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Published by Ethan Spearey, 2020-05-14 18:28:35

DnD Sorcerous Origins

A collection of alternative sorcerous origins and metamagic options for the sorcerer
class in 5th Edition Dungeons & Dragons.

Sorcerous Originshis document provides a collection of Screams of the Dead
alternative sorcerous origins and metamagic
options for the sorcerer class in 5th Edition At 6th level, you are able to act as a medium, channelling
Dungeons & Dragons. The material in this the agonising screams of the dead from Hades into the
minds of your enemies.
Tarticle is presented for playtesting and to
spark your imagination. As an action, spend 2 sorcery point and select a creature
within 30 feet of you that you can see. That creature must
Dark Soul succeed on a Wisdom saving throw against your sorcerer
Your soul is inextricably linked to Hades – the realm of the spell DC or become stunned until the end of the creature's
dead – an ashen grey waste filled with despair. Your very next turn, as they try to banish the deathly wails from their
presence is enough to wilt flowers and send chills through mind. Undead and constructs are immune to the effects.
those nearby. You possess an innate ability to manipulate
the deaths of others, preventing or accelerating their Manipulate Death
journey to the realm.
When you reach 14th level, you learn how to push or pull
Beacon of Despair other creatures to and from the realm of death.

You begin to instinctually evoke fear and terror in others. As a bonus action, you may spend 3 sorcery points to
At 1st level, you gain proficiency in Intimidation. When give a creature that you can see within 60 feet of you
vulnerability to one damage type of your choice. The effect
you reach 6th level in this class, your proficiency bonus for lasts until the end of the creature's next turn.
Intimidation is doubled.
Once you use this feature, you must finish a long rest
Mortal Coil before you can use it again.

You are able to feel and manipulate the energy between life Deathless Aegis
and death.
At 18th level, your very presence is able to shield others
Starting at 1st level, when a hostile creature dies within from death.
60 feet of you, you can use your reaction to siphon a
portion of its health back to you. You gain a number of You learn the death ward spell, which doesn’t count
temporary hit points equal to 1d8 + half your sorcerer level. against your number of sorcerer spells known. Additionally,
You can use this ability a number of times equal to your whilst the spell is active, its effects extend out to all allies
Charisma modifier (minimum of one). When you finish a within 10 feet of you for the duration of the spell.
long rest, you regain your expended uses.

1 SORCEROUS ORIGINS

Elementalist
Born of the primal forces of the multiverse, you
instinctively feel the ebb and flow of the four elements
around you. Your power primarily comes from the
Elemental Plane, where the forces of air, earth, fire and
water call out to you. As your mastery of grows, you learn
how to reshape these forces, bending them to your will.

Elemental Attunement

At 1st level, you learn the prestidigitation cantrip and you
can speak, read and write Auran, Terran, Ignan and Aquan.

Elemental Shield

Starting at 1st level, you are able to shroud yourself in an
elemental shield, protecting you from harmful attacks.

When you activate this ability as a bonus action, choose
one effect from the following options:

• Fire shield grants you a +2 bonus to saving throws.
• Water shield grants you temporary hit points equal to
your Charisma modifier + your sorcerer level (minimum of
two).
• Stone shield grants you a +2 bonus to AC.
• Air shield lets you to make the Dash or Disengage
action as a bonus action on each of your turns.
This ability requires your concentration and lasts for one
minute, ending if you are incapacitated, you die or choose
to end it as a bonus action. You can use this ability a
number of times equal to your Charisma modifier
(minimum of one). When you finish a long rest, you regain
your expended uses.
By 6th level, you become so familiar with your elemental
shield you no longer require concentration to maintain its
effects.
Additionally, at 6th level, you can spend 2 sorcery points
when you activate this ability to choose one additional
effect. At 14th level, you can spend 3 sorcery points to
choose two additional effects.

Dampen Elements

At 6th level, when you or a creature within 30 feet of you
takes acid, cold, fire, or lightning damage, you can use your
reaction to grant resistance to the creature against that
instance of the damage.

Mastery of the Elements

At 14th level the you learn the investiture of flame,
investiture of ice, investiture of stone and investiture of
wind spells, which don’t count against your number of
sorcerer spells known.

Elemental Avatar

At 18th level, you have complete mastery of the four
elements, bending them to your will as naturally as
breathing.

When you activate your elemental shield ability, you may
spend 5 sorcery points to have all four effects active
simultaneously. Additionally, you gain resistance to acid,
cold, fire and lightning damage for the duration.

Once you use this feature, you must finish a long rest
before you can use it again.

SORCEROUS ORIGINS 2

Temporal Scion Secret Passage
By some strange stroke of luck (or misfortune) you are able
to see through the folds of time and space, reading the When you reach 14th level, you learn to manipulate the
ripples of fate and reacting to things before they happen. As space around you to create tunnels and passageways.
your power grows, your gifts allow you to alter the flow of
time around you, giving you unnatural speed and foresight. As an action, you can create an invisible
extradimensional corridor through the Ethereal plane
Sixth Sense between two points up to 100 feet apart. The corridor is 5
feet wide, 10 feet tall and has two entrances, one at each
You have an uncanny ability to notice and sense things end. You and any creatures you designate can enter and see
happening around you before they actually occur. the corridor, which remains open for up to 10 minutes. To
all others the corridor appears invisible from the outside.
At 1st level, you can’t be surprised while you are The inside of the corridor can take on any appearance you
conscious, and other creatures don’t gain advantage on wish, from a dusty floor to stone tiles. You can dismiss the
attack rolls against you as a result of being unseen by you. corridor as a bonus action if you are within 30 feet of it.
Any creatures inside the corridor when the effect ends
Additionally, you gain proficiency in Perception. When instantly appear in their current location.
you reach 6th level in this class, your proficiency bonus for
Perception is doubled. If they appear inside a wall or rock, they take 3d8 force
damage and are ejected into the nearest empty space.
Celerity
Once you use this feature, you must finish a long rest
At 1st level, you learn the spell expeditious retreat, which before you can use it again.
doesn’t count against your number of sorcerer spells
known. Prescience

In addition, for the duration of this spell, you gain one of At 18th level, you are able to tap into time and space,
the following effects (your choice): +2 bonus to AC, reading the very fabric of reality and gleaning hints about
proficiency in Dexterity saving throws or opportunity your future.
attacks against you are made with disadvantage.
As an action, you can spend 5 sorcery point to cast
By 6th level, you become so familiar with bending time foresight once on yourself without expending a spell slot or
around you that when you cast expeditious retreat you no requiring any material components, however the effect only
longer require concentration to maintain the spell. lasts for 1 hour.

Phasing Once you use this feature, you must finish a long rest
before you can use it again.
By 6th level, you have learnt to use a portion of your
magical energy to slip in and out of reality, appearing short
distances away.

Immediately after casting a sorcerer spell that you know
of 1st level or higher, you can spend 2 sorcery points to
teleport up to 60 feet away to an unoccupied space that you
can see.

3 SORCEROUS ORIGINS

Feyborn
Wonder and bliss. Your presence evokes a euphoria that
few can resist. The very beauty of the Feywild seeps
through your blood. Your lineage is possibly linked to an
ancient fey ancestor, or perhaps you were born in the realm
and are imbued with its magical essence. Whatever the
truth, you bring an aura of mischief and mystery wherever
you go.

Fey Ancestry

Starting at 1st level you learn the friends cantrip and the
1st level spell charm person. At 3rd level, you learn
suggestion. These spells don’t count against your number
of sorcerer spells known.

Additionally, you can speak, read and write Sylvan.

Natural Trickster

At 1st level, you gain proficiency in Deception. When you
reach 6th level in this class, your proficiency bonus for
Deception is doubled.

Enchanting Aura

At 6th level, your natural magnetism and ability to influence
others becomes unparalleled.

When you cast an enchantment spell to charm one or
more creatures, you can spend 2 sorcery points to alter one
creature’s understanding so that it remains unaware of
being charmed.

Magical Nature

Your inherent magical heritage grants you protection
against harmful spells and charms.

When you reach 14th level, you gain advantage on saving
throws against spells and other magical effects, and you
cannot be charmed.

Additionally, you no longer age and are unaffected by any
effect that ages you.

Incite Euphoria

When you concentrate you are able to replicate the blissful
sensation of the Feywild around you.

At 18th level, as an action, you can spend 5 sorcery
points to incite euphoria in all creatures around you. When
you activate this ability, all creatures that you choose within
a 60 feet of you must make a Wisdom saving throw against
your sorcerer spell DC or become stunned for 1 minute, as
the their mind is magically tricked into believing they are
observing their innermost fantasies. A stunned creature
must make a Wisdom saving throw at the end of each of its
turns. On a successful save, it awakens from its fantasy and
the effect ends.

Once you use this feature, you must finish a long rest
before you can use it again

SORCEROUS ORIGINS 4

Demonkin Hellspawn
Chaos, destruction and violence are in your blood. Whether At some point during your ancestry, a deal was struck with
you choose to accept these gifts or deny them, there is no an entity from the Nine Hells that has extended into your
doubt that your heritage is tied to the Abyss and the lifetime. Echoes of their blood remain, calling to you,
demonic entities who call it home. It is unclear whether granting unfathomable powers from the infernal realms.
you draw your power from the realm itself, or more Instinctively, you have an uncanny knack for double talk
frighteningly, that your ancestors were aligned with and negotiation, granted from your heritage. Your curious
demons, trading their souls for power. and cunning mind is adept at uncovering the secrets of
others turning it against them.
Abyssal Lineage
Infernal Gifts
At 1st level, your skin is covered by a supernatural coating
that protects you from harmful blows. When you aren't Your hellish heritage grants you supernatural resistance
wearing armour, your AC equals 13 + your Constitution and ancient tricks.
modifier.
Starting at 1st level you gain resistance to fire or cold
Additionally, you can speak, read and write Abyssal. damage (your choice) and you can speak, read and write
Infernal.
Martial Essence
Additionally, you learn the guidance cantrip and the 1st
Embracing your heritage, your force of will allows you to level spells bane and disguise self. These spells don’t count
channel your demonic essence through your weapons, against your number of sorcerer spells known.
using it to power and guide your attacks.
Silver Tongue
At 1st level, you gain proficiency in shields, simple and
martial weapons. At 1st level, you gain proficiency in Insight and Persuasion.
When you reach 6th level in this class, your proficiency
Additionally, when you take the attack action, you may bonus for both is doubled.
use your Charisma modifier instead of Strength or
Dexterity for the attack and damage rolls. Sense Weakness

Extra Attack At 6th level, you gain the ability to see into a creatures heart
and learn its weaknesses.
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Select a creature within 60 feet of you. As an action, you
immediately learn whether the creature has any damage
Demonic Vigour immunities, resistances or vulnerabilities and what they
are. You can use this ability a number of times equal to
Your abyssal lineage infuses you with super natural your Charisma modifier (minimum of one). When you
stamina. finish a long rest, you regain your expended uses.

At 14th level, when your current hit points reduce to Ancient Secrets
below half your hit point maximum, you gain resistance to
all damage, except psychic damage. At 14th level, you learn three spells of your choice from any
class. A spell you choose must be of a level you can cast as
Demonic Transformation shown on the Sorcerer table, or a cantrip. The chosen
spells count as sorcerer spells for you but don’t count
At 18th level, you are able to fully tap into your demonic against the number of sorcerer spells you know.
power, harnessing it for a short time to unleash destruction
upon your enemies. Infernal Cunning

As a bonus action, you can spend 6 sorcery points to By 18th level, you have developed a keen sense for seizing
magically transform yourself into a titanic demonic form. In tactical advantage during battle.
this form, your size increases by one category along with
any items you are carrying, you gain 1d8 force damage to Immediately after rolling for initiative, you and up to
all your weapon attacks, and gain a flying speed of 30 feet, three allies can swap your initiative results with those of an
as giant bat-like wings sprout from between your shoulder enemy. Each initiative result can only be used once.
blades. You remain in this form for 1 minute, ending early if
you are incapacitated, you die, or you dismiss it as a bonus Once you use this feature, you must finish a long rest
action. before you can use it again.

Once you use this feature, you must finish a long rest
before you can use it again.

5 SORCEROUS ORIGINS

Other Origins

These other origins can be found in the Players Handbook,
Sword Coast Adventurer's Guide and Xanathar's Guide to
Everything.

They are summarised here for your reference as official
Wizards of the Coast D&D 5th Edition subclasses for the
sorcerer.

Draconic Bloodline
Players Handbook, pg 102.

Wild Magic
Players Handbook, pg 103.

Divine Soul
Xanathar’s Guide to Everything, pg 50.

Shadow Magic
Xanathar’s Guide to Everything, pg 51.

Storm Sorcery
Sword Coast Adventurer’s Guide, pg 137. Xanathar’s Guide
to Everything, pg 51.

Metamagic Options

When you choose Metamagic options, you have access to
the following additional options.

Elemental Spell

When you cast a spell that deals damage, you can spend 1
sorcery point to change the damage type to either acid,
cold, fire, or lighting for the duration of the effect. For
example, if you were to cast fireball, you can change the
damage type to one of the above listed damage types. All
other effects remain the same.

Document Version 1.9 (2020)
Credits

Author: George Gorgievski
Cover Art: Leonardo Borazio
Artists: Johnathan Chong

SORCEROUS ORIGINS 6


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