Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 127 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Sorcerer
Level Proficiency
Bonus
Features Sorcery
Points
Spells
Known
Manifestations
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Semi Proficiencies, Sorcerous Origin 2 2 2
2nd +2 Font of Magic, Overload 6 3 2 3
3rd +2 Metamagic, Secrets of Magic (1) 9 4 2 4 2
4th +2 Ability Score Improvement 12 5 3 4 3
5th +3 Arcanic Specialization 15 6 3 4 3 2
6th +3 Origin Feature 18 7 3 4 3 3
7th +3 Legendary Ability Score Improvement 21 8 3 4 3 3 1
8th +3 Ability Score Improvement, 24 9 3 4 3 3 2
9th +4 Secrets of Magic (2) 27 10 3 4 3 3 3 1
10th +4 Origin Feature 30 11 4 4 3 3 3 2
11th +4 Arcanic Specialization (2) 33 12 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 36 12 4 4 3 3 3 2 1
13th +5 Reckless Overload 39 13 4 4 3 3 3 2 1 1
14th +5 Origin Feature 42 13 4 4 3 3 3 2 1 1
15th +5 Legendary Ability Score Improvement, Secrets of Magic (3) 45 14 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 48 14 4 4 3 3 3 2 1 1 1
17th +6 Arcanic Specialization (3) 51 15 4 4 3 3 3 2 1 1 1 1
18th +6 Origin Feature 54 15 4 4 3 3 3 3 1 1 1 1
19th +6 Enduring Overload 57 16 5 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement 60 16 5 4 3 3 3 3 2 2 1 1
21st +7 Epic Spell Slots (10th), Secrets of Magic (4) 63 17 5 4 3 3 3 3 2 2 1 1
22nd +7 Epic Font 66 17 5 4 3 3 3 3 2 2 2 1
23rd +7 Arcanic Specialization (4), Legendary Ability Score Improvement 69 18 5 4 3 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 72 18 5 4 3 3 3 3 2 2 2 2
25th +8 Epic Spell Slots (11th) 75 19 5 4 3 3 3 3 2 2 2 2
26th +8 Origin Feature 78 19 5 4 3 3 3 3 3 2 2 2
27th +8 Secrets of Magic (5) 81 20 6 4 3 3 3 3 3 2 2 2
28th +8 Ability Score Improvement 84 20 6 4 3 3 3 3 3 3 2 2
29th +9 Arcanic Specialization (5), Epic Spell Slots (12th) 87 21 6 4 3 3 3 3 3 3 2 2
30th +9 Vessel of Magic 90 21 6 4 3 3 3 3 3 3 3 2

Class Features

Hit Points


  • Hit Dice: 2d6
  • Hit Points at 1st Level: 12 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d6 (7) + two times your Constitution modifier per Sorcerer level after 1st.

Proficiencies


  • Armor: None
  • Weapons: 3 Simple Melee weapons of your choice
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Medicine, Performance, Persuasion and Religion

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Chapter 10 of the Players Handbook for rules on spellcasting.

Legendary Sorcerer uses the same spell list as regular Sorcerer.

Arcane Manifestations

Unlike most casters, Sorcerers are so infused with the arcane that they aren't limited to mere cantrips, they instead gain abilities known as Arcane Manifestations.

At 1st level, you know 3 manifestations of your choice from the list detailed later in this document, learning new ones according to the Manifestations known column in the class table.

Manifestations are explained more in depth in their section within this document.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You start knowing 2 spells from the Sorcerer spell list, and you learn more at certain levels as shown in the Spells Known column of the Sorcerer class table.

These spells are engraved into your very being and as such, are hard to change, unlike a caster such as a Wizard or Cleric. Whenever you gain a level in this class, you may choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which still must be of a level you can cast.


Equipment

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

  • A Simple Melee weapon you are proficient in
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack










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 as a spellcasting focus for your sorcerer spells.

Semi Proficiencies

At 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a sorcerer) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Sorcerer is the first class you choose. You can not have two instances of this feature from separate classes.

Sorcerous Origin

Also at 1st level, you choose a sorcerous origin from the options listed later in this document. This choice should describe and reflect how and why you have your magical powers.

Font of Magic

Beginning at 2nd level, you have begun to tap into an inner wellspring of magic within you. This wellspring is represented by sorcery points, which allows you to produce a variety of magical effects.

Your total number of sorcery points is equal to three times your Sorcerer level (This number can be seen in the Sorcery Points column in the legendary sorcerer class table) and you recover all expended sorcery points upon completing a long rest.

Instead of expending spell slots, you may use sorcery points to cast a Sorcerer spell you know. You expend a number of sorcery points equal to twice the spells level and you cast it as if you had expended a spell slot of the appropriate level.

You cannot use sorcery points to cast a spell of a level higher than your proficiency bonus. You may not upcast spells cast through this method.

Overload

Additionally at 2nd level, you are able to influx yourself with magical energies. At the start of your turn (No action required) You may enter a state known as Overload. While Overloaded, you gain the following benefits:

  • You have advantage on checks made to maintain concentration on a Sorcerer spell.

  • If you cast a spell that affects an area around you, if the area is smaller than your Manifestation range, it is now the same as your Manifestation range.

  • If you cast a spell with a range of touch, you may target any creature within your Manifestation range.

  • You have disadvantage on attacks made with weapons.

Your overload lasts until you are unconscious or end it at the start of your turn (No action required)

Once you leave Overload, you are unable to enter it again until a number of minutes have passed equal to 5 times the number of rounds your Overload was active. Your overload can last no longer than a number of minutes equal to your Constitution modifier (Minimum of 1 minute)


Metamagic

At 3rd level, your connection to magic has revealed special secrets known as Metamagics. You start knowing two metamagics, the options for which can be found later in this document. If a metamagic can be applied to a spell, you can only apply one metamagic to the spell (Unless otherwise stated in the metamagics description)

You do not naturally learn new metamagics, however you are able to learn more through the Arcanic Specialization and Secrets of Magic features you possess.

Whenever you gain a level in this class, you may exchange one metamagic you know for another.

Secrets of Magic

Additionally upon reaching 3rd level, you have unearthed even more arcane secrets. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Sorcerer class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th Level, 15th level, 21st level, 27th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th, and 28th 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

When you reach 7th level, and again at 15th and 23rd level, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Arcanic Specialization

Upon reaching 5th level, your bloodline further adapts to fit how you wield it. Choose one of the following features:

Cantrip Majesty. You learn 2 cantrips from any spell lists of your choice, they count as sorcerer spells for you.

Extended Range. Your Manifestation Range is increased by 15-feet.

Further Learnings. You learn 2 spells from the Sorcerer spell list of your choice, which do not count against your spells known. Upon completing a long rest, you may exchange one or both of these spells for different ones from the sorcerer spell list.

Hidden Wellspring. Your sorcery point maximum is increased by an amount equal to your Sorcerer level. Every time you gain a sorcerer level after gaining this feature, you gain one additional sorcery point.

Magic Control. You learn two additional metamagics from the options available.

At levels 11, 17, 23 and 29 you may select another feature from this list. You may choose the same feature multiple times if you wish.

Reckless Overload

Upon reaching 13th level, you are capable of overwhelming yourself even if it is dangerous. If your Overload is currently still recovering due to you having used it too recently, you may still enter it at the start of your turn as normal.

If you do so, you suffer necrotic damage equal to your level at the end of each of your turns (Which cannot be reduced by any means) Your hit point maximum is also reduced by the damage taken. You die if your hit point maximum becomes 0.

Your hit point maximum returns to normal upon completing a long rest.

Enduring Overload

Beginning at 19th level, you are able to withstand overloading yourself more easily. Your overload can only end if you fall unconscious or if you choose to willingly end it.

Additionally, the duration before you can enter your overload again after it ends is halved.

Epic Spell Slots

Upon reaching 21st level, the world of epic magic has been revealed to you. You gain a single 10th level spell slot, you receive a second one at 23rd level.

At 25th level you gain a single 11th level spell slot, you receive a second one at 27th level.

Finally at 29th level, you gain a single 12th level spell slot.

Epic Magic and You

Despite gaining 10th level and beyond spell slots, you do not learn these spells naturally. Epic magic spells can only be learned through DM rewards and should be treated as if you are receiving a magic item or gold.

The full rules for Epic Magic can be found in the full Legendary Player Characters 3.0 Document.

Epic Font

Beginning at 22nd level, you are capable of molding even epic magic. When you would expend a spell slot of 10th level or higher to cast a spell, you may instead expend a number of sorcery points equal to five times the spell slots level and you cast it as if you had expended a spell slot of the appropriate level.

Vessel of Magic

Finally at 30th level, you are the ultimate vessel for arcane forces. You gain the following benefits:

  • At the start of each of your turns, you gain a number of temporary Sorcery points equal to your Charisma modifier (Minimum of 1) These sorcery points can only be used to empower manifestations or use metamagics, and any unused points disappear at the end of your turn.

  • You may apply as many metamagics as you wish onto a single spellcasting, provided you have the sorcery points to do so and the spell meets the requirements for the metamagic.

  • You may now use an Arcane Manifestation at the start and end of your turns.

Blessed Origin

Upon your birth, you were blessed by a deity. For some reason, this deity saw promise within you and bestowed power upon you. Whether you align yourself with this deity or oppose their machinations is up to you, regardless, you have their power now.


Expanded Spell List

You gain origin spells at the indicated levels. Origin spells are considered sorcerer spells if they weren't already and they do not count against your spells known.

Blessed Origin Spells
Sorcerer Level Spells
1st Bane, Bless
3rd Aid, Enhance Ability
5th Bestow Curse, Remove Curse
7th Compulsion, Divination
9th Contact Other Plane, Hallow

Gods Chosen

Upon choosing this origin at 1st level, you have the favor of a deity on your side. Whenever you miss with an attack roll or saving throw, you may roll 2d4 and add it to the roll, potentially turning it into a success.

Once you use this feature to turn a failure into success, you may not do so again until you complete a short or long rest.

Divine Warrior

Additionally at 1st level, you are innately gifted at many things. You gain proficiency in Light Armor, Medium Armor, Shields, all simple weapons, and all martial weapons.

Additionally, you are capable of providing the somatic components for spells even while your hands are occupied.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may substitute one of these attacks for casting a cantrip you know.

Upon reaching 18th level, the number of attacks you can make is increased to 3.

Divine Ward

Upon reaching 10th level, you are protected from even the worst the world has to offer. You are immune to disease, curses and you can't be possessed. You also gain immunity to one damage type of your choice that isn't bludgeoning, piercing or slashing.

Favorite Child

Beginning at 14th level, your god has shown you an extreme amount of preference. You now regain usage of your Gods Chosen feature one minute after it was used.

Unearthly Recovery

Finally at 26th level, nothing can keep you down on your glorious quest. As a bonus action on your turn, you may regain hit points equal to your hit point maximum. Any excess healing is turned into temporary hit points.

If you are reduced to 0 HP, you may use this feature as a reaction.

Once you use this feature, you may not do so again until you complete a long rest.

Draconic

Somewhere within your heritage, you can claim relation to a mighty dragon. Whether it be a benevolent one or a tyrannical one, you nonetheless draw your magic from its mighty magical blood.

Expanded Spell List

You gain origin spells at the indicated levels. Origin spells are considered sorcerer spells if they weren't already and they do not count against your spells known.

Draconic Origin Spells
Sorcerer Level Spells
1st Absorb Elements, Chromatic Orb
3rd Alter Self, Dragon's Breath
5th Fear, Elemental Weapon
7th Elemental Bane, Polymorph
9th Dominate Person, Summon Draconic Spirit

Draconic Color

Upon choosing this origin at 1st level, your draconic blood reveals itself. Choose either Acid, Cold, Fire, Lightning or Poison damage (Which should be reflective of your draconic ancestor) This is your Draconic Type.

Whenever you would cast a spell that deals damage, you may change it to deal your Draconic Type instead of its normal damage type.

Wyrmcalling

Additionally at 1st level, your draconic origins grant you the following benefits:

  • You are covered by a thin layer of scales that grants you a natural AC of 13 + Your Dexterity or Constitution modifier (Your choice) You may use a shield and still benefit from this natural AC.

  • Your hit point maximum increases by 2 and by 2 again whenever you gain a level in this class.

  • You learn the draconic language.


Elemental Affinity

Upon reaching 6th level, your connection to your element grows. Whenever you cast a spell and that spells damage of the same type as your Draconic Type, you may cause one roll of the spell to deal bonus damage equal to your Charisma modifier (Minimum of 1) At 18th level, this bonus increases to two times your Charisma modifier (Minimum of 2)

You also gain resistance to your Draconic Type. At 18th level, you gain immunity to your Draconic Type.

Extremely Magical

Beginning at 10th level, your blood is so potent that it's practically leaking magic. Whenever you would cast a spell at a level equal to or lower than your proficiency bonus, you may choose to not expend a spell slot.

You may use this feature a number of times equal to your Charisma modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Dragon Wings

Upon reaching 14th level, your ancestor has granted you flight. As a bonus action, you may manifest (Or dismiss) a pair of draconic wings, while manifested, these wings grant you a flying speed equal to your walking speed.

These wings cannot be used while wearing armor unless the armor is made to accommodate them, and any clothing you are wearing may be destroyed if they are not made to accommodate them.

Draconic Presence

Finally at 26th level, your draconic blood has granted you a powerful manifestation. Whenever you would use an Arcane Manifestation, you can instead use this ability.

All creatures within your Manifestation range must succeed on a wisdom saving throw or be Charmed or Frightened of you (Your choice) Until the end of your next turn. Once a creature succeeds on this saving throw, they are immune to it for the next 24 hours.

Oceanvein Origin

You are heavily attuned with water and the waves. Whether you draw your power from the elemental plane of water by having something such as a Marid within your bloodline, or you draw lineage with a kraken-the power of water floods your mind.

Expanded Spell List

You gain origin spells at the indicated levels. Origin spells are considered sorcerer spells if they weren't already and they do not count against your spells known.

Oceanvein Origin Spells
Sorcerer Level Spells
1st Armor of Agathys, Create or Destroy Water
3rd Hold Person, Rime's Binding Ice
5th Tidal Wave, Wall of Water
7th Control Water, Watery Sphere
9th Cone of Cold, Maelstrom

Ocean Dweller

Upon choosing this origin at 1st level, you are at home in the sea. You gain a swimming speed equal to your walking speed, and you can breath both air and water.

You additionally know the Command Moisture manifestation and it does not count against your manifestations known. Your Manifestation Range is considered to be doubled if you are using the Command Moisture manifestation.


Lethal Moisture

Additionally at 1st level, your connection to water grants you the following two features:

Directed Assault. You may target the creature who you dealt necrotic damage to with Command Moisture with the created blob of water, if you do so the attack roll has advantage.

Stronger Bubbles. The water blob of Command Moisture deals 1d6 + Your Charisma modifier in bludgeoning damage instead of 1d4, and for every sorcery point expended to empower it, it deals an additional 1d6 damage.

Water Drain

Beginning at 6th level, your wet powers grow. Whenever you use the Command Moisture manifestation, it is considered to have been empowered with 1 additional sorcery point (Using it without empowering it would result in it being considered to have been empowered with 1 sorcery point for example)

This increases to 2 Sorcery points at 18th level.

Quick Manipulation

Upon reaching 10th level, you are able to more frequently bend water. Whenever you take an action to do anything other than cast a spell or spend sorcery points, you may use your bonus action this turn to use the Command Moisture manifestation or cast a spell from this subclasses expanded spell list.

Ocean Bender

Beginning at 14th level, the waters rise when you give the word. Whenever you would use an Arcane Manifestation, you may instead produce one of the effects of the Control Water spell, targetting water within your Manifestation Range.

These effects last until the start of your next turn (You may choose to use this feature again at the start of said turn to prolong it)

Aspect of Water

Finally at 26th level, you are the pure embodiment of water. You gain the following benefits:

  • You are immune to Cold damage and have resistance to fire damage.

  • You ignore difficult terrain made of ice or snow, and the area within your manifestation range is considered difficult terrain made of ice or snow.

  • As a bonus action you may create a 15-foot cone of chilling wind. All creatures within the line must succeed on a Constitution saving throw, suffering 4d6 cold damage on a failed saving throw, or half as much on a successful one.

While you are concentrating on a spell that you didn't gain from your expanded spell list, this feature is disabled.

Pyreheart Origin

You are heavily attuned with fire and its unstoppable heat. Whether you draw your power from the elemental plane of fire by having something such as an Efreeti in your bloodline or something else-the power of flame coarses through your heart.

Expanded Spell List

You gain origin spells at the indicated levels. Origin spells are considered sorcerer spells if they weren't already and they do not count against your spells known.

Pyreheart Origin Spells
Sorcerer Level Spells
1st Burning Hands, Hellish Rebuke
3rd Flaming Sphere, Pyrotechnics
5th Ashardalon's Stride, Fireball
7th Fire Shield, Wall of Fire
9th Flame Strike, Immolation

Flame Caller

Upon choosing this origin at 1st level, you are one with the roaring fire. While touching a flammeable object (Such as cloth or a piece of tinder) You may use your bonus action to ignite it. The object you touch must be able to fit within a 5-feet cube.

You additionally know the Create Flame manifestation and it does not count against your manifestations known. Your Manifestation Range is considered to be doubled if you are using the Create Flame manifestation.

Fire Conjurer

Additionally at 1st level, your dominion over fire grants you the following two features:

Clinging Fire. When a creature succeeds on their saving throw against your Create Flame manifestation, they suffer half damage instead of no damage.

Searing Flames. You may add your Charisma modifier (Minimum of 0) to the damage roll of your Create Flame manifestation.

Mighty Heat

Beginning at 6th level, your fire creation improves. Whenever you use the Create Flame manifestation, it is considered to have been empowered with 1 additional sorcery point (Using it without empowering it would result in it being considered to have been empowered with 1 sorcery point for example)

This increases to 2 Sorcery points at 18th level.

Quick Manipulation

Upon reaching 10th level, you are able to more frequently unleash flame. Whenever you take an action to do anything other than cast a spell or spend sorcery points, you may use your bonus action this turn to use the Create Flame manifestation or cast a spell from this subclasses expanded spell list.

Flaming Meal

Beginning at 14th level, you feast on the flames of others. You are immune to fire damage.

Additionally, whenever you would suffer fire damage, you may choose to regain hit points equal to half the fire damage dealt (Before factoring in your immunity of course)

You may use this feature a number of times equal to your Charisma modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Aspect of Fire

Finally at 26th level, you are the pure embodiment of fire. You gain the following benefits:

  • You are immune to Fire damage and have resistance to Cold damage.

  • The first time a creature moves within 5-feet of you on its turn or ends its turn within 5-feet of you, they suffer 1d10 fire damage.

  • As a bonus action you may create a wave of flame in a 15-foot line that is 5-feet wide in a direction of your choice. All creatures within the line must succeed on a Dexterity saving throw, suffering 4d8 cold damage on a failed saving throw, or half as much on a successful one.

While you are concentrating on a spell that you didn't gain from your expanded spell list, this feature is disabled.

Shadow Origin

You draw your power from the shadows within the shadowfell, whether you were infected with its sinister magic as a child, or if you simply have some sort of powerful undead within your lineage like a vampire, you are a child of the night.

Expanded Spell List

You gain origin spells at the indicated levels. Origin spells are considered sorcerer spells if they weren't already and they do not count against your spells known.

Shadow Origin Spells
Sorcerer Level Spells
1st Disguise Self, Silent Image
3rd Darkness, Shadow Blade
5th Blink, Fear
7th Blight, Confusion
9th Enervation, Seeming

Ultimate Darkvision

Upon choosing this origin at 1st level, you are one with the darkness. You treat all dim light as bright light and all darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

You can also see through magical darkness as if it were regular darkness.

Strength of the Grave

Additionally at 1st level, you have the resilience of those from the shadowfell. When damage reduces you to 0 HP, you may make a Charisma saving throw (DC equals 5 + the Damage Taken) On a successful saving throw, you instead drop to 1 hit point. You can't use this feature if you were reduced to 0 HP by radiant damage or a critical hit.

After the saving throw succeeds, you cannot use this feature again until you complete a long rest.

Shadow Minions

Once you reach 6th level, you are capable of bending the shadows to assist you. As a bonus action, you may expend a number of Sorcery points up to three times your proficiency bonus and select a Beast you have seen before whose CR is equal to or less than one third of the Sorcery points expended.

A shadowy version of the beast appears within 60-feet of you. The beast obeys your every command and defends you to the best of its abilities if not given any commands-it acts on its own turn in initiative.

The beast uses its normal statblock, however it is considered a construct. It lasts until you regain the Sorcery points used to summon it, or until it is reduced to 0 HP.






















Spreading Shadows

Beginning at 10th level, your domain is within the darkness. While in an area of dim light or darkness, your Manifestation Range is doubled. This increased range does not work if it would enter an area of bright light.

Shadow Walk

At 14th level, the shadows are simply another doorway for you. Once per round while in dim light or darkness (No action required) You may teleport to an unoccupied space within your Manifestation Range. The space you teleport to must also be within dim light or darkness.

Grave Lord

Upon reaching 18th level, your mastery over your shadowy resilience is at its pinnacle. You may now use Strength of the Grave as many times as you wish between long rests.

Umbral State

Finally at 26th level, you are a true nightmare within the shadows. While you are in dim light or darkness, you gain the following benefits:

  • You have resistance to all damage except Force and Radiant damage.

  • You can move through other creatures and objects as if they were difficult terrain, you suffer 5 force damage if you end your turn in such an object.

These benefits disappear while in an area of bright light, if you were in a creature or object when exposed to this bright light, you are shunted to the nearest unoccupied space, and suffer 5 force damage for every 5-feet you were forced to travel.














Stormblood Origin

You are heavily attuned with air and the tempest. Whether you draw your power from the elemental plane of air by having something such as a Djinni within your bloodline, or some other mighty creature of the skies-the power of air roars in your ears.

Expanded Spell List

You gain origin spells at the indicated levels. Origin spells are considered sorcerer spells if they weren't already and they do not count against your spells known.

Stormblood Origin Spells
Sorcerer Level Spells
1st Catapult, Fog Cloud
3rd Misty Step, Shatter
5th Call Lightning, Lightning Bolt
7th Freedom of Movement, Storm Sphere
9th Control Winds, Destructive Wave

One with Wind

Upon choosing this origin at 1st level, you are one with the power of wind. Whenever you expend a spell slot of 1st level or higher, you may immediately fly a number of feet equal to 5 times the spell slots level without provoking attacks of opportunity.

You additionally learn both the High Voltage and Minor Telekinesis manifestations, and they do not count against your manifestations known.

Stormy Being

Beginning at 6th level, you gain resistance to both Lightning and Thunder damage. Additionally, whenever you use a manifestation, you may deal 1d6 + Your Charisma modifier in lightning or thunder damage (Your choice on activation) to a creature within your Manifestation Range.

Weather Range

Additionally at 6th level, the weather within your domain is always under your command. Regardless of the whether outside your Manifestation Range, you may choose whether it is raining or clear within your Manifestation Range.












Rebuke of the Storm

Once you reach 10th level, the storm strikes against those who strkes against you. When a creature hits you with a melee weapon attack while within your Manifestation Range, you may deal lightning or thunder damage to them (Your choice on activation) equal to half your Sorcerer level and push them up to 20-feet away from you.

This push cannot cause them to leave your Manifestation Range.

Wind Caller

Beginning at 14th level, the waters rise when you give the word. Whenever you would use an Arcane Manifestation, you may instead produce one of the effects of the Control Winds spell, targetting water within your Manifestation Range.

These effects last until the start of your next turn (You may choose to use this feature again at the start of said turn to prolong it)

Stormlord

Upon reaching 18th level, you have achieved further mastery over your swirling storm. You have immunity to both Lightning and Thunder damage.

Additionally, you may now use Rebuke of the Storm without expending your reaction, however a single creature can only be affected by it once per round.

Aspect of Air

Finally at 26th level, you are the pure embodiment of air. You gain the following benefits:

  • Ranged weapon attacks that pass through your manifestation range in any way have disadvantage on their attack roll.

  • You have a flying speed of 60-feet and can hover.

  • As a bonus action, you can target a point within your manifestation range and create a 15-foot cube of swirling wind. All creatures within the cube must succeed on a Constitution saving throw, suffering 2d10 bludgeoning damage on a failed saving throw, or half as much on a successful one. Large or smaller creatures who fail their saving throw are pushed up to 10-feet away from the center of the cube.

While you are concentrating on a spell that you didn't gain from your expanded spell list, this feature is disabled. If this feature is disabled while you are using your flying speed, you fall unless something else is holding you aloft.

Terrasoul Origin

You are heavily attuned with the earth and every facet of it. Whether you draw your power from the elemental plane of earth by having something such as a Dao in your bloodline, or you draw it from the planet you live on-the power of earth flows throughout your body.

Expanded Spell List

You gain origin spells at the indicated levels. Origin spells are considered sorcerer spells if they weren't already and they do not count against your spells known.

Terrasoul Origin Spells
Sorcerer Level Spells
1st Earth Tremor, Shield
3rd Earthbind, Shatter
5th Erupting Earth, Meld into Stone
7th Stone Shape, Stone Skin
9th Transmute Rock, Wall of Stone

Earth Weaver

Upon choosing this archetype at 1st level, the world is your own tapestry. You can scoop and mold solid earth and stone with your hands as if it were soft clay. You can also use your hands to add intricate detail to earthen or stone faces (Such as writing on a stone wall)

You additionally know the Bend Earth manifestation and it does not count against your manifestations known. Your Manifestation Range is considered to be doubled if you are using the Bend Earth manifestation.

Earthen Might

Additionally at 1st level, your power over earth is something to truly behold. You gain the following two features:

Further Control. When you use the Bend Earth manifestation to attack, its damage is 1d8 + Your Charisma modifier instead, and being within 5-feet of a hostile creature does not provoke disadvantage on your attack roll.

Unbreakable. You have a natural AC equal to 13 + Your Constitution modifier.

Superior Molding

Beginning at 6th level, your ability to manipulate earth grows. Whenever you use the Bend Earth manifestation, it is considered to have been empowered with 1 additional sorcery point (Using it without empowering it would result in it being considered to have been empowered with 1 sorcery point for example)

This increases to 2 Sorcery points at 18th level.

Quick Manipuation

Upon reaching 10th level, you are able to more quickly mold the earth. Whenever you take an action to do anything other than cast a spell or spend sorcery points, you may use your bonus action this turn to use the Bend Earth manifestation or cast a spell from this subclasses expanded spell list.

Rocky Aegis

At 14th level, you are able to bring the earth to defend you. As a bonus action you may grant yourself a +2 bonus to your AC, this bonus remains until you are no longer touching solid ground.

Aspect of Earth

Finally at 26th level, you are the pure embodiment of earth. You gain the following benefits:

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

  • As a bonus action you may create a miniature earthquake on the ground within your manifestation range. Other creatures on that ground must succeed on a Strength saving throw or be knocked prone.

  • You have a burrow speed equal to your walking speed, and can move through unworked earth and stone without disturbing the material.

While you are concentrating on a spell that you didn't gain from your expanded spell list, this feature is disabled. If this feature is disabled while you are using your burrow speed, you are ejected to the nearest unoccupied space.

Arcane Manifestations

When you achieve 1st level in this class and gain the spellcasting feature, you gain a special feature in place of cantrips known as your Arcane Manifestations.

Arcane Manifestations are considered spells, specifically Level 0 Spells (Like cantrips) However, they do still have some changes:

  • Manifestations don't require somatic or verbal components, however there is still some sort of identifying signal to indicate you are using one, such as your eyes glowing. This signal can not be hidden-and a creature who sees the signal can attempt to counterspell the manifestation.

  • The DC to counterspell a Manifestation is equal to your Spell save DC. Creatures always need to make an ability check in order to counter your Manifestation.

  • Manifestations do not scale off level like regular cantrips, instead, you may expend sorcery points to empower them. The empowered effects for a manifestation can be found in the manifestations description.

  • When empowering a manifestation, you cannot expend more Sorcery points at a time than an amount equal to your Sorcerer level.

Using Manifestation

At the beginning of each of your turns before taking any other actions or movement, you may use one of your known manifestations without expending any actions.

Manifestations can not be used if you are incapacitated, or something is restricting you from casting (Such as a field of antimagic)

Manifestation Range. Manifestations will refer to something known as your Manifestation range, this represents the area in which the manifestation can affect. This range is in a 15-foot radius around you.

Some sorcerer features may improve this range beyond the normal 15-feet.


Bend Earth

Transmutation Manifestation

You bend the world around you, you may target an area of dirt or stone within your manifestation range that fits within a 5-foot cube and instantaneously excavate it. You may then move it across the ground to anywhere within your manifestation range.

Alternatively, you can hurl the excavated earth at a target within your manifestation range. Make a ranged spell attack, if you hit the target suffers 1d6 + Your Charisma modifier in bludgeoning damage.

Empower. For every sorcery point expended to empower this manifestation, you may excavate another area that fits within a 5-foot cube. You make a separate attack roll for each area of earth excavated if attacking with it.

Command Moisture

Transmutation Manifestation

You drain moisture from a creature within your Manifestation Range. That creature suffers necrotic damage equal to your Charisma modifier (Minimum of 1) And you create a small blob of water which you may then use to attack a creature, making a ranged attack roll against another creature within your Manifestation range.

On a hit, that creature suffers 1d4 + Your Charisma modifier in bludgeoning damage.

Empower. For every sorcery point expended to empower this manifestation, the created blob of water deals an additional 1d4 damage.

Corrosive Ground

Evocation Manifestation

You coat the ground around you in a thin layer of acid. All creatures other than you within your Manifestation range suffer 1d6 acid damage. Creatures not standing on solid ground do not take any damage.

Empower. For every sorcery point expended to empower this manifestation, you deal an additional 1d6 acid damage.

Create Flame

Conjuration Manifestation

You ignite flame in a space within your manifestation range, causing magical fire to appear within a 5-foot cube within your manifestation range. Creatures who start their space within the cube must succeed on a Dexterity saving throw or suffer 1d8 fire damage on a failed saving throw.

The fire remains until it is no longer within your manifestation range.

Empower. For every sorcery point expended to empower this manifestation, you may create an additional 5-foot cube of fire within your manifestation range. Each separate cube provokes a save for creatures moving within these cubes.

Draining Leech

Necromancy Manifestation

You drain life essence from those around you, dealing 1 necrotic damage to all creatures within your Manifestation range. For each creature that suffers this damage, you gain 1 temporary hit point. These temporary hit points stack with other temporary hit points.

Empower. For every sorcery point expended to empower this manifestation, you multiply the temporary hit points gained by it + 1 (Spending 1 point would multiply the temp HP by 2, spending 2 would multiply it by 3, ect)

Hastened Prestidigitation

Transmutation Manifestation

You cause one of the effects of the Prestidigitation cantrip to happen within your Manifestation range, behaving exactly as the cantrip normally would.

Empower. For every sorcery point expended to empower this manifestation, you may use an additional effect from the Prestidigitation cantrip.

High Voltage

Evocation Manifestation

You release a miniature bolt of electricity into someone around you. A creature within your Manifestation range suffers 1d4 lightning damage.

Empower. For every sorcery point expended to empower this manifestation, you release an additional bolt. These bolts can target the same creature, or different ones within range.

Living Pyre

Evocation Manifestation

You unleash a torrent of flame around yourself. All creatures (Including yourself) within your Manifestation range suffer 1d4 fire damage.

Empower. For every sorcery point expended to empower this manifestation, you deal an additional 1d4 fire damage.


Minor Telekinesis

Transmutation Manifestation

You assert minor telekinetic control over the world around you. You may take the Use an object action on an object within your manifestation range (Such as opening an unlocked door, pulling a level, pressing a button, or even feeding yourself a potion)

Empower. For every sorcery point expended to empower this manifestation, you may instead move an unattended object within your manifestation range. The weight limit for this is a number of pounds equal to 5 times the number of sorcery points expended.

Probe

Divination Manifestation

Target a creature within your manifestation range, you learn what that creature intends to do on their next turn (Treating it as if you used your current turn to do nothing)

Empower. For every sorcery point expended to empower this manifestation, the targeted creature suffers a -1 penalty to its attack rolls made against you until the start of your next turn (This penalty cannot be greater than your Charisma modifier)

Repel

Abjuration Manifestation

You send out a repelling blast around you, this could take the form of a burst of wind, psionic energy, or something else of your choice. All creatures within your Manifestation range must succeed on a Strength saving throw against your Sorcerer DC, or be pushed 5-feet away from you.

Empower. For every sorcery point expended to empower this manifestation, creatures who fail the save are pushed an additional 5-feet. If a creature succeeded on the saving throw and you empowered it, they are still pushed half the distance.

Shiver

Evocation Manifestation

You chill a creature to their very core. Choose a creature within your Manifestation range, that creature suffers 1d6 cold damage and has its speed reduced by 5-feet.

Empower. For every sorcery point expended to empower this manifestation, you deal an additional 1d6 cold damage, and the speed reduction is increased by an additional 5-feet.

Sicken

Evocation Manifestation

You infect a creature with a minor disease. Choose a creature within your Manifestation range, if that creature is not immune to disease, they become Poisoned until the end of their next turn. While Poisoned this way, they suffer 1d4 poison damage at the start of their turn.

Empower. For every sorcery point expended to empower this manifestation, this manifestation deals an additional 1d4 poison damage at the start of the poisoned creatures turn.

Survey

Divination Manifestation

You make a Perception check as apart of this manifestations usage, and every creature within your anifestation range may choose to make a stealth check. You are immediately aware of the exact location of those who chose not to make a Stealth check.

You are also aware of the exact location of every creature whose stealth check is less than your Perception check, however any creature whose stealth check total is equal to or greater than your perception check remains hidden from you.

Empower. For every sorcery point expended to empower this manifestation, you gain a +2 bonus to your Perception check.

Telepathic Communion

Evocation Manifestation

You send a telepathic message that is no more than 25 words to any number of creaturse within your Manifestation Range, you may choose whether those creatures are aware that you are the person who sent the message.

Empower. for every sorcery point expended to empower this manifestation, your message may be up to 10 words longer.

Translocation

Conjuration Manifestation

You teleport to an unoccupied space within your Manifestation range. For every foot teleported, you expend an equal amount of movement, you can not teleport to a space that exceeds your movement range.

Empower. For every sorcery point expended to empower this manifestation, you may teleport an additional 5-feet without expending movement.


Wasteland

Transmutation Manifestation

You turn the ground around you into a wasteland. Until the start of your next turn, whenever a creature other than you moves 5-feet within your Manifestation Range, they suffer 1 poison damage.

Creatures flying are immune to this effect (Walking, burrowing and swimming is not safe however)

Empower. For every sorcery point expended to empower this manifestation, this manifestation deals an additional 1 poison damage.

Watery Grave

Evocation Manifestation

All creatures of your choice within water in your manifestation range must succeed on a Strength saving throw or be pulled 5-feet deeper into the water.

Empower. For every sorcery point expended to empower this manifestation, each creature is pulled 5-feet deeper. If they succeed on their saving throw and you empowered this manifestation, they are instead pulled half the distance they normally would be.

Whirlpool

Conjuration Manifestation

All creatures within your manifestation range must succeed on a Strength saving throw or be pulled 5-feet closer to you and suffer 1d4 bludgeoning damage for every 5-feet they travelled.

Creatures in water are pulled 10-feet closer on a failed saving throw, and 5-feet closer on a successful one.

Empower. For every sorcery point expended to empower this manifestation, each creature is pulled 5-feet closer to you. Creatures in water are pulled an additional 10-feet per sorcery point expended on a failed saving throw, or 5-feet per sorcery point expended on a successful one.

Wreath of Pain

Enchantment Manifestation

All creatures of your choice within your manifestation range whose current hit points are 5 or less become wracked with pain, suffering a penalty to all ability checks, attack rolls and saving throws they make until the start of your next turn.

Empower. For every sorcery point expended to empower this manifestation, the hit point limit is increased by 5 (For example, if you expended 3 sorcery points, this would now affect creatures whose current hit points are 20 or less)

Metamagic

Below you can find the Metamagic options available to augment your spells upon reaching 3rd level. You start knowing two and learn more as you gain levels in this class.

When applying a metamagic to a spell, you can only apply one metamagic to that particular spell.

Arcane Augmentation

As a bonus action, you may expend any number of sorcery points and select an ability score other than your Constitution or Charisma score. For every sorcery point expended, the chosen ability score gains a +1 bonus until the end of your next turn. This feature cannot make the chosen scores total exceed your Charisma score.

Arcane Endurance

As a bonus action, you may expend any number of sorcery points to gain 1d4 temporary hit points for every 2 sorcery points expended.

If you are in your Overload, you may instead roll 1d6 for every sorcery point expended to determine the temporary hit points gained.

Arcanic Ward

Whenever you would suffer damage, you can spend any number of sorcery points as a reaction, for every sorcery point expended, roll 1d4. You reduce the damage taken by the amount rolled.

If you are in your Overload, you may instead roll 1d6 per sorcery point expended.

Big Spell

When you cast a spell that produces an area of effect, you may spend any number of sorcery points (Minimum of 5) to increase the spells area. For every 5 points expended, the spell increases in the following way depending on how it forms its area:

Around Caster. The area around the caster it affects is increased by 5-feet.

Cone. The cone is increased by 5-feet.

Line. The length of the line is increased by 15-feet.

Radius. The radius is increased by 5-feet.

If a spells area type is not listed here (Such as cubes or cylinders) this metamagic does not work with them.

Blood Help

When you fail an ability check you may expend 4 sorcery points to re-roll the d20, you must use the new result. If you use this on an ability check you are proficient in, you only need to expend 2 sorcery points.


Careful Spell

When you cast a spell forces targets to make a saving throw, you can spend 3 sorcery points to protect a number of creatures equal to your Charisma modifier (Minimum of 1)

Protected creatures automatically succeed on their saving throw against the spell. If they would still suffer effects on a successful save (Such as half damage) they instead suffer no effects.

This only protects creatures from the initial saving throw of the spell, it does not protect them from any subsequent ones they may need to make if they are still in its area.

Conserve Spell

When you cast a spell that involves an attack roll or forces a saving throw, and it misses all of its targets or all creatures succeed on their saving throw against it, you may expend a number of sorcery points equal to the spells level to recover an expended spell slot of a lower level.

Consuming Spell

When you cast a spell that makes an attack roll or requires a creature to make a Dexterity saving throw, you can expend 1 sorcery point to ignore the effects of half and three-quarters cover against targets of the spell.

Distant Spell

When you cast a spell that has a range of 5-feet or greater, you can spend 1 sorcery point to double the range of the spell (To a minimum of 30-feet)

If the spell has a range of touch, you can spend 2 sorcery points to give it a range of 30-feet.

Elemental Spell

Choose a damage type from the following list: Acid, Cold, Fire, Lightning, Poison or Thunder damage. This damage type becomes your Elemental Type. Whenever you cast a spell that deals a damage type from the above list, you may instead cause it to deal damage of your Elemental Type.

Instead of changing it to your Elemental Type, you may expend 2 sorcery points to change it to another damage type from the above list.

Whenever you finish a long rest, you may change your Elemental Type to another from the list.

Esoteric Spell

Choose a damage type from the following list: Force, Necrotic, Psychic or Radiant damage. This damage type becomes your Esoteric Type. Whenever you cast a spell that deals a damage type from the above list, you may instead cause it to deal damage of your Esoteric Type.

Instead of changing it to your Esoteric Type, you may expend 2 sorcery points to change it to another damage type from the above list.

Whenever you finish a long rest, you may change your Elemental Type to another from the list.

Expanding Manifestation

When you use an Arcane Manifestation, you may expend any number of sorcery points to increase your Manifestation Range by 5-feet for every sorcery point spent for that manifestation.

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 of 24 hours.

Forceful Focus

When you would make a Constitution saving throw to maintain concentration on a Sorcerer spell, you may expend any number of sorcery points (No action required) to gain a bonus to your saving throw equal to the number of sorcery points expended.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw, you can spend 9 sorcery points to force one target of the spell to make their initial saving throw with disadvantage. The target makes subsequent saving throws as normal.

Imbuing Touch

All weapons you wield are considered magical for the purposes of overcoming immunities and resistance to damage.

As a bonus action, you may expend any number of sorcery points. For every 2 sorcery points expended, a weapon you are holding gains a +1 bonus to its attack and damage rolls for one minute.

This bonus cannot exceed half your proficiency bonus (Rounded up)


Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 6 sorcery points to cast it as a bonus action.

Seeking Spell

When you make an attack roll for a spell and miss, you may expend 5 sorcery points to reroll the d20, you must use the new result.

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

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without one of somatic or verbal components (Your choice)

You can alternatively spend 2 sorcery points to cast it without either.

Surging Power

Once per turn (No action required) You may spend 1 sorcery point to use an Arcane Manifestation you know. The one used must be a manifestation other than the one you used at the start of your turn (If any)

You can not empower manifestations used via this feature.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can expend a number of sorcery points equal to twice the spells level to target a second creature within the spells range (1 sorcery point if it's a cantrip)

In order to be eligible, a spell must be incapable of targeting multiple creatures (For example, Magic Missiles and Scorching Rays are ineligible, but Ray of Frost and Suggestion are eligible)

Combat Traits

Below you will be able to find the features you are able to select from your Secrets of Magic feature at levels 3,

Blood Money

Your blood and body now counts as an arcane focus for you and your spells. If you were to cast a spell with costly material components, you can instead sacrifice your vitality to cast them. You may sacrifice any number of Sorcerer hit die when casting such a spell, for every hit die sacrificed you lose max HP equal to 1d4 + Your Constitution Modifier. You die if your hit point maximum becomes 0.

Every Sorcerer hit die expended in this way is considered to be a suitable replacement for up to 25 gold pieces worth of costly material components. Upon completing a long rest, you recover one hit die sacrificed from this feature, and you recover max HP equal to the amount lost when you sacrificed that particular hit die.

Extended Range

Your Manifestation Range is increased by 15-feet.

You may select this feature multiple times, increasing your range appropriately.

Further Learnings

You learn 2 spells from the Sorcerer spell list of your choice, which ds not count against your spells known. Upon completing a long rest, you may exchange these spells for different ones from the sorcerer spell list.

You may select this feature multiple times, learning 2 additional spells for each subsequent taking.

Hidden Wellspring

Your sorcery point maximum is increased by an amount equal to your Sorcerer level. Every time you gain a sorcerer level after gaining this feature, you gain one additional sorcery point.

You may select this feature multiple times, gaining additional sorcery points appropriately.

Magic Control

You learn two additional metamagics from the options available.

You may select this feature multiple times, learning an additional two metamagics for each subsequent taking.

Movement of the Mage

When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use a Manifestation that moves or teleports you, potentially moving you out of the way of the effects area.


Protective Excess

Choose one of the following features:

  • You have resistance to weapon damage and all nonmagical effects (Examples of things you would have resistance to are damage from a magical sword or a dragons breath weapon)

  • You have resistance to damage from spells and other magical effects.

Regardless of which feature you select, its resistances are only applied while your Overload is active.

Reactive Mage

You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Metamagics that require a reaction to use.

You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.

Resilient Body

Your HP maximum increases by an amount equal to two times your level in this class. Everytime you gain a Sorcerer level, your maximum HP increases by an additional 2 HP.

You may select this trait multiple times.

Superior Augmentation

You learn the Arcane Augmentation metamagic, and it does not count against your metamagics known. When you use this metamagic, its effects last a number of rounds equal to your Charisma modifier (Minimum of 2 rounds) instead of fading at the end of your next turn.

Mixed Bloodline

Prerequisite: 15th Level

A secondary bloodline has exposed itself within your power. Choose a subclass other than the one you originally chose-you gain that subclasses 1st level benefits and the origin spells it gains at 1st level.

1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Chaos Bolt
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Ice Knife
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Tasha's Caustic Brew
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nathair's Mischief
  • Phantasmal Force
  • Pyrotechnics
  • Rime's Binding Ice
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Vortex Warp
  • Warding Wind
  • Web
  • Wither and Bloom
3rd Level
  • Ashardalon's Stride
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Lightning Bolt
  • Major Image
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Vampiric Touch
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Polymorph
  • Raulothim's Psychic Lance
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Creation
  • Dominate Person
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Insect Plague
  • Seeming
  • Skill Empowerment
  • Summon Draconic Spirit
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Light
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Fizban's Platinum Shield
  • Flesh to Stone
  • Glove of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otiluke's Freezing Sphere
  • Scatter
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Incendiary Cloud
  • Power Word Stun
  • Sunburst
9th Level
  • Blade of Disaster
  • Gate
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Psychic Scream
  • Time Stop
  • Wish

Legendary Actions

Here you will find the Legendary actions that only a Sorcerer of the appropriate level can learn (If a Sorcerer specific Legendary action requires 2 actions, you must be a level 11 Sorcerer to know it for example)

Arcane Leftovers

Cost: 1 Legendary Action

If you used 3 or more sorcery points on your last turn, regain 1 sorcery point.

Metamagic Preparation

Cost: 1 Legendary Action

The next time you use metamagic before the end of your next turn, it costs 1 less sorcery points (To a minimum cost of 0)

Overcharge

Cost: 3 Legendary Actions

The next damaging spell you cast before the end of your next turn deals double damage.

You suffer force damage equal to the spells damage, and the damage you take can not be reduced in any way.

Project Will

Cost: 1 Legendary Action

You use an Arcane Manifestation you know. You cannot use one with this legendary action that you have used since the start of your last turn.

Rampaging Power

Cost: 1 Legendary Action

You enter your overload if it is available.

Wellspring of Magic

Cost: 2 Legendary Actions

The next spell you cast before the end of your next turn does not require material components (Provided the components do not have a gold cost or are consumed) and its DC is increased by 2.

If the spell uses an attack roll, that roll is instead increased by 2. This feature does not stack with itself.


Leveling Beyond 30

Here you can find what the Legendary Sorcerer gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary sorcerer gains a regular ASI.

  • Every third ASI a legendary sorcerer would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every level you gain 2 Arcane Fuel. Whenever you would expend a Sorcerer spell slot of 9th level or lower, you may instead expend an equal amount of Arcane Fuel. You recover all Arcane Fuel upon completing a long rest.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your Sorcery Points increase as normal (Meaning you gain 3 every level)

  • Your HP increases as per normal.

  • Your new ability score maximums for Dexterity, Constitution and Charisma is equal to your Sorcerer level if they were not already higher.

Wild Magic Variant

You may notice there's no wild magic subclass in this document, that's because it's instead being treated as an optional variant! Any subclass can use this variant, it's entirely up to the player and DM whether they wish to use it for the sorcerer.

If you are using this variant, then whenever you cast a spell of 1st level or higher, roll 1d12. If the result of the roll is the same level as what the spell was cast at, you must roll on the Wild Magic table!

There is not a wild magic table listed here but there are many options you could use-such as the official one, any of the dozens of fan made ones, or even one of the ten thousand options variants!

Changelog

Version 1.0.1 (April 13th 2023)

A very minor update that every legendary class is receiving, increasing their hit points

  • Hit die is now 2d6, you now add double your Constitution modifier for each level.

Version 1.0 (March 31st 2023)

The ninth overall legendary class and the first release of Sorcerer

  • Released with 7 Subclasses: Blessed, Draconic, Oceanvein, Pyreheart, Shadow, Stormblood and Terrasoul

  • Released with 20 Arcane Manifestations

  • Released with 21 Metamagics

  • Released with 11 Combat Traits

  • Released with 6 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover Page Art belongs to Jourd4n_ on Twitter!

  • Art on Font of Magic/ASI Page by Campbell White on Artstation!

  • Art on Arcanic Specialization/Vessel of Magic Page by Dao Trong Le on Artstation!

  • Art on Blessed Page belongs to Gegezi on Artstation!

  • Art on Draconic Page belongs to Zhenpeng Dong on Artstation!

  • Art on Oceanvein Page belongs to Asur Misao on Artstation!

  • Art on Pyreheart Page belongs to Elin Tan on Artstation!

  • Art on Shadow Page belongs to Diana Franco on Artstation!

  • Art on Stormblood belongs to Stephen Najarian on Artstation!

  • Art on Terrasoul Page belongs to Nixeu on Deviantart!

  • Art on 2nd Arcane Manifestations Page belongs to Ryan Lowe on Artstation!

  • Art on 2nd Metamagic Page belongs to Dominik Mayer on Artstation!

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT


Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: O-5

  • Living Legend: Trains

  • Renowned Hero: Cynical Sorcerer

  • Renowned Hero: InsaneInsanity

  • Mercenary: Deathknight

  • Folk Hero: Nate Meyer