trans-mutation spell from the sorcerer, warlock, or wizard spell list.

Time Spells
Sorcerer Level Spells
1st feather fall, gift of alacrity
3rd hold person, misty step
5th haste, slow
7th dimension door, freedom of movement
9th hold monster, temporal shunt

Acceleration

1st-level Time Sorcery feature
Slivers of time magic are ever-present around you, granting you a boost during combat. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Additionally, your unnatural swiftness makes you harder


to hit. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Time Ebb

6th-level Time Sorcery feature
When you or a creature you can see within 30 feet of you suffers a critical hit, you can use your reaction to slow down the blow, turning that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Chronal Resilience

6th-level Time Sorcery feature
You have advantage on saving throws against time-altering spells and magical effects that force you to make a saving throw to resist their effects.

Adroit Metamagic

14th-level Time Sorcery feature
You gain a greater understanding of your time-based Meta-magic options. You gain the following benefits:

• Your Extended Spell Metamagic option triples a spell’s duration, to a maximum duration of 24 hours.

• You spend only 1 sorcery point when you use your Quickened Spell Metamagic option.

• You can use Extended Spell and/or Quickened Spell even if you have already used a different Metamagic option during the casting of a spell.

Timewalker

18th-level Time Sorcery feature
Your control over the flow of time reaches its pinnacle. You gain the following benefits:

• You stop aging and can't die from old age.

• You can take up to three reactions per round, but only one per turn.

• You learn time stop. It doesn't count against your number of spells known. You can cast it normally as an action, or you can cast it as a reaction when a creature makes an attack roll against you or when you see a creature casting a spell.

• Unless you choose to be affected, you are immune to time-altering spells and magical effects.

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Variant: Time Duplicate

18th-level Time Sorcery feature (replaces Time-walker)
You can use your bonus action to pluck yourself from 1 round in the future to aid your present self. This act collapses probability, and the possible future from which you snatch yourself becomes the definite future.
    Your future self appears in an unoccupied space you can see within 30 feet of you and takes their turn alongside yours. Your future self has your hit points, spell points, and resources. Any changes to these over the course of the round don't take effect immediately as your future self is still only a possibility; thus, all changes to them are also only possibilities. Your future self can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against them.
    At the beginning of your next turn, your future self vanishes, as the round it spends with you is a round it misses in its own future. You vanish as well as the time stream attempts to rearrange itself. You appear where your future self vanished at the beginning of the following turn in the state they were in. Any possible changes to your future self's hit points, spell points, and resources finally take effect.
    Once you use this feature, you can't use it again until you finish a long rest.





























Weaver

Your innate magic stems from the Weave. More specifically, through some circumstance, you are exceptionally talented in manipulating the Weave in a certain way. Some sorcerers of this origin find early on that they can glimpse the Weave with greater ease than some learned diviners. Others find smoothing the Weave to be as easy as breathing, nullifying harmful magic around them that even some abjurers have trouble with. Due to their specific Weave-altering abilities, these sorcerers came to be known as weavers.

Despite the similarity of having an affinity for a school of magic, weavers couldn't be more different from wizards. Wizards learn skills specific to their arcane tradition in a predetermined, complexity-based order as taught at their academies. Weavers don't gain such school-specific skills. Rather, their affinity to the Weave grants them unprecedented access to a broad range of spells upon which to practice their trademark spell manipulation skills on. Over time, their skills develop to the point where such manipulations require minimal effort. The most powerful weavers, however, are regarded not for their metamagic, but for their rumored ability to occasionally bypass Mystra's Ban.

One with the Weave

1st-level Weaver feature
Choose which one among the eight schools of magic best represents your innate talent in manipulating the Weave: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. This will be used by features you gain later.

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 any class, including this one, as

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long as it falls under your chosen school of magic. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

You learn additional spells when you reach certain levels in this class, as shown in the succeeding tables. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell can be from any class, including this one, as long as it falls under your chosen school of magic.

Abjuration Spells
Sorcerer Level Spells
1st resistance, sanctuary, shield of faith
3rd lesser restoration, pass without a trace
5th beacon of hope, intellect fortress
7th death ward, freedom of movement
9th dispel evil and good, greater restoration     
Conjuration Spells
Sorcerer Level Spells
1st entangle, produce flame, unseen servant    
3rd healing spirit, summon beast
5th call lightning, conjure barrage
7th grasping vine, guardian of faith
9th conjure volley, summon celestial
Divination Spells
Sorcerer Level Spells
1st detect evil and good, detect poison            
and disease
, guidance
3rd find traps, locate animals or plants
5th clairvoyance, tongues
7th divination, locate creature
9th commune with nature, scrying
Enchantment Spells
Sorcerer Level Spells
1st bless, dissonant whispers, vicious mockery
3rd calm emotions, zone of truth
5th incite greed, motivational speech
7th compulsion, confusion
9th geas, modify memory
Evocation Spells
Sorcerer Level Spells
1st cure wounds, healing word, sacred flame
3rd moonbeam, spiritual weapon
5th mass healing word, wind wall
7th gravity sinkhole, Otiluke's resilient sphere  
9th flame strike, mass cure wounds
Illusion Spells
Sorcerer Level Spells
1st disguise self, illusory script, minor illusion
3rd Nystul's magic aura, silence
5th major image, phantom steed
7th hallucinatory terrain, phantasmal killer
9th dream, mislead
Necromancy Spells
Sorcerer Level Spells
1st cause fear, inflict wounds, spare the dying 
3rd gentle repose, ray of enfeeblement
5th revivify, summon undead
7th blight, shadow of Moil
9th contagion, raise dead
Transmutation Spells
Sorcerer Level Spells
1st create or destroy water, goodberry,            
thorn whip
3rd heat metal, spike growth
5th elemental weapon, plant growth
7th giant insect, guardian of nature
9th awaken, reincarnate

Arcane Intuition

1st-level Weaver feature
Your tie to the Weave grants you the ability to instinctually discern things that are magical in nature. You gain proficien-cy in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Weave Adept

6th-level Weaver feature
Your skill in manipulating the Weave has improved greatly. This manifests differently based on the school of magic you are innately talented in:

Abjuration. When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add 1 + half your proficiency bonus to that ability check.

Conjuration. Any creature that you summon or create with a conjuration spell has 15 temporary hit points.

Divination. When you cast a divination spell of 2nd level or higher using a spell slot, you regain that many expended sorcery points, to a maximum of 6 sorcery points.

Enchantment. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed, provided that the creature failed its saving throw against the spell by 5 or more.

Evocation. You add your Charisma modifier to the damage roll of any sorcerer evocation spell you cast of 1st level or higher.

Illusion. When a creature makes an attack roll against you

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or a friendly creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the roll by interposing an illusory duplicate between the attacker and the target. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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

Necromancy. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level + your Charisma mo-difier, or three times its level + your Charisma modifier if it was a necromancy spell. You don't gain this benefit for killing constructs or undead.

Transmutation. You learn alter self. It doesn't count against your number of spells known and you can cast it once without expending a spell slot. You can do so again after you finish a short or long rest, though you can still cast it normal-ly using available spell points.

Magicsense

14th-level Weaver feature
As one whose very existence is intricately tangled with the Weave, you sense its influence at all times. You are always under the effects of a detect magic spell.

Additionally, spell attacks against you can't have advantage, and you can't have disadvantage on saving throws against spells and magical effects.

Forbidden Sorcery

18th-level Weaver feature
You gain the ability to beseech the mistress of the Weave to briefly release you from the ban bestowed upon all mortal spellcasters. You can cast 11th-level spells. When you do, you expend 13 spell points to create the 11th-level spell slot, and until your next long rest, you can't create a 9th-level spell slot by expending spell points.

The following effects apply to spells when cast using a spell slot of 10th level or higher:

Blade of Disaster. When you cast this spell using an 11th-level spell slot, the damage increases by 1d12 and the extra damage on a critical hit increases by 2d12.

Conjure Animals. When you cast this spell using an 11th-level spell slot, you choose one of the summoning options, and five times as many creatures appear.

Conjure Minor Elementals, Conjure Woodland Beings, and Summon Lesser Demons. When you cast this spell using a spell slot of 10th or 11th level, you choose one of the summoning options, and four times as many creatures ap-pear.

Conjure Celestial. When you cast this spell using an 11th-level spell slot, you summon a celestial of challenge rating 6 or lower.

Invulnerability. When you cast this spell using a spell slot of 10th or 11th level, the duration is concentration, up to 1 hour.

Mass Heal. When you cast this spell using a spell slot of 10th level or higher, the amount of healing increases by 70 for each slot level above 9th.

Meteor Swarm. When you cast this spell using a spell slot of 10th level or higher, you summon one additional meteor for each slot level above 9th.


















Prismatic Wall. When you cast this spell using a spell slot of 10th level or higher, the damage increases for each of its effects by 2d6 for each slot level above 9th.

Psychic Scream. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 3d6 for each slot level above 9th.

Ravenous Void. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d10 for each slot level above 9th.

Storm of Vengeance. When you cast this spell using a spell slot of 10th level or higher, the thunder damage increases by 3d6 for each slot level above 9th.

Time Ravage. When you cast this spell using a 10th-level spell slot the damage increases by 1d12, and on a failed save, the target ages to the point where it has only 7 days left before it dies of old age. When you cast this spell using an 11th-level spell slot the damage increases by 2d12, and on a failed save, the target ages to the point where it has only 24 hours left before it dies of old age.

Time Stop. When you cast this spell using a spell slot of 10th level or higher, you take an additional turn for each slot level above 9th.

Weird. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d10 for each slot level above 9th.

You also gain access to 10th-level, 11th-level, and epic spells. Any material components for these spells must always be provided.

The stress of expending the 11th-level spell slot to cast a 10th-level, 11th-level, or epic spell weakens you. After enduring that stress, you immediately suffer three levels of exhaustion. These levels of exhaustion can't be reduced by anything other than a long rest, a greater restoration spell cast as a 9th-level spell, or a wish spell. Until you finish a long rest, you can't create spell slots using spell points, and each time you cast a spell, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 1, if it isn't 1 or lower already, for 2d6 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days.

Once you expend the 11th-level spell slot, you can't create another one using this feature until you finish a long rest and have recovered completely from the stress you experienced if you used it to cast a 10th-level, 11th-level, or epic spell.

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10th- and 11th-Level Spells

Ioulaum's Longevity

10th-level transmutation


  • Casting Time: 1 round
  • Range: 12,000 feet
  • Components: V, S
  • Duration: Instantaneous

You reduce everything in a 120-foot-radius sphere centered on a point you can see within range to dust. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 20d6 force damage, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it is disintegrated. Each living creature disintegrated by the spell permanently extends your lifespan by 1 year.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a nonmagical object or a creation of magical force. A magic item is unaffected by this spell.

Mavin's Create Volcano

10th-level conjuration


  • Casting Time: 24 hours
  • Range: Sight
  • Components: V, M (a helm of brilliance and a mantle of sewn diamonds worth at least 10,000 gp, both of which the spell consumes, and a legendary magic item associated with fire)
  • Duration: 1 year

You attempt to manifest a volcano centered at a point you choose on the ground.

Upon casting, you create the effects of an earthquake spell that lasts for 1 minute, requiring no concentration. One of the


fissures appears centered on the chosen point.

A stream of ash begins to pour out of the central fissure 7 days after casting the spell. Each creature that ends its turn within 10 feet of the stream takes 6d6 fire damage from the searing heat it pours off.

The central fissure transforms into a complete, erupting volcano 30 days after casting the spell. The volcano has a height of two and a half miles and its base has a radius of 12 miles.

The ground in a 750-foot-radius circle centered on the chosen point collapses into a crater. A creature standing on a spot where the crater opens must succeed on a Dexterity saving throw or fall in, plummeting into the magma chamber below and immediately taking 28d6 fire damage. The creature takes an additional 15d6 fire damage at the end of each of its turns while it remains in the molten rock. A creature that successfully saves manages to run to the edge of the crater as it opens. The crater spews lava continuously, and each creature that ends its turn within 10 feet of the crater's edge takes 6d6 fire damage.

Vents can erupt at any given moment for the remainder of the spell's duration. On initiative count 20 (losing initiative ties), the DM rolls a d6. On a 6, lava erupts from a point on the ground of the DM's choosing within 6 miles of the chosen point, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

A total of 1d6 rivers of lava, each 1d10 x 10 feet wide, radiate from the crater and positioned at the DM's choosing.

A creature that becomes submerged in the lava initially takes 28d6 fire damage, then takes 15d6 fire damage at the end of each of its turns while it remains in the lava. Wading through the lava causes a creature to initially take 15d6 fire damage, then take 15d6 fire damage at the end of each of its turns while it remains in the lava.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell or higher, targeting the legendary magic item used to cast the spell. A successful dispel magic spell renders the volcano extinct but does not revert the terrain.

The legendary magic item used to cast the spell becomes mundane until the spell ends.

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Mavin's Earthfast

10th-level transmutation


  • Casting Time: 1 hour
  • Range: Sight
  • Components: V, M (a stone of controlling earth elementals, six rings of spell storing, each imbued with a transmute rock spell, and an earth elemental, all of which the spell consumes)
  • Duration: 20 years

You improve the durability of large areas of earth for mining and other exploits.

All earth and stone in a 20-mile-radius, 40-mile deep cylin-der centered on a point you choose within range becomes impervious to cave-ins and other similar phenomena regard-less of damage sustained. All stone-based structures are similarly rendered impervious to weathering and erosion.

Mavin's Worldweave

11th-level transmutation


  • Casting Time: 1 hour
  • Range: Sight
  • Components: V, M (an Ollamh harp)
  • Duration: Until dispelled

You manipulate the climate in a 20-mile radius centered on a point you choose within range. You must be outdoors to cast this spell.

When you cast the spell, find the current climate on the following table and change its stage by one, up or down. It takes 1d4 x 10 days for the new conditions to take effect. When the spell ends, the climate gradually returns to normal. You can layer the effects with multiple castings.






























Climate
Stage Condition
1 Tropic
2 Subtropic
3 Temperate
4 Subarctic
5 Arctic

A dispel magic spell can end the spell only if it is cast as a 9th-level spell or higher, targeting the Ollamh harp used to cast the spell.

The Ollamh harp used to cast the spell becomes mundane until the spell ends.

Proctiv's Move Mountain

10th-level transmutation


  • Casting Time: 24 hours
  • Range: 1 mile
  • Components: V, S, M (a crystal ball and a carpet of flying, both of which the spell consumes, and a legendary magic item that allows flying or levitation)
  • Duration: Until dispelled

You shear off the top of a mountain you can see within range, levitate it, then invert it so that structures can be built upon its flat surface. The landmass roughly takes the shape of a cone with a height of 1 mile and a radius of 1 mile at the base. Until the spell ends, you can use your action to the move the levitating landmass up to 80 feet in any direction.

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    A dispel magic spell can end the spell only if it is cast as a 9th-level spell or higher, targeting the legendary magic item used to cast the spell.

The legendary magic item used to cast the spell becomes mundane until the spell ends and must be placed within the landmass within two weeks of casting the spell.

Tolodine's Killing Wind

10th-level conjuration


  • Casting Time: 1 round
  • Range: 1,000 feet
  • Components: V
  • Duration: 24 hours

Billowing vapors race from you at a tremendous speed, coalescing into a cloud in a location you choose within range. The area of the cloud consists of up to 100 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Until the spell ends, you can use your action to rearrange the cubes. Strong winds, whether mundane or magical, cannot disperse the cloud, and its area is heavily obscured. Immediately after casting this spell, you take 3d10 necrotic damage. This damage can't be reduced or prevented in any way.

When the cloud appears, each creature in it must make a Constitution saving throw. On a failed save, a creature dies. A creature must also make this saving throw when it enters the spell’s area for the first time in a turn or ends its turn there. A creature that succeeds its saving throw becomes immune to dying to this spell for 24 hours. Creatures are affected even if they hold their breath or don’t need to breathe.

You can choose to take an additional 3d10 necrotic damage a number of times when you cast the spell, increasing the spell save DC by 1 each time you do so. You can do this up to ten times, increasing the spell save DC by 10 and taking 30d10 necrotic damage. This damage can't be reduced or prevented in any way.

When the spell ends, for each time you voluntarily took additional necrotic damage, there is a 10% chance that your soul will be pulled into the Negative Energy Plane. If this occurs, you die and cannot be restored to life by any means.


Epic Spells

These spells are considered 10th level for the purposes of determinations that require a spell level, such as counterspell.

Aumvor's Soulshatter

Necromancy


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

You attempt to separate the soul of a living target you can see within range from its body. The target must make a Constitution saving throw. On a failed save, the creature's soul is torn away and is sent to the afterlife while its body remains alive. On a successful save, the creature takes 14d8 necrotic damage.

If you successfully separate the creature's soul from its body, the latter can be possessed (as by the magic jar spell) or dominated (as by the dominate monster spell) with no chance of failure; the creature automatically fails the saving throw.

If the body is neither possessed nor dominated, it lies in a state of suspended animation.

The creature's soul can be returned to its body as long as the latter is alive by means of a raise dead spell or a similar spell of higher level.

Bonfire of Insanity

Necromancy (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a bonfire, at least 10 feet in diameter, made out of the remains of at least twenty humanoids, which the spell consumes)
  • Duration: Instantaneous

While casting the spell, you create a bonfire from humanoid remains and set fire to it during a rainstorm. The rain doesn't extinguish the bonfire until the material components are con-sumed. The smoke from the pyre fills the rain clouds with un-

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holy power. As the tainted water soaks the ground, humanoid corpses and skeletal remains within range rise up as ghouls. This affects even remains buried in consecrated ground.

Humanoids within a 1-mile radius centered on the bonfire that get touched by the unholy rain, including you, must make a Constitution saving throw. On a failed save, a creature becomes afflicted with a disease that turns it into a ghoul within 24 hours unless it receives the benefits of a heal spell or a similar spell of higher level.

You can create up to 32 ghouls using the spell. The DM decides if the chosen area can produce this number and how this number will be divided between corpses and living creatures.

This spell doesn't grant you control over the created ghouls.

Cataract of Fire

Evocation


  • Casting Time: 1 minute
  • Range: Self (quarter-mile-radius, 2,000-foot-tall cylinder)
  • Components: V, S, M (a bronze gong, which the spell consumes)
  • Duration: Instantaneous

A torrent of magical flames pours down from the heavens, creating a 300-foot-radius, 2,000-foot-tall pillar that incine-rates everything in its wake. Each creature within range, including you, must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on its distance from the center of the cylinder, as shown in the following table. On a successful save, a creature takes half as much damage. If this damage reduces a creature to 0 hit points, it is disintegrated. You take no force damage from this spell.





























Distance Damage
300 ft. away or closer 12d10 fire damage and 12d10 force damage
301 to 600 ft. away 6d10 fire damage and 6d10 force damage
601 to 1,320 ft. away 3d10 fire damage and 3d10 force damage

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a nonmagical object, a creation of magical force, or an antimagic field. A magic item is unaffected by this spell.

Diluvial Torrent

Evocation


  • Casting Time: 1 minute
  • Range: Self (750-foot radius)
  • Components: V, S, M (a silver gong, which the spell consumes)
  • Duration: Instantaneous

You create a 20-foot-radius, 100-foot-tall cylinder of magical water above you and drop it from a height of 200 feet. Each creature within range, including you, must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on its distance from you, as shown in the following table. On a successful save, a creature takes half as much damage. You take no force damage from this spell.

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Distance Damage
100 ft. away or closer 12d10 bludgeoning damage and 12d10 force damage
101 to 300 ft. away 6d10 bludgeoning damage and 6d10 force damage
301 to 750 ft. away 3d10 bludgeoning damage and 3d10 force damage

Each creature is subject to drowning and/or being swept away from the resulting flood at the DM's discretion.

Dire Winter

Evocation


  • Casting Time: 1 minute
  • Range: 1,000 feet
  • Components: V, S
  • Duration: 24 hours

Winter manifests itself in the form of a blizzard centered around a creature or object that you target with this spell, spreading to a radius of 1,000 feet. Each creature in that area that has no innate resistance or immunity to cold damage and isn't magically protected from cold damage (as by the protection from energy spell) takes 1d10 cold damage at the beginning of each of its turns.

The area becomes difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The frigid winds count as a severe distraction for the purposes of maintaining concentration on spells. These winds (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.


Hellball

Evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

A miniature sun streaks forth from your pointing finger and detonates at a point you choose within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 10d6 acid damage, 10d6 fire damage, 10d6 lightning damage, and 10d6 thunder damage on a failed save, or half as much damage on a successful one.

Due to its unstable nature, you take 10d6 force damage immediately after you cast this spell.

Horrendous Desiccation

Necromancy


  • Casting Time: 1 minute
  • Range: Self (300-foot radius)
  • Components: V, S, M (a pinch of dust of dryness, which the spell consumes)
  • Duration: Instantaneous

Necromantic energy suffuses the area, depleting the moisture within both living matter and bodies of water. Each creature within range other than you must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 22d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell also absorbs all freestanding water within range.

Casting this spell permanently withers one of your limbs.

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Illusory Tarrasque

Illusion


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

By gathering threads of shadow material from the Shadow-fell, you create a Gargantuan tarrasque in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As an action on your turn, you can move the illusion up to 40 feet. At any point during its movement, you can cause it to make five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. For each of these attacks, make a melee spell attack using your game statistics. A bite attack has a range of 10 feet and deals 3d12 piercing damage on a hit, a claw attack has a range of 15 feet and deals 3d8 slashing damage on a hit, a horn attack has a range of 10 feet and deals 3d10 piercing damage on a hit, and a tail attack has a range of 20 feet and deals 3d6 bludgeoning damage on a hit.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the tarrasque can determine that it is an illusion by succeeding on an Intelli-gence (Investigation) check against your spell save DC. If a



























creature discerns the illusion for what it is, the creature can see through it and has resistance to the damage of its attacks.

Kinetic Control

Abjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

For the duration, your have resistance to bludgeoning, piercing, and slashing damage. You store this damage within your body, to a maximum of 150 damage. When this limit is reached, you take all the stored damage and the spell ends.

At any time before the spell ends, you can make a melee spell attack against a creature or object. On a hit, the creature or object takes some or all (your choice) of the damage you have stored. The damage is bludgeoning damage.

When the spell ends, you take any remaining stored damage.

Necromantic Singularity

Necromancy


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (a sphere of annihilation, which the spell consumes)
  • Duration: Instantaneous

You create a transient conduit between the Prime Material Plane, the Weave, and the Negative Energy Plane, allowing raw negative energy to course into the world. This energy instantly kills up to 1,000 hit points of living creatures. Constructs and undead aren’t affected. Creatures within 1 mile of a point you choose within range (the singularity) are affected in order of proximity to the singularity.

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Rain of Fire

Evocation


  • Casting Time: 1 minute
  • Range: Self (2-mile radius)
  • Components: V, S
  • Duration: 24 hours

You create a swirling thundercloud that rains fire instead of raindrops in a 2-mile radius centered on you. A creature that starts its turn under the cloud and doesn't have at least half cover, including you, must succeed on a Dexterity saving throw or take 1 fire damage.

Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a forest fire.

Soul Scry

Divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Choose a sentient creature with which you are familiar, either by meeting, observing, or by having successfully used the scrying spell on the creature prior. The creature must make a Wisdom saving throw. On a failed save, you tap into that creature's consciouness. You are able to see, hear, feel, smell, and taste everything the target senses. The creature remains unaware of the link when the spell ends and whether the saving throw was successful or not.

Until the spell ends, you can use your action to exert control over the creature's body. The creature must make another Wisdom saving throw. An undead or an incorporeal creature automatically succeeds on this saving throw. On a successful save, the spell immediately ends and the creature becomes aware of the attempted takeover as a vague, momentary tingling. On a failed save, you control the target's


body as if it were your own, seeing, hearing, feeling, smelling, and tasting everything the creature senses. When the spell ends, the creature is aware of the takeover, having been a helpless witness trapped in its own body. A successful Intelligence (Investigation) check against your spell save DC reveals your identity to a creature whose body you controlled with this spell.

Spell Worm

Enchantment


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, M (a gold cup with a hole on the bottom)
  • Duration: Special

One creature you can see within range must succeed on a Wisdom saving throw or be infected by the compulsion to waste its magical reserves for the day. The spell has no effect on contructs, undead, and creatures that don't use spell points.

As an action on each of its turns, a creature that failed its saving throw expends 13 spell points without casting a spell. The creature does this action unconsciously, only becoming aware of the loss once it attempts to expend spell points when it has none remaining.

Once the target has already expended all its spell points, the spells ends. Spell points that are expended in this fashion are regained when the target finishes a long rest, as normal.

Variant: Metamastery

18th-level Weaver feature (replaces Forbidden Sorcery)
You can use any number of Metamagic options on a spell you cast that falls under your chosen school of magic. You also spend half as many sorcery points on each of those options when you do so (minimum of 1 sorcery point).

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Ysgardian Bloodline

Your innate magic stems is rooted in the Heroic Domains where slain heroes engage in eternal battle on fields of glory. Perhaps you are a direct descendant of one such hero whose spirit now resides on Ysgard, or perhaps one of your parents was a paladin of Tyr or another god with associations with the plane, and you were bestowed with magic during your youth for their exceptional service to their deity. Maybe you were even born on the plane itself amid enchanted battle cries, and these battle cries echo in your ears still, beckoning you the battlefield.

Sorcerers of this bloodline tend to be thrill-seekers who thrive in battle. They are not inherently belligerent, but rarely would one decline an opportunity to partake in combat. They are partial to drunken celebrations and are often brash, un-apologetic, and brave to a fault. This innate valor, along with their combat prowess, makes them sought-after companions for particularly dangerous missions.

Born for Battle

1st-level Ysgardian Bloodline feature
You have learned to equip yourself better than the average spellcaster. You gain proficiency in light armor, simple weapons, and martial weapons.

Additionally, like the denizens of Ysgard, you are a paragon of valor. You have advantage on saving throws against being frightened.



































Ysgardian Magic

1st-level Ysgardian Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown in the Ysgardian Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained with this feature with another spell of the same level. The new spell must be an abjuration or a necro-mancy spell from the sorcerer, warlock, or wizard spell list.

Ysgardian Spells
Sorcerer Level Spells
1st bless, heroism
3rd enhance ability, spiritual weapon
5th revivify, spirit guardians
7th death ward, freedom of movement
9th conjure volley, raise dead

Battle Trance

1st-level Ysgardian Bloodline feature
The thrill of battle causes your magic to surge. As a bonus action while you are in combat, you can tap into your font of magic to enter a battle trance. Your trance lasts for 1 minute. It ends early if you become incapacitated, if you don medium

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or heavy armor or a shield, or when combat ends.

While your battle trance is active, you gain the following benefits:

• You gain temporary hit points equal to 1d12 + your sorcerer level.

• You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).

• You gain a bonus to your weapon damage rolls. The bonus equals your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Extra Attack

6th-level Ysgardian Bloodline feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Unflinching Courage

14th-level Ysgardian Bloodline feature
You become immune to being frightened.

Feast for the Valiant

14th-level Ysgardian Bloodline feature
You evoke the experience of being in one of the numerous halls dotting Ysgard, where warriors enjoy lavish banquets upon returning from the plane's expansive battlefields. You learn heroes' feast. It doesn't count against your number of spells known. You can cast it without expending a spell slot


or material components.

Once you cast heroes' feast in this way, you can't do so again until you finish 1d4 long rests, though you can still cast it normally using available spell points.

Rally the Einherjar

18th-level Ysgardian Bloodline feature
As an action, you can call for the aid of the glorious fallen who reside in the halls of Ysgard to turn the tide of battle. Choose a number of targets you can see within 120 feet of you up to 2 + your Charisma modifier. For each of those targets, you summon a warrior spirit from the Heroic Domains. Each spirit is intangible, invulnerable, and appears in an unoccupied space within 20 feet of you. Each spirit rushes towards its target and makes a melee spell attack against it using your game statistics. On a hit, a spirit deals 9d10 force damage to its target. Whether the attacks hits or misses, the spirit disappears after its attack.

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

Soul of Immortal Wrath

18th-level Ysgardian Bloodline feature
When you die during combat, your essence wanders the plane of Ysgard temporarily. At dawn on the next day, if you haven't been resurrected, you gain the benefits of a true resurrection spell. Your remains and all your possessions vanish from their current location and reappear alongside you at the area where you finished your last long rest.

Once you are resurrected in this way, you can't be resur-rected again using this feature for 30 days.

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Changelog

v8.0

  • Added title page and contents page.
  • Shifted main version of the revision to use the spell point system, with 1:1 equivalence between spell points and sorcery points.

Storm Sorcery

  • Added shocking grasp to Storm Spells.
  • Changed Tempestuous Magic so your movement doesn't provoke opportunity attacks.
  • Increased Heart of the Storms average base damage to 5, but still ends at 10 at 20th level.
  • Allowed Wind Soul's action granting flying to other creatures to be reusable by spending 5 sorcery points.

Aberrant Mind

  • Simplified the variant capstone, Psionic Field.

Fiendish Bloodline

  • Changed the Demon Fiendish Ancestor's hit point boost into a reactive psychic assault.

Genie Bloodline

  • Replaced Genie Resilience with an elemental cantrip.

v7.1

  • Tweaked a few of the bonus spell lists.

Shadow Magic

  • Allowed one free use of Umbral Form between long rests before needing to spend sorcery points.

Clockwork Soul

  • Changed one of Touch of Nirvana's features from always dealing at least average damage to treating a roll of 1 on the d20 as a 10.

Phoenix Sorcery

  • Reinstated the Mantle of Flame feature and included a clause at 5th level that allows spending of sorcery points to regain its use.
  • Tweaked Form of the Phoenix to maintain balance following the change to Mantle of Flames.

Muscle Magic

  • Changed Arcane Strikes to allow two attacks when using the Attack action, provided both are unarmed strikes.

Time Sorcery

  • Removed Delayed Spell buffs from Adroit Metamagic, as it is an optional Metamagic choice only offered in this document.

v7.0

  • Added the Aimed Spell, Explosive Spell, Ruinous Spell, and Transdimensional Spell Metamagic options. Also clarified some aspects of Delayed Spell.
  • Tweaked a few of the bonus spell lists.
  • Added one bonus cantrip each to the Phoenix and Frost Sorcery sorcerous origins, as Ignite and Frostborn are mostly ribbon abilities.




















  • Changed level-scaling 18th-level features into fixed values.
  • Added the Life Sorcery sorcerous origin.

Draconic Bloodline

  • Added options for gem dragons based on Fizban's Treasury of Dragons.

Wild Magic

  • Scaled Bend Luck's die with level.

Divine Soul

  • Changed Wrath of God to be triggered by a failed saving throw rather than just damaging a target with a spell. Also changed the damage type from a variable one that can't be reduced in any way to force damage.

Stone Sorcery

  • Adjusted Stone Aegis's damage reduction from 2 + your sorcerer level divided by 4 to your proficiency bonus. This decreases the damage reduction while at levels 4, 8, 12, 16, and 20 by 1, but makes the feature far less tedious.

Blood Sorcery

  • Adjusted Crimson Infusion's parameters.

Cosmic Sorcery

  • Removed Soul of the Cosmic Cycle's Phase of the Sun damage when a creature ends its turn within 5 feet of you.
  • Decreased Soul of the Cosmic Cycle's Phase of the Moon AC bonus by 1.

Fiendish Bloodline

  • Added a clause to Sadistic Soul that uses the creature's level if it doesn't have a challenge rating.

Frost Sorcery

  • Changed Frozen Soul from decreasing movement speed to 0 to restraining a creature.

Genie Bloodline

  • Adjusted Minor Wish's parameters.

Kraken Sorcery

  • Added a bonus action damage option to Arcane Constriction.

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Muscle Magic

  • Changed Unarmored Defense into Armor of Brawn, which uses an action to change base AC to 13 + your Strength modifier.
  • Added a clause to Posing Oil that creatures can't have advantage on saving throws against being charmed by spells you cast that include a somatic component.

Royal Bloodline

  • Changed the number of times Royal Order can be used between long rests from your proficiency bonus to your Charisma modifier.
  • Clarified that charm person can be cast at will only as a 1st-level spell. To avoid roleplaying abuse, also removed the clause wherein the creature remains unaware of the spell even on a successful saving throw.

Tarrasquian Sorcery

  • Buffed Siege Sorcery to deal damage to creatures within 5 feet of a structure you obliterate with a spell or effect.

Weaver

  • Buffed Magicsense to include clauses that prevent both spell attacks against you from having advantage and you from having disadvantage on saving throws against spells and magical effects.

Ysgardian Bloodline

  • Changed Ysgardian Endurance to Battle Trance, a bonus action buff during combat, in an attempt to make the origin more unique.
  • Changed Feast for the Valiant to not require the costly material component that heroes' feast consumes. To balance this out, the feature now requires finishing 1d4 long rests before it can be used again.
  • Increased Rally the Einherjar's targets from your Charisma modifier to 2 + your Charisma modifier.
  • Increased the period after which Soul of Eternal Wrath can be triggered again from 2d6 days to 30 days.

v6.0

  • Removed the option to activate a Delayed Spell using your reaction, as the trigger is vague.
  • Changed the 20th-level variant Font of Magic enhance-ment, Improved Flexible Casting, from one attempt a day to an unlimited number. The damage on a failed Charisma check was decreased from twice the slot's level to the slot's level force damage, and the interval on a success was changed from 7 days to completion of 2d6 long rests.
  • Added the Cosmic Sorcery and Ysgardian Bloodline sorcerous origins.
  • Split off some features that improve at higher levels into their own features so as to make Mixed Origin features easier to manage.
  • Removed the spells from the end of the document, as some weren't usable by sorcerers. They were instead added to a different compendium.

Draconic Bloodline

  • Returned Draconic Bloodline's concentration component, as guided by the rule that a lingering debuff must require concentration.

Divine Soul

  • Changed Wrath of God's damage from three times your sorcerer level to 12d10 damage.

Shadow Magic

  • Changed the damage of the 6th-level variant feature Fangs of Darkness from your Charisma modifier to 2d6, inceasing to 2d8 at 11th level, and 2d10 at 17th level.

Aberrant Mind

  • Changed the parameters of the 18th-level variant feature, Psionic Field, so as to minimize rolls.

Phoenix Sorcery

  • Switched Phoenix Spark and Searing Presence into the 6th- and 14th-level features respectively. Power levels were adjusted accordingly.
  • Made the flying speed and hovering from Form of the Phoenix passive. Also added immunity to fire damage.

Blood Sorcery

  • Changed Crimson Infusion's damage from level-scaling to dependent on the number of hit die spent.

Fey Bloodline

  • Added a concentration component to Vindictive Clarity, again guided by the rule that a lingering debuff must require concentration.

Frost Sorcery

  • Increased Gelid Blast's damage from half your sorcerer level + your Charisma modifier to your sorcerer level.

Genie Bloodline

  • Renamed Lesser Wish to Minor Wish and removed the need to provide components for the duplicated spell.

Weaver

  • Changed Effortless Metamagic to Magicsense, a perpetually present detect magic spell. The sorcery point discount from Effortless Metamagic was worked into the 18th-level variant feature, Metamastery.

v5.0

  • Added all optional features present in Tasha's Cauldron of Everything: the Magical Guidance, Proficiency Versatility, and Sorcerous Versatility features, and the Seeking Spell and Transmuted Spell Metamagic options.
  • Added Spell Versatility to Spellcasting.
  • Removed Aberrant Bloodline and Modron Magic from my original creations, as official versions that are exceedingly similar in terms of narrative have become available.
  • Added the Mixed Origin sorcerous origin.
  • Reworked Origin Spells using the two origins offered in Tasha's Cauldron of Everything as template. The number was increased from five to ten, and some selections were tweaked.
  • Added Imbuing Touch and Sorcerous Fortitude to Font of Magic.
  • Decreased the number of Metamagic learned from eight to five to mirror their former status as feats, of which you can have a maximum of five.

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  • Shifted back the 20th-level feature to Sorcerous Restora-tion. The ability to ignore the material components of spells had the additional qualifier of applying only to spells in which the component is not consumed. This feature was split off and added as a separate feature at 15th level, Innate Focus.
  • Reworked the ability to create a spell slots of 6th level or higher as an enhancement to Font of Magic rather than as a replacement for the capstone with a modified Sorcerous Restoration.
  • Added a few spells to the end of the document.

Draconic Bloodline

  • Changed Draconic Presence to affect creatures of your choice within range, not just hostile creatures, and removed the concentration component. Also changed it to be free to use the first time between long rests, only requiring 5 sorcery points on subsequent uses.
  • Added a variant 18th-level feature, Form of the Dragon.

Shadow Magic

  • Reverted the range of the darkvision offered by Eyes of the Dark back to 120 feet.
  • Reverted the 6th-level feature back to Hound of Ill Omen. Changed Fangs of Darkness into a variant.

Aberrant Mind

  • Added a 1st-level ribbon ability, Eldritch Tongue, that grants the Deep Speech and Undercommon languages and gives a bonus when interacting with aberrations.
  • Added a variant 18th-level feature, Psionic Field.

Clockwork Soul

  • Added a 1st-level ribbon ability, Touch of Nirvana, that ensures at least average damage, grants the Modron language, and gives a bonus when interacting with modrons.

Phoenix Sorcery

  • Removed the passive flying speed and hover from Form of the Phoenix. Also reverted the illumination radius back to its 60-foot total.

Sea Sorcery

  • Allowed Curse of the Sea to trigger with bonus spells, not just cantrips.

Stone Sorcery

  • Reverted the 14th-level feature back to Stone's Edge.

Giant Bloodline

  • Removed proficiency in rocks as a simple thrown weapon.

Blood Sorcery

  • Added a clause for both Blood Siphon and Arcane Exsanguination so as to not be usable against constructs and undead.

Fey Bloodline

  • Split Fey Clarity into two 14th-level features: Vindictive Clarity and Fey Wakefulness.
  • Changed Deadly Deceit's damage so as to be dependent on spell level.


Fiendish Bloodline

  • Increased Profane Spellcasting's damage from the slot's level to 2 + the slot's level. The damage type options for a devil sorcerer was also slightly expanded to a choice between fire and poison damage to balance out the fact that the demon sorcerer's psychic damage is less commonly resisted.
  • Changed the 14th-level feature to Unhallowed Aid, which adds the summon fiend spell to your spells known and grants one free casting. The original 14th-level feature, Arcane Sadism, was renamed Sadistic Soul, was boosted, and made into the 18th-level feature.

Genie Bloodline

  • Changed the spell triggered by Planar Protector from a 5th-level conjure elemental spell to a 9th-level summon elemental spell.

Muscle Magic

  • Changed Strapping Soul's damage from three times your Strength modifier to half your sorcerer level + your Strength modifier.

Royal Bloodline

  • Changed one of the bonus proficiencies from shields to heavy armor.
  • Changed Inspiring Aura's bonus from a +2 to a d4.
  • Changed Arcane Diplomacy from being able to cast the suggestion spell at will to being able to cast the charm person spell at will without any components and the target not knowing the spell was cast on a successful save or when the spell ends.

Sonic Sorcery

  • Changed Words of Power's hit-point thresholds for each spell level.

Time Sorcery

  • Renamed Subtle Acceleration to Acceleration. Also changed the first part of the feature from a Jack of All Trades-esque bonus to Dexterity checks to a bonus to your initiative.
  • Changed the 6th-level feature Rewind to Time Ebb, which slows down and cancels a critical hit.
  • Part of the old 14th-level feature, Advanced Chronomancy, that deals with resistance against time-altering spells and effects was split off and added as a 6th-level feature, Chronal Resilience.
  • Retained what was left of Advanced Chronomancy as the 14th-level feature. It was aptly renamed Adroit Metama-gic, as they all applied to Metamagic options. The number of the enhanced Metamagic options that can be used in addition to another already applied to a spell was also increased from one to up to three.
  • Changed the 18th-level feature into multiple time-based passives. The original 18th-level feature, Timewalker, was turned into a variant.

Weaver

  • Changed the 6th-level feature, Limited Spell Resistance, which heavily favored evocation sorcerers, into Weave Adept, which gives a different enhancement for each school of magic.

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