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Published by willborba, 2020-03-08 13:54:31

Sorcerer

Sorcerer

Keywords: Sorcerer

Sorcerer

Golden eyes flashing, a human
stretches out her hand and unleashes
the dragonfire that bu rns in her veins.
As an inferno rages around her foes,
leathery w ings spread from her back and
she takes to the air.

Long hair w hipped by a conjured wind,
a half-elf spreads his arms wide and throws
his head back. Lifting him momentarily off
the ground, a wave o f m agic surges up in him,
through him, and out from him in a mighty blast
o f lightning.

Crouching behind a stalagmite, a halfling points a
finger at a chargin g troglodyte. A blast o f fire springs
from her finger to strike the creature. She ducks back
behind the rock form ation with a grin, unaware that her
wild m agic has turned her skin bright blue.

Sorcerers carry a m agical birthright conferred
upon them by an exotic bloodline, som e otherworldly
influence, or exposure to unknow n cosm ic forces.
O ne c a n ’t study s o r c e ry as on e learn s a language, any
m ore than one can learn to live a legendary life. No one
ch ooses sorcery; the pow er ch ooses the sorcerer.

R aw M agic

Magic is a part o f every sorcerer, suffusing body, mind,
and spirit with a latent pow er that waits to be tapped.
S om e sorcerers w ield m agic that springs from an
ancient bloodline infused with the m agic o f dragons.
Others carry a raw, uncontrolled m agic w ithin them,
a chaotic storm that m anifests in unexpected ways.

The appearance of sorcerous pow ers is wildly
unpredictable. S om e draconic bloodlines produce
exactly one sorcerer in every generation, but in other
lines of descent every individual is a sorcerer. Most
o f the time, the talents o f sorcery appear as apparent
flukes. S om e sorcerers can’t nam e the origin o f their
pow er, w hile others trace it to strange events in their
ow n lives. The touch o f a demon, the blessing of a
dryad at a baby’s birth, or a taste o f the w ater from
a mysterious spring might spark the gift o f sorcery.
S o too might the gift o f a deity o f m agic, exposure
to the elemental forces o f the Inner Planes or the
m addening chaos o f Lim bo, or a glim pse into the
inner w orkings o f reality.

Sorcerers have no use for the spellbooks and ancient
tom es o f m agic lore that w izards rely on, nor do they
rely on a patron to grant their spells as w arlocks do.
By learning to harness and channel their ow n inborn
m agic, they can discover new and staggering ways
to unleash that power.

U n explain ed Pow ers

S o rce re rs are rare in the w orld, and it’s unusual to find
a sorcerer w ho is not involved in the adventuring life
in som e way. P eople with m agical p ow er seething in
their veins soon discover that the pow er d oesn ’t like to
stay quiet. A sorcerer’s m agic wants to be w ielded, and
it has a tendency to spill out in unpredictable w ays if
it isn’t called on.

The So rcerer

Proficiency Sorcery Cantrips Spells — Spell Slots per Spell Level—
Known Known
Level Bonus Points Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting, Sorcerous 4 2 2— — — — — — — —
+2 —
2nd 4 3
3rd Origin 4 4
4th 5 5
5th +2 2 Font o f Magic 5 6 3— — — — — —— —
6th 5 7 4 2— — — — —— —
7th +2 3 Metamagic 5 8 4 3— — — — —— —
8th 5 9 4 3 2— — — —— —
9th +2 4 Ability Score Improvement 5 10 4 3 3— — — —— —
10th 6 11 4 3 3 1— — —— —
11th +3 5 — 6 12 4 3 3 2— — —— —
12th 6 12
13th +3 6 Sorcerous Origin feature 6 13
14th 6 13
15th +3 7 — 6 14
16th 6 14
17th +3 8 Ability Score Improvement 6 15
18th 6 15
19th +4 9 — 6 15 4 3 3 3 1— ———
20th 6 15
+4 10 Metamagic 4 3 3 3 2—— — —

+4 11 — 4 3 3 3 2 1—— —

+4 12 Ability Score Improvement 4 3 3 3 2 1 — ——

+5 13 — 4 3 3 3 2 1 1——

+5 14 Sorcerous Origin feature 4 3 3 3 2 1 1——

+5 15 — 4 3 3 3 2 1 1 1—

+5 16 Ability Score Improvement 4 3 3 3 2 1 1 1—

+6 17 Metamagic 4 3332 1111

+6 18 Sorcerous Origin feature 433331111

+6 19 Ability Score Improvement 433332111

+6 20 Sorcerous Restoration 4 333322 11

Sorcerers often links you to a pow erful individual in the w orld—the fey
have obscure or quixotic creature that blessed you at birth, the dragon w h o put
motivations driving them a drop of its blood into your veins, the lich w ho created
to adventure. S om e seek a greater you as an experiment, or the deity w ho chose you to
understanding o f the m agical force that infuses carry this power.
them, or the answ er to the mystery o f its origin. Others
hope to find a w ay to get rid o f it, or to unleash its full Q u ic k Bu il d
potential. W hatever their goals, sorcerers are every bit You can make a sorcerer quickly by following these
as useful to an adventuring party as w izards, m aking suggestions. First, Charisma should be your highest
up for a com parative lack of breadth in their m agical ability score, follow ed by Constitution. Second,
knowledge with enorm ous flexibility in using the choose the hermit background. Third, ch oose the
spells they know. light, prestidigitation, ray o f frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
C reatin g a Sorcerer magic missile.

The m ost important question to consider when creating C lass Features
your sorcerer is the origin o f your power. A s a starting
character, you'll ch oose an origin that ties to a draconic As a sorcerer, you gain the follow ing class features.
bloodline or the influence o f wild magic, but the exact
so u rce o f your pow er is up to you to decide. Is it a fam ily H it Po in t s
curse, passed dow n to you from distant ancestors? Or Hit Dice: 1d6 per sorcerer level
did som e extraordinary event leave you blessed with Hit Points at 1st Level: 6 + your Constitution m odifier
inherent m agic but perhaps scarred as well? Hit Points at Higher Levels: 1d6 (or 4) + your

H ow do you feel about the magical pow er coursing Constitution m odifier per sorcerer level after 1st
through you? D o you em brace it, try to m aster it, or
revel in its unpredictable nature? Is it a b lessin g or P r o f ic ie n c ie s
a cu rse? D id you seek it out, or did it find you? Did Armor: None
you have the option to refuse it, and do you w ish you Weapons: Daggers, darts, slings, quarterstaffs,
had? W hat do you intend to do w ith it? Perhaps you
feel like you ’ve been given this p ow er for so m e lofty light crossbow s
purpose. Or you might decide that the pow er gives you Tools: None
the right to do what you want, to take what you want
from those w ho lack such power. Perhaps your power Saving Throws: Constitution, Charisma
Skills: C h oose tw o from Arcana, D eception, Insight,

Intimidation, Persuasion, and Religion

Eq u ipm en t Spe l l c a st in g Focu s
You start with the follow ing equipment, in addition to You can use an arcane focus (found in chapter 5) as a
the equipment granted by your background: spellcasting focus for your sorcerer spells.

• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple S o r cer o u s O r ig in
weapon
Choose a sorcerous origin, which describes the
• (a) a com pon en t p ou ch or (b) an arcane focu s source o f your innate m agical power: D raconic
• (a) a du ng eon eer’s pack or (b) an explorer’s pack B lood lin e or W ild M agic, both detailed at the end o f the
• Two daggers class description.

Sp e l l c a st in g Your ch oice grants you features w hen you c h o o s e it at
1st level and again at 6th, 14th, and 18th level.
A n event in your past, or in the life o f a parent or
ancestor, left an indelible mark on you, infusing you with Fo n t of M a g ic
arcane m agic. This font of m agic, whatever its origin,
fuels your spells. S ee chapter 10 for the general rules of At 2nd level, you tap into a deep w ellspring o f m agic
sp ellcastin g and chapter 11 for the sorcerer spell list. within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety of
C antrips magical effects.
At 1st level, you know four cantrips of your choice from
the sorcerer spell list. You learn additional sorcerer Sorcery Points
cantrips o f your ch oice at higher levels, as sh ow n in the You have 2 sorcery points, and you gain m ore as you
Cantrips K now n colum n o f the S orcerer table. reach higher levels, as show n in the S orcery Points
colum n o f the S orcerer table. You can never have
Spell Slo ts m ore sorcery points than shown on the table for your
The Sorcerer table show s how many spell slots you level. You regain all spent sorcery points w hen you
have to cast your sp ells o f 1st level and higher. To cast finish a long rest.
one of these sorcerer spells, you must expend a slot of
the sp ell’s level or higher. You regain all expended spell Flexible C astin g
slots w hen you finish a long rest. You can use your sorcery points to gain additional spell
slots, or sacrifice spell slots to gain additional sorcery
F or exam ple, if you k n ow the 1st-level spell burning points. You learn other ways to use your sorcery points
hands and have a 1st-level and a 2nd-level spell slot as you reach higher levels.
available, you can cast burning hands using either slot.
Creating Spell Slots. You can transform unexpended
S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r sorcery points into one spell slot as a bonus action on
You know tw o 1st-level spells o f your choice from the your turn. The Creating Spell Slots table show s the cost
sorcerer spell list. o f creating a spell slot o f a given level. You can create
spell slots no higher in level than 5th.
The Spells K now n colum n o f the S orcerer table
show s when you learn more sorcerer spells of your C r e a t in g S pell S lo ts
choice. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 3rd Spell Slot Sorcery
level in this class, you can learn one n ew spell o f 1st Level Point Cost
or 2nd level.
1st 2
Additionally, w hen you gain a level in this class, 2nd 3
you can choose one of the sorcerer spells you know 3rd 5
and replace it with another spell from the sorcerer 4th 6
spell list, w hich also m ust be o f a level for w h ich you 5th 7
have spell slots.
Converting a Spell Slot to Sorcery Points. As a
Spe l l c a st in g A b il it y bonus action on your turn, you can expend one spell
Charism a is your spellcasting ability for your sorcerer slot and gain a num ber o f sorcery points equal to the
spells, since the pow er o f your m agic relies on your slot’s level.
ability to project your w ill into the world. You use your
Charisma whenever a spell refers to your spellcasting M e t a m a g ic
ability. In addition, you use your Charism a m odifier
when setting the saving throw D C for a sorcerer spell At 3rd level, you gain the ability to twist your spells
you cast and w hen m aking an attack roll with one. to suit your needs. You gain two o f the follow ing
M etamagic options of your choice. You gain another one
Spell save D C = 8 + your proficiency bonus + at 10th and 17th level.
your Charisma modifier
You can use only one M etam agic option on a spell
Spell attack modifier = your proficiency bonus + w hen you cast it, u nless oth erw ise noted.
your Charisma modifier

C a r e f u l Spell Sorcerous R esto ratio n
W hen you cast a spell that forces other creatures to make
a saving throw, you can protect som e of those creatures At 20th level, you regain 4 expended sorcery points
from the spell’s full force. To do so, you spend 1 sorcery w henever you finish a short rest.
point and choose a number o f those creatures up to your
Charisma modifier (minimum of one creature). A chosen Sorcerous O rigins
creature autom atically s u c ce e d s on its saving throw
against the spell. Different sorcerers claim different origins for their
innate m agic. Although many variations exist, most
D istan t Spell o f these origins fall into tw o categories: a draconic
W hen you cast a spell that has a range o f 5 feet or bloodline and wild magic.
greater, you can spend 1 sorcery point to double the
range o f the spell. D raco n ic B lo o d lin e

W hen you cast a spell that has a range o f touch, you Your innate m agic com es from draconic m agic that w as
can spend 1 sorcery point to make the range o f the m ingled with your blood or that o f your ancestors. M ost
spell 30 feet. often, sorcerers with this origin trace their descent
back to a mighty sorcerer of ancient times w ho made a
E m po w e r e d Spell bargain with a dragon or who might even have claim ed
W hen you roll damage for a spell, you can spend 1 a dragon parent. S om e of these bloodlines are well
sorcery point to reroll a number o f the dam age dice up established in the world, but m ost are obscure. Any
to your Charisma m odifier (minim um of one). You must given sorcerer could be the first o f a new bloodline, as a
use the new rolls. result of a pact or som e other exceptional circum stance.

You can use Em powered Spell even if you have D ragon A ncestor
already used a different M etam agic option during the At 1st level, you c h o o s e one type o f dragon as your
casting o f the spell. ancestor. The damage type associated with each dragon
is used by features you gain later.
Ext en d e d Spell
W hen you cast a spell that has a duration o f 1 minute D r a c o n ic A n c est r y
or longer, you can sp end 1 sorcery point to double its
duration, to a m axim um duration o f 24 hours. Dragon Damage Type
Black Acid
H eigh tened Spell Blue Lightning
W hen you cast a spell that forces a creature to make a Brass Fire
saving throw to resist its effects, you can spend 3 sorcery Bronze Lightning
points to give one target of the spell disadvantage on its Copper Acid
first saving throw made against the spell. Cold Fire
Green Poison
Q u ick en ed Spell Red Fire
W hen you cast a spell that has a casting time o f 1 action, Silver Cold
you can spend 2 sorcery points to change the casting White Cold
time to 1 bonus action for this casting.
You can speak, read, and write D raconic. Additionally,
Su btle Spell whenever you make a Charisma check when interacting
W hen you cast a spell, you can spend 1 sorcery point to w ith dragons, your proficiency bon u s is doubled if it
cast it w ithout any som atic or verbal com pon ents. applies to the check.

Tw in n e d Spell D r a c o n ic R esilience
W hen you cast a spell that targets only one creature and A s m agic flow s through your body, it cau ses physical
d oesn ’t have a range o f self, you can spend a num ber o f traits o f your dragon ancestors to em erge. At 1st level,
sorcery points equal to the spell’s level to target a secon d your hit point m axim u m in creases by 1 and in creases by
creature in range with the sam e spell (1 sorcery point if 1 again whenever you gain a level in this class.
the spell is a cantrip).
Additionally, parts o f your skin are covered by a thin
A b ility Score Im pro vem en t sheen of dragon-like scales. W hen you aren’t w earing
armor, your AC equals 13 + your Dexterity modifier.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your Elem ental A ffin ity
choice by 2, or you can increase two ability scores of Starting at 6th level, w hen you cast a spell that deals
your ch oice by 1. A s norm al, you ca n ’t in crease an ability damage of the type associated with your draconic
score above 20 using this feature. ancestry, add your Charism a m odifier to that damage.
At the sam e time, you can spend 1 sorcery point to gain
resistance to that dam age type for 1 hour.

D r a g o n W in g s can do so after the creature rolls but before any effects
At 14th level, you gain the ability to sprout a pair of of the roll occur.
dragon w ings from your back, gaining a flying speed
equal to your current speed. You can create these w ings C ontrolled C haos
as a bonus action on your turn. They last until you At 14th level, you gain a m od icu m o f control over the
dism iss them as a bonus action on your turn. surges o f your wild magic. W henever you roll on the
W ild M agic Surge table, you can roll tw ice and use
You can’t m anifest your w ings w hile w earing arm or either number.
unless the arm or is m ade to accom m odate them, and
clothing not made to accom m odate your w ings might Spell B o m b a r d m e n t
be destroyed when you manifest them. B egin ning at 18th level, the harm ful energy o f your
spells intensifies. W hen you roll damage for a spell and
D r a c o n ic P resence roll the highest num ber possible on any of the dice,
B egin ning at 18th level, you can channel the dread c h o o s e one o f th ose dice, roll it again and add that roll to
presence of your dragon ancestor, causing those around the dam age. You can use the feature only on ce per turn.
you to becom e awestruck or frightened. As an action,
you can spend 5 sorcery points to draw on this pow er
and exude an aura of awe or fear (your choice) to a
distance o f 60 feet. For 1 minute or until you lose your
concentration (as if you w ere casting a concentration
spell), each hostile creature that starts its turn in this
aura must succeed on a W isdom saving throw or be
charm ed (if you chose awe) or frightened (if you chose
fear) until the aura ends. A creature that su cceed s on
this saving throw is im m une to your aura for 24 hours.

W ild M a g ic

Your innate m agic com es from the w ild forces of chaos
that underlie the order o f creation. You might have
endured exposure to som e form o f raw m agic, perhaps
through a planar portal leading to Lim bo, the Elemental
Planes, or the mysterious Far Realm. Perhaps you
w ere blessed by a pow erful fey creature or marked by a
demon. Or your m agic could be a fluke o f your birth, with
no apparent cau se or reason. H ow ever it cam e to be, this
chaotic m agic churns within you, waiting for any outlet.

W ild M a g ic Su rge
Starting w hen you c h o o s e this origin at 1st level, your
spellcasting can unleash surges of untamed magic.
Imm ediately after you cast a sorcerer spell o f 1st level
or higher, the DM can have you roll a d20. If you roll a
1, roll on the W ild M agic S u rge table to create a random
m agical effect.

T id e s of C h a o s
Starting at 1st level, you can m anipulate the forces o f
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw. O nce 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, the
DM can have you roll on the W ild M agic Surge table
im mediately after you cast a sorcerer spell o f 1st level or
higher. You then regain the use of this feature.

Bend Luck
Starting at 6th level, you have the ability to twist fate
using your w ild magic. W hen another creature you can
see m akes 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 num ber rolled as a
bon u s or penalty (your choice) to the creatu re’s roll. You

W ild M a g ic S u r g e

d 100 Effect d 100 Effect
01-02 Roll on this table at the start o f each o f your turns for 45-46 You cast levitate on yourself.
the next minute, ignoring this result on subsequent 47-48 A unicorn controlled by the DM appears in a space
03-04 rolls.
05-06 For the next minute, you can see any invisible creature within 5 feet o f you, then disappears 1 minute later.
if you have line o f sight to it. 49-50 You can’t speak for the next minute. Whenever you
07-08 A modron chosen and controlled by the DM appears
09-10 in an unoccupied space within 5 feet o f you, then try, pink bubbles float out o f your mouth.
11-12 disappears 1 minute later. 51-52 A spectral shield hovers near you for the next minute,
You ca st fireball as a 3rd-level spell centered on
13-14 yourself. granting you a +2 bonus to AC and immunity to m agic
15-16 You cast m agic missile as a 5th-level spell. missile.
17-18 Roll a d10. Your height changes by a number o f inches 53-54 You are immune to being intoxicated by alcohol for
equal to the roll. If the roll is odd, you shrink. If the the next 5d6 days.
19-20 roll is even, you grow. 55-56 Your hair falls out but grows back within 24 hours.
21-22 You cast confusion centered on yourself. 57-58 For the next minute, any flammable object you touch
For the next minute, you regain 5 hit points at the that isn’t being worn or carried by another creature
23-24 start o f each o f yourturns. bursts into flame.
25-26 You grow a long beard made o f feathers that remains 59-60 You regain your lowest-level expended spell slot.
until you sneeze, at which point the feathers explode 61-62 For the next minute, you must shout when you speak.
27-28 out from your face. 63-64 You cast fog cloud centered on yourself.
29-30 You cast grease centered on yourself. 65-66 Up to three creatures you choose within 30 feet o f you
31-32 Creatures have disadvantage on saving throws against take 4d10 lightning damage.
the next spell you cast in the next minute that involves 67-68 You are frightened by the nearest creature until the
33-34 a saving throw. end o f your next turn.
35-36 Your skin turns a vibrant shade of blue. A remove curse 69-70 Each creature within 30 feet o f you becomes invisible
spell can end this effect. for the next minute. The invisibility ends on a creature
37-38 An eye appears on your forehead for the next minute. when it attacks or casts a spell.
During that time, you have advantage on Wisdom 71-72 You gain resistance to all damage for the next minute.
39-40 (Perception) checks that rely on sight. 73-74 A random creature within 60 feet o f you becomes
41-42 For the next minute, all your spells with a casting time poisoned for 1d4 hours.
o f 1 action have a casting time o f 1 bonus action. 75-76 You glow with bright light in a 30-foot radius for the
43-44 You teleport up to 60 feet to an unoccupied space of next minute. Any creature that ends its turn within 5
your choice that you can see. feet o f you is blinded until the end o f its next turn.
You are transported to the Astral Plane until the 77-78 You cast polym orph on yourself. If you fail the saving
end o f your next turn, after which time you return throw, you turn into a sheep for the spell’s duration.
to the space you previously occupied or the nearest 79-80 Illusory butterflies and flower petals flutter in the air
unoccupied space if that space is occupied. within 10 feet o f you for the next minute.
Maximize the damage o f the next damaging spell you 81-82 You can take one additional action immediately.
cast within the next minute. 83-84 Each creature within 30 feet o f you takes 1d10 necrotic
Roll a d10. Your age changes by a number o f years damage. You regain hit points equal to the sum o f the
equal to the roll. If the roll is odd, you get younger necrotic damage dealt.
(minimum 1 year old). If the roll is even, you get older. 85-86 You cast m irror image.
1d6 flumphs controlled by the DM appear in 87-88 You cast fly on a random creature within 60 feet o f you.
unoccupied spaces within 60 feet o f you and are 89-90 You become invisible for the next minute. During that
frightened o f you. They vanish after 1 minute. time, other creatures can’t hear you. The invisibility
You regain 2d10 hit points. ends if you attack or cast a spell.
You turn into a potted plant until the start o f your 91-92 If you die within the next minute, you immediately
next turn. While a plant, you are incapacitated and come back to life as if by the reincarnate spell.
have vulnerability to all damage. If you drop to 0 hit 93-94 Your size increases by one size category for the next
points, your pot breaks, and your form reverts. minute.
For the next minute, you can teleport up to 20 feet as 95-96. You and all creatures within 30 feet o f you gain
a bonus action on each o f yourturns. vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the
next minute.
99-00 You regain all expended sorcery points.

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SORCERER ARCANE ORIGINS

PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER d6 Origin

is a birthright. 1 Your power arises from your family's bloodline.
You are related to some powerful creature, or you
—Hennet, scion of Tiamat inherited a blessing or a curse.

When it comes to drawing forth their abilities in times 2 You are the reincarnation ofa being from another
of need, sorcerers have it easy compared to other char— plane ofexistence.
acters. Their power not only rests within them, but it
likely takes some effort to keep it at bay. Every sorcerer 3 A powerful entity entered the world. Its magic
is born to the role, or stumbles into it through cosmic changed you.
chance. Unlike other characters, who must actively
learn, embrace, and pursue their talents, sorcerers have 4 Your birth was prophesied in an ancient text, and
their power thrust upon them.
you are foretold to use your power for terrible ends.
Because the idea of an innately magical being trav— 5 You are the product of generations ofcareful, se—
eling among them does not sit well with many folk,
sorcerers tend to breed mistrust and suspicion in others lective breeding.
they come across. Nonetheless, many sorcerers succeed
6 You were made in a vat by an alchemist.
in overcoming that prejudice through deeds that benefit
REACTION
their less magically gifted contemporaries.
Sorcerers are often defined by the events surrounding When a new sorcerer enters the world, either at birth
or later when one’s power becomes evident, the con-
the manifestation of their power. For those who receive sequences of that event depend greatly on how its wit-
it as an expected birthright, its appearance is a cause nesses react to what they have seen.
for celebration. Other sorcerers are treated as outcasts,
When your sorcerer’s powers appeared, how did the
banished from their homes after the sudden, terrifying world around you respond? Were other people support-
arrival of their abilities. ive, fearful, or somewhere in between?

Playing a sorcerer character can be as rewarding as it REACTIONS

is challenging. The sections below offer suggestions on d6 Reaction
how to flesh out and personalize your persona. 1 Your powers are seen as a great blessing by those

ARCANE ORIGIN around you, and you are expected to use them in
service to your community.
Some sorcerers understand where their power came
from, based on how their abilities manifested. Others 2 Your powers caused destruction and even a death

can only speculate, since their powers came to them in a when they became evident, and you were treated
way that suggests no particular cause. as a criminal.

Does your character know the source of your magi— 3 Your neighbors hate and fear your power, causing

cal power? Does it tie back to some distant relative, a them to shun you.
4 You came to the attention ofa sinister cult that
cosmic event, or blind chance? If your sorcerer doesn’t
know where their power arose from, your DM can use plans on exploiting your abilities.
this table (or select an origin) and reveal it to you when 5 Peeple around you believe that your powers are a
the information plays a role in the campaign.
curse levied on your family for a past transgression.

6 Your powers are believed to be tied to an ancient

line ofmad kings that supposedly ended in a

bloody revolt over a century ago.

SUPERNATURAL MARK

A sorcerer at rest is almost indistinguishable from a
normal person; it’s only when their magic flies forth that

sorcerers reveal their true nature. Even so, many sorcer-
ers have a subtle but telling physical trait that sets them
apart from other folk.

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Lfl-lh-LAJNFJIf your sorcerer has a supernatural mark, it might be by a telltale sign that makes it clear where that magical
one that’s easily concealed, or it could be a source of energy came from.
pride that you keep on constant display.
When your sorcerer character casts a spell, does the
SUPERNATURAL MARKS effort reveal itself in a sign of sorcery? Is this sign tied to
your origin or some other aspect of who you are, or is it
d6 Mark a seemingly random phenomenon?
Your eyes are an unusual color, such as red.
You have an extra toe on one foot. SIGNS or Soncsnv
One ofyour ears is noticeably larger than the other.
Your hair grows at a prodigious rate. d6 Sign
You wrinkle your nose repeatedly while you are l You deliver the verbal components ofyour spells in

chewing. the booming voice ofa titan.
6 A red splotch appears on your neck once a day, For a moment after you cast a spell, the area

then vanishes after an hour. around you grows dark and gloomy.

SIGN OF SORCERY You sweat profusely while casting a spell and for a
few seconds thereafter.
As the world well knows, some sorcerers are better than Your hair and garments are briefly buffeted about,
others at controlling their spellcasting. Sometimes a as ifby a breeze, whenever you call forth a spell.
wild display of magic gone awry emanates from a sor- Ifyou are standing when you cast a spell, you rise
cerer who casts a spell. But even when one’s magic goes six inches into the air and gently float back down.
Illusory blue flames wreathe your head as you be-
off as planned, the act of casting is often accompanied gin your casting, then abruptly disappear.

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At 1st level, a sorcerer gains the Sorcerous Origin fea- canal inlzrhql lei/rims lAGlul lanai: twill-NBS? ll: Stlwi
ture. The following options are available to a sorcerer,
in addition to those offered in the Player's Handbook: arloiltrqru. ’llncr: Shaulal lo! a local: ahgtll
Divine Soul, Shadow Magic, and Storm Sorcery.
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DIVINE SOUL
the outcome. Once you use this feature, you can’t use it
Sometimes the spark of magic that fuels a sorcerer again until you finish a short or long rest.
comes from a divine source that glimmers within the
soul. Having such a blessed soul is a sign that your EMPOWERED HEALING
innate magic might come from a distant but powerful fa-
milial connection to a divine being. Perhaps your ances— Starting at 6th level, the divine energy coursing through
tor was an angel, transformed into a mortal and sent to you can empower healing spells. Whenever you or
fight in a god’s name. Or your birth might align with an an ally within 5 feet of you rolls dice to determine the
ancient prophecy, marking you as a servant of the gods number of hit points a spell restores, you can spend 1
or a chosen vessel of divine magic. sorcery point to reroll any number of those dice once,
provided you aren't incapacitated. You can use this fea-
A Divine Soul, with a natural magnetism, is seen as a ture only once per turn.
threat by some religious hierarchies. As an outsider who
commands sacred power, a Divine Soul can undermine OTHERWORLDLY WINGS
an existing order by claiming a direct tie to the divine.
Starting at 14th level, you can use a bonus action to
In some cultures, only those who can claim the power manifest a pair of spectral wings from your back. While
of a Divine Soul may command religious power. In the wings are present, you have a flying speed of 30 feet.
these lands, ecclesiastical positions are dominated by a The wings last until you're incapacitated, you die, or you
few bloodlines and preserved over generations. dismiss them as a bonus action.

DIvINE SOUL FEATURES The affinity you chose for your Divine Magic feature
determines the appearance of the spectral wings: eagle
Sorcerer Level Feature wings for good or law, bat wings for evil or chaos, and
dragonfly wings for neutrality.
lst Divine Magic, Favored by the Gods
6th Empowered Healing UN EARTHLY RECOVERY
14th Otherworldly Wings
At 18th level, you gain the ability to overcome grievous
13th Unearthly Recovery injuries. As a bonus action when you have fewer than
half of your hit points remaining, you can regain a num-
DIVINE MAGIC ber of hit points equal to half your hit point maximum.

Your link to the divine allows you to learn spells from Once you use this feature, you can’t use it again until
the cleric class. When your Spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell of you finish a long rest.
1st level or higher, you can choose the new spell from
the cleric spell list or the sorcerer spell list. You must SHADOW MAGIC

otherwise obey all the restrictions for selecting the You are a creature of shadow, for your innate magic
spell, and it becomes a sorcerer spell for you. comes from the Shadowfell itself. You might trace your
lineage to an entity from that place, or perhaps you were
In addition, choose an affinity for the source of your exposed to its fell energy and transformed by it.
divine power: good, evil, law, chaos, or neutrality. You
learn an additional spell based on that affinity, as shown The power of shadow magic casts a strange pall over
below. It is a sorcerer spell for you, but it doesn’t count your physical presence. The spark of life that sustains
against your number of sorcerer spells known. Ifyou you is muffled, as if it struggles to remain viable against
later replace this spell, you must replace it with a Spell the dark energy that imbues your soul. At your option,
from the cleric spell list. you can pick from or roll on the Shadow Sorcerer
Quirks table to create a quirk for your character.
Affinity Spell
Good cure wounds SHADOW SORCERER QUIRKS
Evil inflict wounds
Law bless d6 Quirk
Chaos bone
Neutrality protectionfrom evil and good I You are always icy cold to the touch.
2 When you are asleep, you don’t appear to breathe
FAVORED BY THE GODS
(though you must still breathe to survive).
Starting at 1st level, divine power guards your destiny.
Ifyou fail a saving throw or miss with an attack roll, you 3 You barely bleed, even when badly injured.
can roll 2d4 and add it to the total, possibly changing
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.

SHADOW MAGIC FEATURES

Sorcerer Feature
Level Eyes ofthe Dark, Strength ofthe Grave
Eyes ofthe Dark (darkness)
lst Hound of III Omen
3rd Shadow Walk
6th Umbral Form
14th
18th

EYES OF THE DARK but only against its target. Additionally, while the hound
is within 5 feet of the target, the target has disadvantage
Starting at lst level, you have darkvision with a range on saving throws against any spell you cast. The hound
disappears if it is reduced to 0 hit points, if its target is
of 120 feet. reduced to 0 hit points, or after 5 minutes.
When you reach 3rd level in this class, you learn
SHADOW WALK
the darkness spell, which doesn’t count against your At 14th level, you gain the ability to step from one
number of sorcerer spells known. In addition, you can
cast it by spending 2 sorcery points or by expending a shadow into another. When you are in dim light or dark-
spell slot. If you cast it with sorcery points, you can see ness, as a bonus action, you can magically teleport up to
through the darkness created by the spell. 120 feet to an unoccupied space you can see that is also
in dim light or darkness.
STRENGTH OF THE GRAVE
UMBRAL FORM
Starting at lst level, your existence in a twilight state be-
tween life and death makes you difficult to defeat. When Starting at 18th level, you can spend 6 sorcery points
damage reduces you to 0 hit points, you can make a as a bonus action to magically transform yourself into
Charisma saving throw (DC 5 + the damage taken). On a shadowy form. In this form, you have resistance to
a success, you instead drop to 1 hit point. You can’t use all damage except force and radiant damage, and you
this feature if you are reduced to 0 hit points by radiant can move through other creatures and objects as if they
were difficult terrain. You take 5 force damage if you end
damage or by a critical hit.
After the saving throw succeeds, you can’t use this your turn inside an object.
You remain in this form for 1 minute. It ends early if
feature again until you finish a long rest.
you are incapacitated, if you die, or if you dismiss it as a
HOUND or ILL OMEN bonus action.

At 6th level, you gain the ability to call. forth a howling STORM SORCERY
creature of darkness to harass your foes. As a bonus
action, you can spend 3 sorcery points to magically Your innate magic comes from the power of elemental
summon a hound of ill omen to target one creature you air. Many with this power can trace their magic back to
can see within 120 feet of you. The hound uses the dire a near-death experience caused by the Great Rain, but
wolf’s statistics (see the Monster Manual or appendix C perhaps you were born during a howling gale so power-
in the Player’s Handbook), with the following changes: ful that folk still tell stories of it, or your lineage might
include the influence of potent air creatures such as
. The hound is size Medium, not Large, and it counts as djinn. Whatever the case, the magic of the storm perme~
a monstrosity, not a beast.
ates your being.
- It appears with a number of temporary hit points
equal to half your sorcerer level. " "w: it: t. t. iii-'i'iti:

- It can move through other creatures and objects as
if they were difficult terrain. The bound 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 at-
tack its target. The hound can make opportunity attacks,

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Storm sorcerers are invaluable members of a ship’s HEART OF THE STORM
crew. Their magic allows them to exert control over
wind and weather in their immediate area. Their abili- At 6th level, you gain resistance to lightning and thunder
ties also prove useful in repelling attacks by sahuagin, damage. In addition, whenever you start casting a spell
pirates, and other waterborne threats. of 1st level or higher that deals lightning or thunder
damage, stormy magic erupts from you. This eruption
STORM SORCERY FEATURES causes creatures of your choice that you can see within
10 feet of you to take lightning or thunder damage
Sorcerer Feature (choose each time this ability activates) equal to half
Level your sorcerer level.

lst Wind Speaker, Tempestuous Magic STORM GUIDE

6th Heart of the Storm, Storm Guide At 6th level, you gain the ability to subtly control the

14th Storm’s Fury weather around you.
Ifit is raining, you can use an action to cause the rain
18th Wind Soul
to stop falling in a 20-foot—radius sphere centered on
WIND SPEAKER
you. You can end this effect as a bonus action.
The arcane magic you command is infused with ele- If it is windy, you can use a bonus action each
mental air. You can speak, read, and write Primordial.
Knowing this language allows you to understand and round to choose the direction that the wind blows in a
be understood by those who speak its dialects: Aquan, IOO-foot-radius sphere centered on you. The wind blows
Auran, Ignan, and Terran. in that direction until the end of your next turn. This fea-
ture doesn't alter the speed of the wind.
TEMPESTUOUS MAGIC
Starting at 1st level, you can use a bonus action on your STORM’S FURY
turn to cause whirling gusts of elemental air to briefly
surround you, immediately before or after you cast a Starting at 14th level, when you are hit by a melee at-
spell of 1st level or higher. Doing so allows you to fly up
to 10 feet without provoking opportunity attacks. tack, 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

At 18th level, you gain immunity to lightning and thun-
der 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.

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