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Published by Jollie Window, 2022-05-09 07:34:07

Unchained Sorcerer

DnD 5e Homebrew made by u/Ozzifer
None of this is mine, it is just a copy

Unchained Sorcerer

Sorcerer     The appearance of sorcerous powers is wildly
unpredictable. Some draconic bloodlines produce exactly
Golden eyes flashing, a human stretches out one sorcerer in every generation, but in other lines of
her hand and unleashes the dragonfire that descent every individual is a sorcerer. Most of the time, the
burns in her veins. As an inferno rages talents of sorcery appear as apparent flukes. Some
around her foes, leathery wings spread from sorcerers can't name the origin of their power, while others
her back and she takes to the air. trace it to strange events in their own lives. The touch of a
Long hair whipped by a conjured wind, a demon, the blessing of a dryad at a baby's birth, or a taste
half-elf spreads his arms wide and throws of the water from a mysterious spring might spark the gift
his head back. Lifting him momentarily off the ground, a of sorcery. So too might the gift of a deity of magic,
wave of magic surges up in him, through him, and out from exposure to the elemental forces of the Inner Planes or the
him in a mighty blast of lightning. maddening chaos of Limbo, or a glimpse into the inner
workings of reality.
Crouching behind a stalagmite, a halfling points a finger
at a charging troglodyte. A blast of fire springs from her Sorcerers have no use for the spellbooks and ancient
finger to strike the creature. She ducks back behind the tomes of magic lore that wizards rely on, nor do they rely
rock formation with a grin, unaware that her wild magic on a patron to grant their spells as warlocks do. By learning
has turned her skin bright blue. to harness and channel their own inborn magic, they can
discover new and staggering ways to unleash that power.
Sorcerers carry a magical birthright conferred upon
them by an exotic bloodline, some otherworldly influence, Unexplained Powers
or exposure to unknown cosmic forces. One can't study Sorcerers are rare in the world, and it's unusual to find a
sorcery as one learns a language, any more than one can sorcerer who is not involved in the adventuring life in some
learn to live a legendary life. No one chooses sorcery; the way. People with magical power seething in their veins
power chooses the sorcerer. soon discover that the power doesn't like to stay quiet. A
sorcerer's magic wants to be wielded, and it has a tendency
Raw Magic to spill out in unpredictable ways if it isn't called on.
Magic is a part of every sorcerer, suffusing body, mind, and
spirit with a latent power that waits to be tapped. Some The upbringings of many sorcerers are defined by the
sorcerers wield magic that springs from an ancient events surrounding the manifestation of their power. For
bloodline infused with the magic of dragons. Others carry a those who receive it as an expected birthright, its
raw, uncontrolled magic within them, a chaotic storm that appearance is a cause for celebration. Other sorcerers are
manifests in unexpected ways. treated as outcasts, banished from their homes after the
sudden, terrifying arrival of their abilities.

Sorcerers often have obscure or quixotic motivations
driving them to adventure. Some seek a greater
understanding of the magical force that infuses them, or
the answer to the mystery of its origin. Others hope to find
a way to get rid of it, or to unleash its full potential.
Whatever their goals, sorcerers are every bit as useful to an
adventuring party as wizards, making up for a comparative
lack of breadth in their magical knowledge with enormous
flexibility in using the spells they know.

Creating a Sorcerer
The most important question to consider when creating
your sorcerer is the origin of your power. Is it a family
curse, passed down to you from distant ancestors? Or did
an extraordinary event leave you blessed with inherent
magic but perhaps scarred as well?

How do you feel about the magical power coursing
through you? Do you embrace it, try to master it, or revel in
its unpredictable nature? Is it a blessing or a curse? Did you
seek it out, or did it find you? Did you have the option to
refuse it, and do you wish you had? What do you intend to
do with it? Perhaps you feel like you've been given this
power for some lofty purpose. Or you might decide that the
power gives you the right to do what you want, to take what
you want from those who lack such power. Perhaps your
power links you to a powerful individual in the world — the
fey creature that blessed you at birth, the dragon who put a
drop of its blood into your veins, the lich who created you
as an experiment, or the deity who chose you to carry this
power.

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The Sorcerer Sorcery
Cantrips
Spells
— Spell Slots per Spell Level —

Proficiency
Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level Bonus Features — 4 2 2 — ———————
1st +2 Spellcasting, Sorcerous Origin 2 4 3 3 — ———————
2nd +2 Font of Magic 3 4 4 4 2 ———————
3rd +2 Metamagic, Magical Guidance 4 5 5 4 3 ———————
4th +2 Ability Score Improvement 5 5 6 4 3 2 ——————
5th +3 Metamagic, Sorcerous Restoration 6 5 7 4 3 3 ——————
6th +3 Sorcerous Origin feature 7 5 8 4 3 3 1 —————
7th +3 — 8 5 9 4 3 3 2 —————
8th +3 Ability Score Improvement 9 5 10 4 3 3 3 1 — — — —
9th +4 Metamagic 10 6 11 4 3 3 3 2 — — — —
10th +4 Greater Sorcery 11 6 12 4 3 3 3 2 1 — — —
11th +4 — 12 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 13 6 13 4 3 3 3 2 1 1 — —
13th +5 Metamagic 14 6 13 4 3 3 3 2 1 1 — —
14th +5 Sorcerous Origin feature 15 6 14 4 3 3 3 2 1 1 1 —
15th +5 Metamagic Versatility 16 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 17 6 15 4 3 3 3 2 1 1 1 1
17th +6 Metamagic 18 6 15 4 3 3 3 3 1 1 1 1
18th +6 Sorcerous Origin feature 19 6 15 4 3 3 3 3 2 1 1 1
19th +6 Ability Score Improvement 20 6 15 4 3 3 3 3 2 2 1 1
20th +6 Metamagic Mastery

Quick Build Starting Equipment

You can make a sorcerer quickly by following these You start with the following items, plus anything provided
suggestions. First, Charisma should be your highest ability by your background.
score, followed by Constitution. Second, choose the hermit
background. Third, choose the light, prestidigitation, ray of (a) a light crossbow and 20 bolts or (b) any simple
frost, and shocking grasp cantrips, along with the 1st-level weapon
spells shield and magic missile. (a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Class Features Two daggers
Alternatively, you may start with 3d4 × 10 gp to buy your
As a sorcerer, you gain the following class features. own equipment.

Hit Points Spellcasting
An event in your past, or in the life of a parent or ancestor,
Hit Dice: 1d6
left an indelible mark on you, infusing you with arcane
Hit Points at 1st Level: 6 + your Constitution modifier
magic. This font of magic, whatever its origin, fuels your
Hit Points at Higher Levels: 1d6 (or 4) + your spells. See chapter 10 of the PHB for the general rules of
Constitution modifier per Sorcerer level after 1st spellcasting, and "Sorcerer Spells" at the end of the class
description for the sorcerer spell list.
Proficiencies
Sorcery and Spells
Armor: none

Weapons: daggers, darts, slings, quarterstaffs, light As a sorcerer, your body is the conduit through which you
crossbows
manifest your magic, drawing upon your innate power
Tools: none instead of relying on external sources. Therefore, you don't
Saving Throws: Constitution, Charisma
need to provide material components in order to cast your
Skills: Choose two from Arcana, Deception, Insight, sorcerer spells, unless the component has a cost or is
Intimidation, Persuasion, and Religion. consumed by the spell.

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Cantrips Flexible Casting

At 1st level, you know four cantrips of your choice from the You can use your sorcery points to gain additional spell
sorcerer spell list. You learn additional sorcerer cantrips of slots, or sacrifice spell slots to gain additional sorcery
your choice at higher levels, as shown in the Cantrips points. You learn other ways to use your sorcery points as
Known column of the Sorcerer table. you reach higher levels.

Spell Slots Creating Spell Slots. You can transform unexpended
sorcery points into one spell slot as a bonus action on your
The Sorcerer table shows how many spell slots you have to turn. The created spell slots vanish at the end of a long
cast your sorcerer spells of 1st level and higher. To cast one rest. The Creating Spell Slots table shows the cost of
of these sorcerer spells, you must expend a slot of the creating a spell slot of a given level. You can create spell
spell's level or higher. You regain all expended spell slots slots no higher in level than 5th.
when you finish a long rest.
Creating Spell Slots Sorcery Point Cost
For example, if you know the 1st-level spell burning 2
hands and have a 1st-level and a 2nd-level spell slot Spell Slot Level 3
available, you can cast burning hands using either slot. 1st 5
2nd 6
Spells Known of 1st Level and Higher 3rd 7
4th
You know two 1st-level spells of your choice from the 5th
sorcerer spell list.
Converting a Spell Slot to Sorcery Points. As a bonus
The Spells Known column of the Sorcerer table shows action on your turn, you can expend one spell slot and gain
when you learn more sorcerer spells of your choice. Each a number of sorcery points equal to the slot's level.
of these spells must be of a level for which you have spell
slots. For instance, when you reach 3rd level in this class, Metamagic
you can learn one new spell of 1st or 2nd level. At 3rd level, you gain the ability to twist your spells to suit
your needs. You gain two of the following Metamagic
Additionally, when you gain a level in this class, you can options of your choice. You gain another one at 5th, 9th,
choose one of the sorcerer spells you know and replace it 13th, and 17th level.
with another spell from the sorcerer spell list, which also
must be of a level for which you have spell slots. You can use only one Metamagic option on a spell when
you cast it, unless otherwise noted.
Spellcasting Ability
Careful Spell
Charisma is your spellcasting ability for your sorcerer
spells, since the power of your magic relies on your ability When you cast a spell that forces other creatures to make a
to project your will into the world. You use your Charisma saving throw, you can protect some of those creatures from
whenever a spell refers to your spellcasting ability. In the spell's full force. To do so, you spend 1 sorcery point
addition, you use your Charisma modifier when setting the and choose a number of those creatures up to your
saving throw DC for a sorcerer spell you cast and when Charisma modifier (minimum of one creature). A chosen
making an attack roll with one. creature automatically succeeds on its saving throw against
the spell.
Spell save DC = 8 + your proficiency bonus + your
Delayed Spell
Charisma modifier
When you cast a spell that has a casting time of 1 action or
Spell attack modifier = your proficiency bonus + your 1 bonus action on your turn, you can spend 1 sorcery point
to have the spell's effect be produced at the end of the turn,
Charisma modifier rather than at the instant you finish casting the spell.

Sorcerous Origin Distant Spell
You choose a sorcerous origin, which describes the source
of your innate magical power, from the list of available When you cast a spell that has a range of 5 feet or greater,
origins. you can spend 1 sorcery point to double the range of the
spell.
Your choice grants you features when you choose it at 1st
level and again at 6th, 14th, and 18th level. When you cast a spell that has a range of touch, you can
Font of Magic spend 1 sorcery point to make the range of the spell 30
At 2nd level, you tap into a deep wellspring of magic within feet.
yourself. This wellspring is represented by sorcery points,
which allow you to create a variety of magical effects. Empowered Spell

Sorcery Points When you roll damage for a spell, you can spend 1 sorcery
point to reroll a number of the damage dice, up to a
You have 2 sorcery points, and you gain one additional number equal to your Charisma modifier (minimum of
point every time you gain a level in this class, as shown in one). You must use the new rolls.
the Sorcery Points column of the Sorcerer table. You can
never have more sorcery points than shown on the table for You can use Empowered Spell even if you have already
your level. You regain all spent sorcery points when you used a different Metamagic option during the casting of the
finish a long rest. spell.

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Extended Spell     If your DM allows the use of feats, you may instead take
a feat.
When you cast a spell that has a duration of 1 minute or
longer, you can spend 1 sorcery point to double its In addition, whenever you reach a level in this class that
duration, to a maximum duration of 24 hours. grants this feature, you can do one of the following,
representing the magic within you flowing in new ways:
Heightened Spell
Replace one cantrip you learned from this class's
When you cast a spell that forces a creature to make a Spellcasting feature with another cantrip from the
saving throw to resist its effects, you can spend 3 sorcery sorcerer spell list.
points to give one target of the spell disadvantage on its Replace one of the options you chose for the Metamagic
first saving throw made against the spell. feature with a different one.

Piercing Spell Sorcerous Restoration
Starting at 5th level, your inner reserves of magic replenish
When you cast a spell that deals damage, you can spend 2 as your physical body recovers. If you regain hit points by
sorcery points to have the spell's damage ignore the spending Hit Dice at the end of a short rest, you also regain
damage resistances of one of the spell's targets. 1 expended sorcery point.

Quickened Spell Greater Sorcery
Starting at 10th level, you gain growing mastery over your
When you cast a spell that has a casting time of 1 action, manipulation of magical spells. You can use two Metamagic
you can spend 2 sorcery points to change the casting time options, instead of one, when you cast a spell. Once you do
to 1 bonus action for this casting. so, you must finish a long rest before you can use this
feature again.
Seeking Spell
Metamagic Versatility
If you make an attack roll for a spell and miss, you can Beginning at 15th level, when you finish a long rest, you
spend 2 sorcery points to reroll the d20, and you must use can replace one of your known Metamagic options with a
the new roll. different one.

You can use Seeking Spell even if you have already used Metamagic Mastery
a different Metamagic option during the casting of the spell. By 20th level, your mastery of magic allows you to exceed
the shackles that once limited you. Whenever you use a
Subtle Spell Metamagic option, that option's sorcery point cost is
reduced by 1 (to a minimum of 1 sorcery point).
When you cast a spell, you can spend 1 sorcery point to
cast it without any somatic or verbal components. Sorcerous Origins

Transmuted Spell Different sorcerers claim different origins for their innate
magic. Many variations exist, as your sorcerous origin
When you cast a spell that deals a type of damage from the reflects the nature of your bond to magic, and the
following list, you can spend 1 sorcery point to change that circumstances through which you came to acquire it. The
damage type to one of the other listed types: acid, cold, fire, options available for you to choose from are listed below.
lightning, poison, thunder.
The Aberrant Mind, scion of alien influence and
Twinned Spell wielder of psionic power.
The Clockwork Soul, drawn from the glorious
When you cast a spell that targets only one creature and efficiency of a realm bathed in mechanical order.
doesn't have a range of self, you can spend a number of The Divine Soul, sorcerers who bear the spark of the
sorcery points equal to the spell's level to target a second divine in their magic.
creature in range with the same spell (1 sorcery point if the The Draconic Bloodline, whose life essence runs rich
spell is a cantrip). with the ancient might of dragons.
Paradox Magic, which creates contradictions within
To be eligible, a spell must be incapable of targeting magical outcomes to alter the flow of reality.
more than one creature at the spell's current level. For Phoenix Sorcery, the manifestation of immortal flame
example, the spells magic missile and scorching ray aren't and blazing grandeur.
eligible, but ray of frost and chromatic orb are. Shadow Magic, for the souls touched by the dark
energies of the Shadowfell.
Vast Spell Storm Sorcery, traced to the unbridled fury of
tempests and the elemental air.
When you cast a spell that can target multiple creatures Wild Magic, the mysterious and chaotic forces
only if they are within 30 feet of each other, you can spend underlying raw creation itself.
2 sorcery points to increase that distance to 60 feet.
Magical Guidance
At 3rd level, you can tap into your inner wellspring of magic
to try to conjure success from failure. When you fail an
ability check, you can spend 1 sorcery point to reroll the
d20, and you must use the new roll, potentially turning the
failure into a success.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 20
using this feature.

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Aberrant Mind Psionic Spells
An alien influence has wrapped its tendrils around your
mind, giving you psionic power. You can now touch other Sorcerer

minds with that power and alter the world around you by Level Spells
using it to control the magical energy of the multiverse. 1st arms of Hadar, dissonant whispers
Will this power shine from you as a hopeful beacon to 3rd calm emotions, detect thoughts
others? Or will you be a source of terror to those who feel 5th hunger of Hadar, sending
the stab of your mind and witness the strange 7th Evard's black tentacles, summon aberrationTCE
manifestations of your might? 9th Rary's telepathic bond, telekinesis

As an Aberrant Mind sorcerer, you decide how you Telepathic Speech
acquired your powers. Were you born with them? Or did an
event later in life leave you shining with psionic awareness? You can form a telepathic connection between your mind
Consult the Aberrant Origins table for a possible origin of and the mind of another. As a bonus action, choose one
your power. creature you can see within 30 feet of you. You and the
chosen creature can speak telepathically with each other
Aberrant Origins while the two of you are within a number of miles of each
other equal to your Charisma modifier (minimum of 1
d6 Origin mile). To understand each other, you each must speak
mentally in a language the other knows.
You were exposed to the Far Realm's warping
1 influence. You are convinced that a tentacle is now The telepathic connection lasts for a number of minutes
equal to your sorcerer level. It ends early if you are
growing on you, but no one else can see it. incapacitated or die or if you use this ability to form a
connection with a different creature.
A psychic wind from the Astral Plane carried psionic
2 energy to you. When you use your powers, faint Psionic Sorcery

motes of light sparkle around you. Starting at 6th level, when you cast any spell of 1st level or
higher from your Psionic Spells feature, you can cast it by
3 You once suffered the dominating powers of an expending a spell slot as normal or by spending a number
aboleth, leaving a psychic splinter in your mind. of sorcery points equal to the spell's level.

You were implanted with a mind flayer tadpole, but If you cast the spell using sorcery points, it requires no
the ceremorphosis never completed. And now its verbal or somatic components, and it requires no costly
4 psionic power is yours. When you use it, your flesh material components, unless they are consumed by the
spell.
shines with a strange mucus.
Psychic Defenses
As a child, you had an imaginary friend that looked
like a flumph or a strange platypus-like creature. One At 6th level, you gain resistance to psychic damage, and you
5 day, it gifted you with psionic powers, which have have advantage on saving throws against being charmed or
frightened.
ended up being not so imaginary.
Revelation in Flesh
Your nightmares whisper the truth to you: your
6 psionic powers are not your own. You draw them At 14th level, you can unleash the aberrant truth hidden
within yourself. As a bonus action, you can spend 1 or more
from your parasitic twin! sorcery points to magically transform your body for 10
minutes. For each sorcery point you spend, you can gain
Psionic Spells one of the following benefits of your choice, the effects of
which last until the transformation ends:
Starting at 1st level, you learn additional spells when you
reach certain levels in this class, as shown in the Psionic You can see any invisible creature within 60 feet of you,
Spells table. Each of these spells counts as a sorcerer spell provided it isn't behind total cover. Your eyes also turn
for you, but it doesn't count against the number of sorcerer black or become writhing sensory tendrils.
spells you know. You gain a flying speed equal to your walking speed, and
you can hover. As you fly, your skin glistens with mucus
Whenever you gain a sorcerer level, you can replace one or shines with an otherworldly light.
spell you gained from this feature with another spell of the You gain a swimming speed equal to twice your walking
same level. The new spell must be a divination or an speed, and you can breathe underwater. Moreover, gills
enchantment spell from the sorcerer, warlock, or wizard grow from your neck or fan out from behind your ears,
spell list. your fingers become webbed, or you grow writhing cilia
that extend through your clothing.
Your body, along with any equipment you are wearing or
carrying, becomes slimy and pliable. You can move
through any space as narrow as 1 inch without
squeezing, and you can spend 5 feet of movement to
automatically escape from nonmagical restraints, such
as manacles or a creature that has you grappled.

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Warped Reality  
Whenever you gain a sorcerer level, you can replace one
From 18th level, you can unleash your aberrant power as a
space-warping anomaly. As an action, you can magically spell you gained from this feature with another spell of the
radiate a transparent aura in a 20-foot radius for 1 minute. same level. The new spell must be an abjuration or a
This aura might take the form of a sphere of rippling transmutation spell from the sorcerer, warlock, or wizard
energy, a fluctuating amoebic gel, or some other spell list.
manifestation. Other creatures treat the aura as difficult
terrain, and a creature that starts its turn in the aura must Clockwork Spells
succeed on a Wisdom saving throw or take 2d10 psychic
damage. When you create the aura, you can choose any Sorcerer
number of creatures to be unaffected by it. Level Spells

As a bonus action, you can end the anomalous aura early 1st alarm, protection from evil and good
by causing it to collapse on itself. If you do so, you teleport
up to 120 feet to an unoccupied space you can see; when 3rd aid, lesser restoration
you teleport, you can bring along up to five willing
creatures within the aura with you, and these creatures 5th dispel magic, protection from energy
appear in unoccupied spaces within 20 feet of your
destination. Immediately after you teleport, each creature 7th freedom of movement, summon
within 20 feet of the space you left must make a Strength constructTCE
saving throw. On a failed save, a creature takes 3d10 force
damage and is pulled straight toward the space you left, 9th greater restoration, wall of force
ending in an unoccupied space as close to your former
space as possible. On a successful save, a creature takes Restore Balance
half as much damage and isn't pulled.
Also at 1st level, your connection to the plane of absolute
Once you use this feature, you can't do so again until you order allows you to equalize chaotic moments. When a
finish a long rest, unless you spend 7 sorcery points to use creature you can see within 60 feet of you is about to roll a
it again. d20 with advantage or disadvantage, you can use your
reaction to prevent the roll from being affected by
Clockwork Soul advantage and disadvantage.
The cosmic force of order has suffused you with magic.
That power arises from Mechanus or a realm like it-a plane You can use this feature a number of times equal to your
of existence shaped entirely by clockwork efficiency. You, or proficiency bonus, and you regain all expended uses when
someone from your lineage, might have become entangled you finish a long rest.
in the machinations of the modrons, the orderly beings
who inhabit Mechanus. Perhaps your ancestor even took Clockwork Sorcery
part in the Great Modron March. Whatever its origin within
you, the power of order can seem strange to others, but for Starting at 6th level, when you cast any spell of 1st level or
you, it is part of a vast and glorious system. higher from your Clockwork Magic feature, you can cast it
by expending a spell slot as normal or by spending a
Consult the Manifestations of Order table and choose or number of sorcery points equal to the spell's level.
randomly determine a way your connection to order
manifests while you are casting any of your sorcerer spells. If you cast the spell using sorcery points, lingering traces
of the spell's magic grant you a bonus to your AC until the
Manifestations of Order end of the current turn. The bonus equals 1 + the spell's
level.
d6 Manifestation
Bastion of Law
1 Spectral cogwheels hover behind you.
Starting at 6th level, you can tap into the grand equation of
2 The hands of a clock spin in your eyes. existence to imbue a creature with a shimmering shield of
order. As an action, you can expend 1 to 5 sorcery points to
3 Your skin glows with a brassy sheen. create a magical ward around yourself or another creature
you can see within 30 feet of you. The ward lasts until you
4 Floating equations and geometric objects overlay finish a long rest or until you use this feature again.
your body.
The ward is represented by a number of d8s equal to the
5 Tiny spectral clockwork mechanisms phase in and number of sorcery points spent to create it. When the
out of existence near you. warded creature takes damage, it can expend a number of
those dice, roll them, and reduce the damage taken by the
6 The ticking of gears or ringing of a clock can be total rolled on those dice.
heard by you and those affected by your magic.
Trance of Order
Clockwork Magic
At 14th level, you gain the ability to align your
Starting at 1st level, you learn additional spells when you consciousness to the endless calculations of Mechanus. As
reach certain levels in this class, as shown in the a bonus action, you can enter this state for 1 minute. For
Clockwork Spells table. Each of these spells counts as a the duration, attack rolls against you can't benefit from
sorcerer spell for you, but it doesn't count against the advantage, and whenever you make an attack roll, an ability
number of sorcerer spells you know. check, or a saving throw, you can treat a roll of 9 or lower
on the d20 as a 10.

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

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Clockwork Cavalcade Divine Sorcery

At 18th level, you can summon spirits of order to expunge Starting at 6th level, when you cast any spell of 1st level or
disorder around you. As an action, you summon the spirits higher from your Divine Magic feature, you can cast it by
in a 30-foot cube originating from you. The spirits look like expending a spell slot as normal or by spending a number
modrons or other constructs of your choice. The spirits are of sorcery points equal to the spell's level.
intangible and invulnerable, and they create the following
effects within the cube before vanishing: If you cast the spell using sorcery points, your magic
coalesces into an upswell of fortifying energy, represented
The spirits restore up to 100 hit points, divided as you by a pool of temporary hit points equal to five times the
choose among any number of creatures of your choice spell's level. Choose any creatures you can see within 30
in the cube. feet of you, and divide the temporary hit points among
Any damaged objects entirely in the cube are repaired them.
instantly.
Every spell of 6th level or lower ends on creatures and Empowered Healing
objects of your choice in the cube.
Once you use this action, you can't use it again until you Starting at 6th level, the divine energy coursing through you
finish a long rest, unless you spend 7 sorcery points to use can empower healing spells. Whenever you or an ally
it again. within 30 feet of you rolls dice to determine the number of
hit points a spell restores, you can spend 1 sorcery point to
Divine Soul have the creature reroll any number of those dice once,
Sometimes the spark of magic that fuels a sorcerer comes provided you aren't incapacitated (no action required by
from a divine source that glimmers within the soul. Having you). You can use this feature only once per turn.
such a blessed soul is a sign that your innate magic might
come from a distant but powerful familial connection to a Otherworldly Wings
divine being. Perhaps your ancestor was an angel,
transformed into a mortal and sent to fight in a god's name. Starting at 14th level, you can use a bonus action to
Or your birth might align with an ancient prophecy, manifest a pair of spectral wings from your back. While the
marking you as a servant of the gods or a chosen vessel of wings are present, you have a flying speed of 30 feet. The
divine magic. wings last until you're incapacitated, you die, or you dismiss
them as a bonus action.
A divine soul, with a natural magnetism, is seen as a
threat by some religious hierarchies. As an outsider who Your alignment determines the appearance of the
commands sacred power, a Divine Soul can undermine an spectral wings: eagle wings for good or law, bat wings for
existing order by claiming a direct tie to the divine. In some evil or chaos, and dragonfly wings for neutrality. (If your
cultures, only those who can claim the power of a Divine alignment is spread over two choices, you choose the
Soul may command religious power. In these lands, appearance of your wings from them when you gain this
ecclesiastical positions are dominated by a few bloodlines feature.)
and preserved over generations.
Unearthly Recovery
Divine Magic
At 18th level, you gain the ability to overcome grievous
Starting at 1st level, your link to the divine allows you to injuries. As a bonus action when you have fewer than half
learn additional spells when you reach certain levels in this of your hit points remaining, you can regain a number of hit
class, as shown in the Divine Spells table. Each of these points equal to half your hit point maximum.
spells counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells you know. Once you use this feature, you can't use it again until you
finish a long rest.
Whenever you gain a sorcerer level, you can replace one Draconic Bloodline
spell you gained from this feature with another spell of the Your innate magic comes from draconic magic that was
same level. The new spell must be from the cleric spell list. mingled with your blood or that of your ancestors. Most
often, sorcerers with this origin trace their descent back to
Divine Spells a mighty sorcerer of ancient times who made a bargain
with a dragon or who might even have claimed a dragon
Sorcerer Level Spells parent. Some of these bloodlines are well established in
1st bless, protection from evil and good the world, but most are obscure. Any given sorcerer could
3rd lesser restoration, spiritual weapon be the first of a new bloodline, as a result of a pact or some
5th magic circle, spirit guardians other exceptional circumstance.
7th banishment, divination
9th flame strike, hallow Dragon Ancestor

Favored by the Gods At 1st level, you gain power from your draconic ancestry.
You can speak, read, and write Draconic, the ancient and
Also at 1st level, divine power guards your destiny. If you magical language of the dragons.
fail a saving throw or miss with an attack roll, you can roll
2d4 and add it to the total, possibly changing the outcome. You also choose one type of dragon as your ancestor. The
Once you use this feature, you can't use it again until you damage type associated with each dragon is used by
finish a short or long rest. features you gain through this origin.

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Draconic Ancestry  

    Dragon Damage Type Dragon Wings

    Black Acid At 14th level, you gain the ability to sprout a pair of dragon
wings from your back, gaining a flying speed equal to your
    Blue Lightning walking speed. You can create these wings as a bonus
action on your turn. They last until you dismiss them as a
    Brass Fire bonus action on your turn.

    Bronze Lightning You can't manifest your wings while wearing armor
unless the armor is made to accommodate them, and
    Copper Acid clothing not made to accommodate your wings might be
destroyed when you manifest them.
    Gold Fire
Draconic Presence
    Green Poison
Beginning at 18th level, you can channel the dread
    Red Fire presence of your dragon ancestor, causing those around
you to become awestruck or frightened. As an action, you
    Silver Cold can draw on this power and exude an aura of awe or fear
(your choice) to a distance of 60 feet. The aura lasts for 1
    White Cold minute, until you are incapacitated, or until you dismiss it
as a bonus action, each hostile creature that starts its turn
Dragon Magic in this aura must succeed on a Wisdom saving throw or be
charmed (if you chose awe) or frightened (if you chose fear)
Starting at 1st level, you learn additional spells when you until the aura ends. A creature that succeeds on this saving
reach certain levels in this class, as shown in the Dragon throw is immune to your aura for 24 hours.
Spells table. Each of these spells counts as a sorcerer spell
for you, but it doesn't count against the number of spells Once you use this feature, you can't use it again until you
you know. finish a long rest, unless you spend 7 sorcery points to use
it again.
Whenever you gain a sorcerer level, you can replace one Paradox Magic
spell you gained from this feature with another spell of the Your sorcerous powers are derived from the contradictions
same level. The new spell must be an evocation or found within the weave of magic itself. By breaking down
transmutation spell from the sorcerer, warlock, or wizard and manipulating the fundamental concepts of reality, you
spell list. can create paradoxes that tug and twist at the very fabric of
existence in ways that would otherwise be impossible and
Dragon Spells illogical.

Sorcerer Level Spells Each sorcerer is touched by this strange magic in their
1st absorb elements, command own unique way, but the circumstances behind the origin of
3rd alter self, dragon's breathXGE such powers are invariably the same: somehow,
5th fear, fly somewhere, you came into contact with a magical paradox,
7th elemental baneXGE, polymorph the essence of which now resides within you. Consult the
9th control windsXGE, dominate person Paradoxical Origins table for a possible origin of your
power.
Draconic Resilience

As magic flows through your body, it causes physical traits
of your dragon ancestors to emerge. At 1st level, your hit
point maximum increases by 1 and increases by 1 again
whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin
sheen of dragon-like scales. When you aren't wearing
armor, your AC equals 13 + your Dexterity modifier.

Dragon Sorcery

Starting at 6th level, when you cast any spell of 1st level or
higher from your Dragon Magic feature, you can cast it by
expending a spell slot as normal or by spending a number
of sorcery points equal to the spell's level.

If you cast the spell using sorcery points, and that spell
requires concentration to maintain, your concentration on
that spell can't be broken as a result of taking damage.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals
damage of the type associated with your draconic ancestry,
you can add your Charisma modifier to one damage roll of
that spell. At the same time, you can spend 1 sorcery point
to gain resistance to that damage type for 1 hour.

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Paradoxical Origins  
Positive Shift. Once before the start of your next turn,
d6 Origin the target can roll a d6 and add the number rolled to an
attack roll, ability check, or saving throw of its choice.
You were exposed to a temporal anomaly, infusing The target can choose to do so after rolling the d20, but
you with magical powers. You sometimes experience before the DM determines the result of the roll.
1 visions of events yet to come, mistaking them for
Paradox Sorcery
past memories.
Starting at 6th level, when you cast any spell of 1st level or
You once died for a brief period of time, only to be higher from your Paradox Spells feature, you can cast it by
revived by some fane ritual. A sliver of something expending a spell slot as normal or by spending a number
2 unnatural now clings to your soul, appearing of sorcery points equal to the spell's level.
somewhere on your body when you use your
sorcerous powers. If you cast the spell using sorcery points, you can choose
one willing creature you can see within 30 feet of you. You
You inadvertently triggered a hidden loophole in a and the creature both teleport, swapping places with each
3 binding magical contract, and were cursed with other.

illogical powers as a result. Null Logic

You fell through an interplanar portal and suffered a At 6th level, you learn to overload your enemies with
4 mishap, causing you to emerge out the other side contradictory events. Immediately after you deal damage to
a creature, you can use a bonus action to subject the
with strange new abilities. creature to a paradox. The creature must make a Wisdom
saving throw against your spell save DC. On a failed save,
The sentience of a creature formed from the cosmic the creature is stunned until the start of your next turn.
void dwells within you, lending you its strength to
5 keep you alive as its host. When you use your You can use this bonus action a number of times equal to
your proficiency bonus, and you regain all expended uses
powers, your mind fills with screeching static. when you finish a long rest.

You once read a forbidden tome that filled your mind Existential Schism
with maddening secrets. When your senses returned,
6 you found you could defy the natural laws of your Starting at 14th level, you can create spatial anomalies to
displace your injuries into an alternate reality. When a
world. creature you can see deals damage to you, you can use your
reaction to take no damage instead; any additional effects
Paradox Spells that accompany the damage still occur, however.

Starting at 1st level, you learn additional spells when you Once you use this reaction, you can't do so again until
reach certain levels in this class, as shown in the Paradox you finish a long rest, unless you spend 5 sorcery points to
Spells table. Each of these spells counts as a sorcerer spell use it again.
for you, but it doesn't count against the number of sorcerer
spells you know. Twin Paradox

Whenever you gain a sorcerer level, you can replace one At 18th level, you can reach through the space between
spell you gained from this feature with another spell of the realities to pluck yourself from an alternative timeline. As
same level. The new spell must be an abjuration spell, and an action, you can summon a perfect duplicate of yourself
it can come from any class's spell list. in an unoccupied space within 5 feet of you. The duplicate
is corporeal and uses all your statistics, and it lasts for 1
Paradox Spells minute or until either it or you drops to 0 hit points, at
which point it vanishes.
Sorcerer

Level Spells The duplicate is friendly to you and your companions
1st chaos bolt, sanctuary and obeys your mental commands, moving in accordance
3rd enlarge/reduce, warding bond with your wishes and acting on your turn in combat,
5th counterspell, haste although the duplicate cannot take any actions of its own.
7th death ward, freedom of movement You can perceive through the duplicate's senses as long as
9th antilife shell, passwall you are on the same plane of existence (no action required),
and for the duplicate's duration, you can perform any action
Probability Shift you take as though you were in the duplicate's space.

Starting at 1st level, you can influence reality to tilt the Whenever a creature you can see targets you with an
probabilities affecting a creature. When you cast a sorcerer attack or a harmful spell or effect while your duplicate is
spell of 1st level or higher, you can choose one of the spell's within 120 feet of you, roll a d20. On a roll of 11 or higher,
targets or a creature within 30 feet of you (which can be you and the duplicate instantaneously swap places, with no
yourself), causing one of the following effects of your indication of having done so, and the duplicate becomes
choice: the target instead of you.

Negative Shift. The target must make a Charisma Once you use this feature, you can't do so again until you
saving throw against your spell save DC. On a failed finish a long rest, unless you spend 7 sorcery points to use
save, the creature must roll a d6 and subtract the it again.
number rolled from the next attack roll it makes before
the start of your next turn.

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Phoenix Sorcery Mantle of Flame
Your power draws from the immortal flame that fuels the
legendary phoenix. You or your ancestors perhaps Starting at 1st level, you can unleash the phoenix fire that
rendered a phoenix a great service, or you were born in its blazes within you. As a bonus action, you magically
presence. Whatever the cause, a shard of the phoenix's wreathe yourself in swirling fire for 1 minute, or until you
power dwells within you. are incapacitated. While your mantle is active, you gain the
following benefits:
That power is a mixed blessing. Like the mythical
creature, you can invoke fiery energy and gain the ability to You shed bright light in a 30-foot radius, and dim light
cheat death itself. This power comes at a cost, however, as for an additional 30 feet.
the fire within you seethes and demands release, Any creature that hits you with a melee attack while
impassioned with the burning desire to be unleashed. You within 5 feet of you takes fire damage equal to your
sometimes find yourself absentmindedly feeding fires. You Charisma modifier (minimum of 1 damage).
can't bear to allow a fire to sputter out. You feel most Once on each of your turns when you roll fire damage
comfortable while holding a lit torch or sitting in front of a for a spell you cast of 1st level or higher, you can gain a
campfire. bonus to one damage roll of that spell. The bonus equals
half your sorcerer level (rounded up).
Such sorcerers are wanderers by necessity. The volatile Once you use this feature, you can't do so again until you
nature of their magic makes other folk nervous. If a fire finish a short or long rest.
breaks out in town, a phoenix sorcerer had best flee, After you gain the Font of Magic feature at 2nd level, you
whether guilty or not. Fire is a dangerous force, and can spend 2 sorcery points to activate your mantle without
phoenix sorcerers have a reputation (deserved or not) for expending a use of this feature.
reckless behavior, confident that the essence of the phoenix
can save them. Veins of Fire

Phoenix Soul Quirks At 6th level, you gain resistance to fire damage. In addition,
while your Mantle of Flame is active, damage that you deal
d6 Phoenix Soul ignores resistance to fire damage.

1 You absentmindedly ignite small fires that quickly Phoenix Sorcery
sputter out.
Starting at 6th level, when you cast any spell of 1st level or
2 You cackle like a fiend when you unleash your fire higher from your Phoenix Spells feature, you can cast it by
spells. expending a spell slot as normal or by spending a number
of sorcery points equal to the spell's level.
3 You admire fire, even if it burns your friends.
If you cast the spell using sorcery points, you can choose
4 You are covered in burns that mark the first time one creature you can see within 30 feet of you. The chosen
your power manifested. creature either regains hit points or takes fire damage
(your choice each time you use this feature) equal to your
5 You like your food charred. Charisma modifier + the spell's level.

6 You are brave to the point of recklessness. Spark of Rebirth

Phoenix Spells Starting at 14th level, you can call upon the regenerative
powers of the phoenix when you are close to death. When
Starting at 1st level, you learn additional spells when you you are reduced to 0 hit points but not killed outright, you
reach certain levels in this class, as shown in the Phoenix can use your reaction to drop to 1 hit point instead.
Spells table. Each of these spells counts as a sorcerer spell
for you, but it doesn't count against the number of spells If you use this reaction while your Mantle of Flame is
you know. active, each creature of your choice within 30 feet of you
that you can see takes fire damage equal to your sorcerer
Whenever you gain a sorcerer level, you can replace one level + your Charisma modifier (minimum of 1), and your
spell you gained from this feature with another spell of the mantle immediately ends.
same level. The new spell must be one that restores hit
points or deals fire damage as part of its effect. Once you use this reaction, you can't use it again until
you finish a long rest.
Phoenix Spells
Conflagrant Soul
Sorcerer

Level Spells At 18th level, your phoenix flames burn so fiercely that they
1st burning hands, feather fall can consume anything in their path. When you activate
3rd continual flame, lesser restoration your Mantle of Flame, you can spend 4 sorcery points to
5th fireball, mass healing word intensify its power, granting you the following additional
7th aura of life, summon elementalTCE (fire only) benefits until your mantle ends:
9th immolationXGE, raise dead
You gain a flying speed of 40 feet, and you can hover.
Kindling Hands You have resistance to all damage, and immunity to fire
damage.
At 1st level, you gain the ability to start fires with a touch. When you deal fire damage to a creature, it must
As an action, you can magically ignite a flammable succeed on a Constitution saving throw against your
nonmagical object you touch with your hand. spell save DC or be blinded until the end of your next
turn.

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Shadow Magic Shadow Spells
You are a creature of shadow, for your innate magic comes
from the Shadowfell itself. You might trace your lineage to Sorcerer Level Spells
an entity from that place, or perhaps you were exposed to 1st false life, inflict wounds
its fell energy and transformed by it. 3rd darkness, shadow bladeXGE
5th slow, summon shadowspawnTCE
The power of shadow magic casts a strange pall over 7th blight, shadow of MoilXGE
your physical presence. The spark of life that sustains you 9th antilife shell, creation
is muffled, as if it struggles to remain viable against the
dark energy that imbues your soul. At your option, you can Eyes of the Dark
pick from or roll on the Shadow Sorcerer Quirks table to
create a quirk for your character. Starting at 1st level, you have darkvision with a range of
120 feet. Additionally, you can see normally in any magical
Shadow Sorcerer Quirks darkness created by you.

d6 Quirk Strength of the Grave

1 You are always icy cold to the touch. Starting at 1st level, your existence in a twilight state
between life and death makes you difficult to defeat. When
2 When you are asleep, you don't appear to breathe damage reduces you to 0 hit points, you can make a
(though you must still breathe to survive). Charisma saving throw (DC equal to 5 + the damage taken).
On a success, you instead drop to 1 hit point. You can't use
3 You barely bleed, even when badly injured. this feature if you are reduced to 0 hit points by radiant
damage or by a critical hit.
4 Your heart beats once per minute. This event
sometimes surprises you. After the saving throw succeeds, you can't use this
feature again until you finish a long rest.
5 You have trouble remembering that living creatures
and corpses should be treated differently. Fell Sorcery

6 You blinked. Once. Last week. Starting at 6th level, when you cast any spell of 1st level or
higher from your Shadow Spells feature, you can cast it by
Shadow Spells expending a spell slot as normal or by spending a number
of sorcery points equal to the spell's level.
Starting at 1st level, you learn additional spells when you
reach certain levels in this class, as shown in the Shadow If you cast the spell using sorcery points, you can fill a
Spells table. Each of these spells counts as a sorcerer spell 10-foot cube within 10 feet of you with magical darkness,
for you, but it doesn't count against the number of spells which lasts until the end of your next turn.
you know.
Hound of Ill Omen
Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of the At 6th level, you gain the ability to call forth a howling
same level. The new spell must be an illusion or creature of darkness to harass your foes. As a bonus action,
necromancy spell from the sorcerer, warlock, or wizard you can spend 3 sorcery points to magically summon a
spell list. hound of ill omen to target one creature you can see within
120 feet of you. The hound uses the dire wolf's statistics
(see the Monster Manual or appendix C in the PHB), with
the following changes:

The hound's size is Medium, not Large, and it counts as
a monstrosity, not a beast.
It appears with a number of temporary hit points equal
to half your sorcerer level.
It can move through other creatures and objects as if
they were difficult terrain. The hound takes 5 force
damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows
its target's location. If the target was hidden, it is no
longer hidden from the hound.
The hound appears in an unoccupied space of your
choice within 30 feet of the target. Roll initiative for the
hound. On its turn, it can move only toward its target by the
most direct route, and it can use its action only to attack its
target. The hound can make opportunity attacks, but only
against its target. Additionally, while the hound is within 5
feet of the target, the target has disadvantage on saving
throws against any spell you cast. The hound disappears if
it is reduced to 0 hit points, if its target is reduced to 0 hit
points, or after 5 minutes.

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Shadow Walk Wind Speaker

At 14th level, you gain the ability to step from one shadow Also at 1st level, the arcane magic you command is infused
into another. When you are in dim light or darkness, as a with elemental air. You can speak, read, and write
bonus action, you can magically teleport up to 120 feet to Primordial. Knowing this language allows you to
an unoccupied space you can see that is also in dim light or understand and be understood by those who speak its
darkness. dialects: Aquan, Auran, Ignan, and Terran.

Umbral Form Tempest Sorcery

Starting at 18th level, you can spend 6 sorcery points as a Starting at 6th level, when you cast any spell of 1st level or
bonus action to magically transform yourself into a higher from your Storm Spells feature, you can cast it by
shadowy form. In this form, you have resistance to all expending a spell slot as normal or by spending a number
damage except force and radiant damage, and you can of sorcery points equal to the spell's level.
move through other creatures and objects as if they were
difficult terrain. You take 1d10 force damage if you end If you cast the spell using sorcery points, stormy magic
your turn inside an object. erupts from you and crashes down upon a point within 60
feet of you. Every creature of your choice within 5 feet of
You remain in this form for 1 minute. It ends early if you that point takes lightning or thunder damage (your choice
are incapacitated, if you die, or if you dismiss it as a bonus each time you use this ability) equal to 1d6 + the spell's
action. level.
Storm Sorcery
Your innate magic comes from the power of elemental air.
Many with this power can trace their magic back to a near-
death experience caused by the Great Rain, but perhaps
you were born during a howling gale so powerful that folk
still tell stories of it, or your lineage might include the
influence of potent air creatures such as djinn. Whatever
the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew.
Their magic allows them to exert control over wind and
weather in their immediate area. Their abilities also prove
useful in repelling attacks by sahuagin, pirates, and other
waterborne threats.

Storm Spells

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

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

Storm Spells

Sorcerer Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, fly
7th ice storm, storm sphereXGE
9th control windsXGE, maelstromXGE

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your
turn to cause whirling gusts of elemental air to briefly
surround you, immediately before or after you cast a spell
of 1st level or higher. Doing so allows you to fly up to a
number of feet equal to five times your proficiency bonus;
this movement doesn't provoking opportunity attacks.

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Heart of the Storm Wild Magic Surge

At 6th level, you gain resistance to lightning and thunder Starting when you choose this origin at 1st level, your
damage. You also gain the ability to subtly control the spellcasting can unleash surges of untamed magic.
weather around you in the following ways: Immediately after you cast a sorcerer spell of 1st level or
higher, you can roll a d20. If the number you roll is equal to
Rain. If it is raining, you can use an action to cause the the level of the spell you cast or lower, you roll on the Wild
rain to stop falling in a 20-foot-radius sphere centered Magic Surge table to create a random magical effect. For
on you. You can end this effect as a bonus action. example, if you cast the 4th-level spell wall of fire, you
Wind. If it is windy, you can use a bonus action each trigger a Wild Magic Surge on a roll of 1, 2, 3, or 4.
round to choose the direction that the wind blows in a
100-foot-radius sphere centered on you. The wind blows A Wild Magic Surge can happen no more than once per
in that direction until the end of your next turn. This turn. If a Wild Magic effect is a spell, it has the following
feature doesn't alter the speed of the wind. modifications:

Storm's Fury The spell is too wild to be affected by Metamagic.
The spell is cast at its lowest level or a level equal to
At 14th level, you channel the tempests to retaliate against your proficiency bonus, whichever is higher.
your foes. When a creature you can see hits you with an If the spell normally requires concentration, it doesn't
attack, you can use your reaction to launch a bolt of require concentration in this case; the spell lasts for its
lightning at the attacker, forcing it to make a Dexterity full duration.
saving throw. On a failed save, the attacker takes lightning
damage equal to your sorcerer level and is pushed up to 20 Tides of Chaos
feet away from you. On a successful save, it takes half as
much damage and isn't pushed away. Beginning at 1st level, you can manipulate the forces of
chance and chaos to gain advantage on one attack roll,
Avatar of the Tempest ability check, or saving throw. Once you do so, you must
finish a long rest before you can use this feature again.
At 18th level, you gain immunity to lightning and thunder
damage. Any time before you regain the use of this feature, the
DM can have you roll on the Wild Magic Surge table
You also gain a magical flying speed of 60 feet. As an immediately after you cast a sorcerer spell of 1st level or
action, you can reduce your flying speed to 30 feet for 1 higher. You then regain the use of this feature.
hour and choose a number of creatures within 30 feet of
you equal to 3 + your Charisma modifier. The chosen Chaos Sorcery
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 Starting at 6th level, when you cast any spell of 1st level or
so again until you finish a short or long rest. higher from your Chaos Spells feature, you can cast it by
expending a spell slot as normal or by spending a number
Wild Magic of sorcery points equal to the spell's level.
Your innate magic comes from the wild forces of chaos that
underlie the order of creation. You might have endured If you cast the spell using sorcery points, you can
exposure to some form of raw magic, perhaps through a automatically roll on the Wild Magic Surge table, instead of
planar portal leading to Limbo, the Elemental Planes, or rolling a d20, immediately after you cast the spell.
the mysterious Far Realm. Perhaps you were blessed by a
powerful fey creature or marked by a demon. Or your Bend Luck
magic could be a fluke of your birth, with no apparent
cause or reason. However it came to be, this chaotic magic Starting at 6th level, you have the ability to twist fate using
churns within you, waiting for any outlet. your wild magic. When another creature you can see
makes an attack roll, an ability check, or a saving throw, you
Chaos Spells can use your reaction and spend 1 sorcery point to roll 1d4
and apply the number rolled as a bonus or penalty (your
Starting at 1st level, you learn additional spells when you choice) to the creature's roll. You can do so after the
reach certain levels in this class, as shown in the Chaos creature rolls but before any effects of the roll occur.
Spells table. Each of these spells counts as a sorcerer spell
for you, but it doesn't count against the number of sorcerer Controlled Chaos
spells you know.
At 14th level, you gain a modicum of control over the
Whenever you gain a sorcerer level, you can replace one surges of your wild magic. Whenever you roll on the Wild
spell you gained from this feature with another spell of the Magic Surge table, you can roll twice and use either
same level.
The new spell must be a transmutation spell, number. If both rolls correspond to the same effect, you
and it can come from any class's spell list. immediately regain all of your expended sorcery points.

Chaos Spells Spells Spell Bombardment
chaos bolt, detect magic
Sorcerer Level alter self, enlarge/reduce Beginning at 18th level, the harmful energy of your spells
1st blink, stinking cloud intensifies. When you roll damage for a sorcerer spell you
3rd confusion, polymorph cast of 1st level or higher, you can roll one of the spell's
5th awaken, mislead damage dice one additional time. You can roll this
7th additional die only once per casting of the spell.
9th

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Wild Magic Surge






d100 Effect   d100 Effect

01-02 Roll on this table at the start of each of your 35-36 Roll a d10. Your age changes by a number of
turns for the next minute, ignoring this result on   years equal to the roll. If the roll is odd, you get
subsequent rolls. younger (minimum 1 year old). If the roll is even,
you get older.

03-04 For the next minute, you can see any invisible 1d6 flumphs controlled by the DM appear in
creature if you have line of sight to it.   37-38 unoccupied spaces within 60 feet of you and are

frightened of you. They vanish after 1 minute.

05-06 A modron chosen and controlled by the DM 39-40 You regain hit points equal to 2d6 + your sorcerer
appears in an unoccupied space within 5 feet of   level.
you. It vanishes after 1 minute.

You turn into a potted plant until the start of your
next turn. While a plant, you are incapacitated and
07-08 You cast fireball centered on yourself.   41-42 have vulnerability to all damage. If you drop to 0

hit points, your pot breaks and your form reverts.

09-10 You cast magic missile.   43-44 For the next minute, you can teleport up to 20
feet as a bonus action on each of your turns.

Roll a d10. Your height changes by a number of
11-12 inches equal to the roll. If the roll is odd, you   45-46 You cast levitate on yourself.

shrink. If the roll is even, you grow.

13-14 You cast confusion centered on yourself. A unicorn controlled by the DM appears in a
  47-48 space within 5 feet of you. It vanishes after 1

minute.

15-16 For the next minute, you regain 5 hit points at   49-50 You can't speak for the next minute; whenever
the start of each of your turns. you try, pink bubbles float out of your mouth.

You grow a long beard made of feathers that A spectral shield hovers near you for the next
17-18 remains until you sneeze, at which point the   51-52 minute, granting you a +2 bonus to AC and

feathers explode out from your face. immunity to the magic missile spell.

19-20 You cast grease centered on yourself.   53-54 You are immune to being intoxicated or poisoned
by alcohol for the next 5d6 days.

21-22 Creatures have disadvantage on saving throws   55-56 Your hair falls out but grows back within 24
made against the next spell you cast in the next hours.
minute that involves a saving throw.

23-24 Your skin turns a vibrant shade of blue. A For the next minute, any flammable object you
remove curse spell can end this effect.   57-58 touch that isn't being worn or carried by another

creature bursts into flame.

An eye appears on your forehead for the next
minute. During that time, you have advantage
25-26 on Wisdom (Perception) checks that rely on   59-60 You regain your lowest-level expended spell slot.

sight.

For the next minute, all your spells with a   61-62 For the next minute, you must shout when you
27-28 casting time of 1 action have a casting time of speak.

1 bonus action.

29-30 You teleport up to 60 feet to an unoccupied   63-64 You cast fog cloud centered on yourself.
space you can see.

You are transported to the Astral Plane until the
end of your next turn, after which time you
31-32 return to the space you previously occupied (or   65-66 Up to three creatures of your choice within 30
the nearest unoccupied space if that space is feet of you take 4d10 lightning damage.

occupied).

33-34 Maximize the damage of the next damaging   67-68 You are frightened by the nearest creature until
spell you cast within the next minute. the end of your next turn.

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Wild Magic Surge (cont.)






d100 Effect   d100 Effect

Each creature within 30 feet of you becomes
invisible for the next minute. The invisibility
69-70 ends on a creature when it attacks or casts a   85-86 You cast mirror image.

spell.

71-72 You gain resistance to all damage for the next You cast fly. The spell's targets are randomly
minute.   87-88 selected among creatures that are within 60 feet

of you.

73-74 A random creature within 60 feet of you You become invisible for the next minute. During
becomes poisoned for 1d4 hours.   89-90 that time, other creatures can't hear you. The

invisibility ends if you attack or cast a spell.

You glow with bright light in a 30-foot radius If you die within the next minute, you
for the next minute. Any creature that ends its immediately come back to life as if by means of
75-76 turn within 5 feet of you is blinded until the end   91-92 the reincarnate spell.

of its next turn.

You cast polymorph on yourself. If you fail the   93-94 Your size increases by one size category for the
77-78 saving throw, you turn into a sheep for the next minute.

spell's duration.

Illusory butterflies and flower petals flutter in You and every creature within 30 feet of you
79-80 the air within 10 feet of you for the next   95-96 gains vulnerability to piercing damage for the

minute. next minute.

81-82 You can immediately take one additional action.   97-98 You are surrounded by faint, ethereal music for
the next minute.

Each creature within 30 feet of you take 1d10
83-84 necrotic damage, and you regain hit points   99-00 You immediately regain all of your spent Hit Dice.
equal to the sum of the necrotic damage dealt.

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Sorcerer Spells Suggestion 5th Level
Tasha's mind whip **
The list of sorcerer spells below is presented in Warding wind * Animate objects
alphabetical order, sorted by spell level. Spells not Web Bigby's hand
originally included in the sorcerer spell list are written in Cloudkill
bold. 3rd Level Cone of cold
Control winds *
Each spell is in the Player's Handbook, unless it has one Blink Creation
asterisk (a spell in Xanathar's Guide to Everything) or two Catnap * Dominate person
asterisks (a spell in Tasha's Cauldron of Everything). Clairvoyance Enervation *
Counterspell Far step *
List of Spells Fog cloud Daylight Hold monster
Grease Dispel magic Immolation *
Cantrips (0 Level) Ice knife * Enemies abound * Insect plague
Jump Erupting earth * Maelstrom
Acid splash Mage armor Fear Seeming
Blade ward Magic missile Fireball Skill empowerment *
Booming blade ** Ray of sickness Flame arrows * Synaptic static *
Chill touch Shield Fly Telekinesis
Control flames * Silent image Gaseous form Teleportation circle
Create bonfire * Sleep Haste Transmute rock *
Dancing lights Tasha's caustic brew ** Hypnotic pattern Wall of light *
Fire bolt Thunderwave Intellect fortress ** Wall of stone
Friends Witch bolt Life transference *
Frostbite * Lightning bolt 6th Level
Green-flame blade ** 2nd Level Major image
Gust * Melf's minute meteors * Arcane gate
Infestation * Aganazzar's scorcher * Protection from energy Bones of the earth *
Light Alter self Sleet storm Chain lightning
Lightning lure ** Blindness/deafness Slow Circle of death
Mage hand Blur Stinking cloud Disintegrate
Magic stone * Cloud of daggers Thunder step * Eyebite
Mending Continual flame Tidal wave * Flesh to stone
Message Crown of madness Tongues Globe of invulnerability
Mind sliver ** Darkness Vampiric touch Investiture of flame *
Minor illusion Darkvision Wall of water * Investiture of ice *
Mold earth * Detect thoughts Water breathing Investiture of stone *
Poison spray Dragon's breath * Water walk Investiture of wind *
Prestidigitation Dust devil * Wind wall Mass suggestion
Ray of frost Earthbind * Mental prison *
Shape water * Enhance ability 4th Level Move earth
Shocking grasp Enlarge/reduce Otiluke's freezing sphere
Sword burst ** Flame blade Banishment Scatter *
Thaumaturgy Flaming sphere Blight Sunbeam
Thunderclap * Gust of wind Charm monster * Tasha's otherworldly guise
True strike Hold person Confusion
Invisibility Control water **
1st Level Knock Dimension door True seeing
Levitate Dominate beast Wall of ice
Absorb elements * Magic weapon Elemental bane *
Burning hands Maximillian's earthen grasp Fire shield 7th Level
Catapult * Greater invisibility
Chaos bolt * * Ice storm Crown of stars *
Charm person Mind spike * Polymorph Delayed blast fireball
Chromatic orb Mirror image Sickening radiance * Dream of the blue veil **
Color spray Misty step Stoneskin Etherealness
Comprehend languages Phantasmal force Storm sphere * Finger of death
Create or destroy water Pyrotechnics * Vitriolic sphere * Fire storm
Detect magic Scorching ray Wall of fire Plane shift
Disguise self See invisibility Watery sphere * Power word pain *
Earth tremor * Shadow blade * Prismatic spray
Expeditious retreat Shatter   Reverse gravity
False life Snilloc's snowball swarm * Teleport
Feather fall Spider climb Whirlwind *

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8th Level 9th Level Aberrant Mind

Abi-Dalzim's horrid wilting Blade of disaster ** The following changes have been made to this origin:
* Gate Psionic Spells. The sorcerer no longer automatically
Mass polymorph *
Control weather Meteor swarm gains the mind sliver cantrip.
Demiplane Power word kill Warped Reality. Renamed from Warping Implosion, this
Dominate monster Psychic scream *
Earthquake Time stop feature has been redesigned to also incorporate the play-
Incendiary cloud True polymorph tested version of the origin's 18th-level feature; in exchange,
Power word stun Wish the cost for reactivating this feature is now 7 sorcery points
Sunburst (instead of 5).
Tsunami
Clockwork Soul
 
The following changes have been made to this origin:
Class Changes Clockwork Sorcery. This is a new feature, intended to

Despite its unique class background and the rich themes of bring the subclass more in line with the other sorcerer
its subclass options, the sorcerer as viewed in 5th edition is subclasses.
plagued by unfavorable comparisons to the wizard, a class
with whom the sorcerer shares many similarities but which Divine Soul
enjoys greater liberties with regards to spellcasting choices
and spell availability. The changes presented in this The following changes have been made to this origin:
handbook are intended to bridge this gap and allow the Divine Magic. This feature now automatically provides
sorcerer to shine on its own merits, taking full advantage of
the benefits and flexibility of its Metamagic feature, while spells to the sorcerer as they gain class levels (instead of
also tweaking the balance of several subclass options in gaining access to one alignment-based spell), in order to
order to broaden the individual sorcerer's talents and party bring the feature more in line with the origin-related spells
roles. of other subclasses.

Spellcasting. The sorcerer no longer requires material Divine Sorcery. This is a new feature, intended to bring
components to cast a sorcerer spell they know, unless that the subclass more in line with the other sorcerer
spell's material component has a cost or is consumed by subclasses.
the spell's casting. This change is designed to reinforce the
flavor of a sorcerer as using their own innate power to Empowered Healing. This feature's range has been
create spell effects, rather than relying on external extended to 30 feet.
components.
Draconic Bloodline
Sorcerous Origin. Every sorcerer's choice of subclass
now provides the sorcerer with a list of origin-based spells The following changes have been made to this origin:
which they automatically learn as they gain levels in the Dragon Magic. This is a new feature, intended to bring
class. This is to bring the origin options in line with the
spell list access granted by the Aberrant Mind and the subclass more in line with the other sorcerer
Clockwork Soul origins (see below). Finally, a new subclasses.
subclass, the Paradox Magic origin, has been added.
Dragon Sorcery. This is a new feature, intended to bring
Metamagic. The sorcerer's number of Metamagic the subclass more in line with the other sorcerer
options remains the same at 3rd level, but they gain an subclasses.
additional Metamagic option at 5th, 9th, 13th, and 17th
level (for a total of six), instead of at 10th and 17th level (for Draconic Presence. The sorcerer can now use this
a total of four). In addition, three new Metamagic options — feature without requiring concentration, and can exude the
Delayed Spell, Piercing Spell, and Vast Spell — have been aura once between long rests without cost. In exchange,
added. the aura ends if the sorcerer is incapacitated, and must use
7 sorcery points to exude the aura again (previously 5
Magical Guidance. The sorcerer now gains this feature points).
at 3rd level, instead of 5th level.
Phoenix Sorcery
Sorcerous Restoration. This is a new feature, unrelated
to the previous 20th-level feature of the same name, which While it takes inspiration from the origin of the same name
is intended to improve the sorcerer's Font of Magic feature. (a playtest-exclusive origin that was never officially
published), Phoenix Sorcery is a new origin included to
Greater Sorcery. This is a new feature, which is give sorcerers a different choice of subclass. As such, there
intended to grant the sorcerer a level of power and are no changes to official material to be detailed here.
versatility on par with the 10th-level subclass features of
other full-progression spellcasters. Shadow Magic

Metamagic Versatility. This is a new feature, which is The following changes have been made to this origin:
designed to afford the sorcerer new flexibilities at the Shadow Spells. This is a new feature, intended to bring
highest tiers of play.
the subclass more in line with the other sorcerer
Metamagic Mastery. This is a new feature, which subclasses. It also incorporates one of the previous benefits
replaces the previous version of Sorcerous Restoration and of Eyes of the Dark (see below).
instead reduces the cost of the sorcerer's Metamagic
options. Eyes of the Dark. This feature no longer grants access
to the spell darkness, which has been relocated to Shadow
Spells (above), and its secondary benefit related to that
spell has been incorporated into Fell Sorcery (see below).
In exchange, the feature now augments the range of
darkvision to creatures which already have darkvision from
their race.

18 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials

   
Fell Sorcery. This is a new feature, which expands one
 
of the previous benefits of Eyes of the Dark (see above) and
applies it to more spells cast using the sorcerer's Shadow Art Credits
Spells feature. The feature is intended to bring the
subclass more in line with the other sorcerer subclasses. The artists below are credited in alphabetical order. Where
possible, an art credit includes the website where the
Storm Sorcery artist's work can be found, and the pages on which their
illustrations appear.
The following changes have been made to this origin:
Storm Spells. This is a new feature, intended to bring Alexandra Malmquist (ArtStation; pg 19)
Diego Cunha (ArtStation; pg 16)
the subclass more in line with the other sorcerer Quardri (Reddit user; pg 12)
subclasses. *Thu Nguyen / "ZoaZoa12" (ArtStation; pg 13)
Wizards of the Coast (© Wizards; pg 2, 6, 9)
Tempestuous Magic. This feature's effect now allows Xu Cheng / "crowgod" (ArtStation; cover)
the sorcerer to fly up to a number of feet equal to 5 times
their proficiency bonus, instead of 10 feet. Thank You

Tempest Sorcery. This is a new feature, which ... for taking the time to read this reimagining of the
incorporates the damage-dealing aspects of the previously- Sorcerer class! If you have any feedback or suggestions,
existing Heart of the Storm (see below) and applies its please contact the author ─ /u/Ozzifer on Reddit ─ or
benefit to spells cast using the sorcerer's Storm Spells consider joining their Patreon.
feature. The feature is intended to bring the subclass more
in line with the other sorcerer subclasses.

Heart of the Storm. This feature's damage-dealing
effect has been relocated to Tempest Sorcery (see above);
in exchange, this feature now includes all of the benefits
previously gained by Storm Guide (which has been
removed).

Storm's Fury. This feature can be triggered in response
to any attack, instead of only melee attacks. In exchange,
the damage dealt by the feature is dependent upon the
result of the creature's saving throw.

Wild Magic

The following changes have been made to this origin:
Chaos Spells. This is a new feature, intended to bring

the subclass more in line with the other sorcerer
subclasses.

Wild Magic Surge. The d20 roll required to trigger the
surge now depends upon the level of the sorcerer spell cast
(previously, it required a roll of 1 regardless of spell level).
This change is intended to make surges occur more often.
In addition, if the surge causes a spell to be cast, it can be
cast at a level equal to the sorcerer's proficiency bonus
once that bonus is high enough; this is designed to make
the spell effects on the Wild Magic Surge table have more
impact at higher tiers of play.

Wild Magic Surge: Table. The 99-00 effect has been
changed to accommodate the new benefits of Controlled
Chaos (see below).

Chaos Sorcery. This is a new feature.
Bend Luck. This feature now expends only 1 sorcery
point, instead of 2.
Controlled Chaos. If the sorcerer rolls the same
number for both rolls, they regain sorcery points. This is
intended to bring the feature more in line with other
random roll tables (such as the Path of Wild Magic
barbarian).
Spell Bombardment. The extra spell damage die is
innately included in the spell's casting, instead of being
contingent upon a maximum-result roll of any damage dice.

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Open Game License  

 

Version 1.0a  

 
The following text is the property of Wizards of the Coast, LLC. 6. Notice of License Copyright: You must update the
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
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