Sorcerous Origins (5e)

## ANCESTRAL SOUL

You have inherited your power from your connection to the spirits of your ancestors. As an Ancestral Soul, the strong ties you foster with your forebears not only empower your own magic, but allow you to be aided by them directly, whether through seeking counsel, ancient wisdom, or even assistance in battle through great physical feats.

How has your own bloodline cultivated this innate magical power? Was it through careful preservation of your family’s lineage? Did you enlist the help of a necromancer so you could commune with your forefathers? Consult the Ancestral Origins table for a possible origin of your power.

##### Ancestral Origin

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### Ancient Wisdom

*1st-level Ancestral Soul feature*

Through communing with your ancestors, you are able to tap into their experiences. Whenever you finish a short or long rest, you can choose one skill, tool, or weapon proficiency that you lack and gain it, as one of your ancestors shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

### Magic Heirloom

*1st-level Ancestral Soul feature*

As your magic is greatly tied to the connection you have with your ancestors, you possess an heirloom, passed down from generation to generation, which you have with you at all times. You can choose the nature of your heirloom or determine them by rolling on the Family Heirloom table.

##### Family Heirloom

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While you are carrying your Magic Heirloom, you can use it as a spellcasting focus.

In addition, from 3rd level in this class, while you are carrying your heirloom, you can regain a number of sorcery points at the end of a short rest equal to half your proficiency bonus (rounded up). You still can’t have more sorcery points than shown on the table for your level, as normal.

### Spiritual Body

*6th-level Ancestral Soul feature*

By aligning yourself with the energy of your predecessors, you are able to bolster your own body. As an action, you can spend 2 sorcery points to give yourself AC 12 + your Charisma modifier while you aren’t wearing armour. You can also add your Charisma modifier to any Strength or Dexterity check that doesn’t already use your proficiency bonus. This form lasts for 1 hour or until you dismiss it early (no action required).

### Empowering Mind

*14th-level Ancestral Soul feature*

You can access the knowledge of your ancestors: you know *skill empowerment*. It doesn't count against the number of sorcerer spells you know. You can cast the spell once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can spend 3 sorcery points to modify it so that it doesn't require concentration. If you do so, you can only cast the spell on yourself.

### Ancestral Avatar

*18th-level Ancestral Soul feature*

You are able to momentarily access the collective power of your ancestors all at once, imbuing you with great power. As an action, your eyes and Magical Heirloom glows with a shining white or blackened ash colour (your choice) as you gain the following benefits for 1 minute:

* You are immune to spells that are of 3rd-level or lower. This applies even if the spell is cast at a higher level.
* When you make an ability check, attack roll, or saving throw that you are proficient in, you can treat a roll of 9 or lower on the d20 as a 10.
* You are immune to being charmed and frightened. If you are either charmed or frightened when you enter this form, the effect is suspended for the duration.
* You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 10 sorcery points to use it again.

## APLOMB ARCANIST

Your innate magic comes from sheer force of will alone. Stubborn. Unyielding. Undeterred. Your single-mindedness is so intense that it warps the Weave itself. Your beliefs about reality, your own capabilities, and how the world *should* be are so pure and so powerful that reality bends to accommodate those beliefs.

### Manifest Insubordination

You have a natural propensity for exerting your will on reality. Whenever you are forced to make a Concentration check, you may use your Reaction to gain Advantage to the check.

Additionally, whenever you would gain a new spell, you may select a spell of appropriate level from any class spell list, so long as it requires Concentration. That spell counts as a Sorcerer spell for you, and uses Charisma as its casting attribute.

### Sheer Force of Will

When you select this origin at level 1 you may maintain a single concentration spell for up to twice its normal duration so long as it is the only spell you are concentrating on. Starting at level 3, whenever you cast a spell requiring concentration, you may spend 3 sorcery points. If you do, you may concentrate on a single additional spell.

### Mind Over Matter

Starting at 6th level, you will your body and mind to conform to your wishes, and they obey. You MUST dodge that fireball. You WILL NOT succumb to that poison.  Whenever you are forced to make a Saving Throw, you may spend 1 sorcery point to gain Advantage to the save. Alternatively, you may spend 4 sorcery points to automatically succeed.

### Refuse Reality

Starting at 14th level, when you take damage, or when you become subject to a spell effect, you can use your reaction to simply reject the indignity, and refuse to accept that this could possibly have happened to you.  If damaged, that damage is reduced by an amount equal to your sorcerer level.  If an effect, you may make a Charisma saving throw against the caster's DC.  You have Advantage on this save. You may use this feature a number of times equal to your charisma modifier. All uses are regained after finishing a long rest.

### Impossible Resolve

Starting at 18th level, through unmitigated mental effort, you are able to assert impossible control over reality. You are now capable of maintaining a spell requiring Concentration indefinitely. You may only affect a single spell at a time with this ability. Attempting to maintain more than one Concentration spell beyond its duration simultaneously will immediately end all Concentration spells whose durations have elapsed.

Your dominating agency on existence now extends to all your magic. Any non-Concentration spell you cast with a duration may instead be cast as a Concentration spell, with twice the duration. All your abilities relating to Concentration spells can now affect that casting.

## ARCHMAGE

(original by Blackbando)

Archmage Sorcerers are descended from some of the most powerful casters history has ever known, such as Admon-Ch'uzel, Merlin, Trenzalore, or Zenth.

### **High Magic**

When you reach certain levels in this class, as shown on the High Magic table, you gain both of the listed spells. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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### **Magical Inheritance**

When you choose this origin at 1st level, you are imbued with incredible magical potential. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

### **Potent Magic**

Starting at 1st level, if a creature succeeds at a saving throw against one of your spells, you can force that creature to fail instead. Once you use this feature, you can’t use it again until you finish a long rest.

### **Improved Sorcery**

Beginning at 6th level, you may spend sorcery points to do the following:

* Spend 1 Sorcery point to increase your spell save DC by 1.
* Spend 2 Sorcery points to reroll a concentration check.
* Spend 1 Sorcery point to add your Charisma modifier to the damage of the spell against one target. You may spend more than one sorcery point on this for spells that deal damage more than once (such as scorching ray, which makes 3 attacks).

### **Deflect Spells**

At 14th level, as a reaction to either succeeding on a saving throw against a spell or a spell attack missing you from a spell of 1st level or higher, you can use your reaction to expend a spell slot of the same level to cast that spell as a sorcerer spell originating from you. After using this feature you must spend 3 sorcery points or complete a long rest to use it again.

### **Master of the Arcane Arts**

At 18th level, you can now concentrate on two spells at the same time. Concentration for each is tracked separately, and you make separate concentration checks for each.

## ASTRAL SOUL

Your innate magic comes from the Astral Plane, the time-frozen space in between planes. You might have obtained your magic abilities during a tumultuous plane hopping event, where the plane's psychic winds almost tore your mind asunder. Alternatively, you might be able to trace back your lineage to a long-time resident of the Astral Plane, such as the githyanki, inheriting their psionic abilities in the form of magic.

### Astral Magic

*1st-level Astral Soul feature*

You learn the *mage hand* cantrip if you haven’t already. When you cast this cantrip, the hand is invisible. You also learn additional spells when you reach certain levels in this class, as shown on the Astral 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 (except *astral projection*). The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list.

### Planar Resistance

*1st-level Astral Soul feature*

Your association with the Astral Plane allows you to phase your body in between planes. When you're damaged by an attack or harmful spell, you can use your reaction to give yourself resistance to that damage type until the start of your next turn.

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

### Intangibility

*6th-level Astral Soul feature*

You can temporarily adopt a translucent form. As a bonus action, you can spend 3 sorcery points to become intangible for up to 1 minute. In this form, you can move through other creatures and objects as if they were difficult terrain, taking 5 force damage if you end your turn inside an object. You also have advantage against attempts made to grapple you, and gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks.

When you are in the Astral Plane, you don’t need to spend sorcery points to use this feature.

### Warp

*14th-level Astral Soul feature*

You gain the ability to bend the space around you. As a bonus action, you can spend 1 sorcery point to switch places with an object or creature you can see, no larger than your size, that you can see within 90 feet of you. An unwilling creature must make a Constitution saving throw against your spell save DC. On a successful save, neither you nor the target creature switch places.

### Accel

*18th-level Astral Soul feature*

Your mastery over the Astral Plane allows you to manipulate the flow of your time. As an action, you can enter an accelerated temporal state for 1 minute. During this time, your walking speed is doubled, you have advantage on Dexterity saving throws, and you have an extra action that can only be used to take the Dash, Disengage, or Hide action. Additionally, you can cast a spell as a bonus action. This spell acts as if it was cast using Quickened Spell.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

## BLUE MAGE

To ensure victory over even the most savage foes, these implacable men and women have spent long years researching a monastic tradition with unlimited potential—the art of blue magic. Clothed in distinctive blue-and-black jubbahs and wielding curved blades, the Blue Mages are feared for their ability to harness a creature’s strength and add it to their own. Blue magic is an art that allows a person to mimic the awesome powers of monsters and far exceed the normal boundaries of mortals.

However, a blue mage uses the techniques of beasts in the form of a person, placing enormous strain on his or her physical self. And while the magical process of absorbing a monster’s essence into oneself has reduced the occurrence of physical incidents, there is an increased danger of a blue mage succumbing mentally and spiritually to the beast within…

Few blue mages in history have ever reached the end of his or her natural lifespan, and this speaks eloquently of the pain they endure despite improvements to their art. There is even talk of a blue mage who absorbed the essence of an undead creature and can no longer be released from his mortal coil.

Only those with the strength of spirit to resist the savage call of the beast within—and those willing to sacrifice a future to carry out their duty—have the necessary qualities to walk the path of the blue mage.

### Azure Lore

Starting when you choose this Origin at 1st level, your unique physiology allows you to absorb and permanently learn to use spells and monster abilities. When you are the target of a spell or a monster’s non-weapon ability, you may use your reaction to attempt to learn that ability.

Make a Concentration check. If the ability causes damage, the DC equals 10 or half the damage you take, whichever number is higher. If the ability does not cause damage, the DC equals 8 + the creature's proficiency bonus.

On a success, you may add the ability to your list of Azure Lore. You may only know a number of Lore abilities equal to **half your Sorcerer Level (rounded down) + Proficiency Bonus.** If learning new Lore would cause you to exceed this maximum, you may choose a Lore ability you know and replace it with the new one.

You may not learn an ability from a monster whose Challenge Rating exceeds your level in the Sorcerer class. You cannot learn lair or legendary abilities.

After using this ability, you cannot use it again until you finish a short or long rest.

### Casting Lore

You may cast any ability from your list of Azure Lore as if it were a Sorcerer Spell.

Non-spell abilities on your list of Azure Lore must be cast by expending a spell slot of an appropriate level, determined by the Challenge Rating of the creature you learned it from, as noted in the table below. This table should be used as a guideline; the DM may choose to raise or lower the required spell slot level at his or her discretion based on the relative power of the learned ability.

Spell Slot Level by Challenge Rating:

You do not need to provide any material components for spells or abilities cast in this way, unless they are costly.

Abilities learned this way may be affected as normal by Metamagic once you've gained that feature at 3rd level.

### Azure Affinity

When you choose this Origin at 1st level, you gain proficiency with longswords, scimitars, and light armor. Your proficiency bonus is doubled for any ability check you make to identify monsters and their special powers or vulnerabilities. If you lack proficiency in the required skill, you are treated as having it only for the purposes of these monster knowledge checks. (Proficiency bonus would not be doubled in this case).

### Arcane Consumption

At 6th level, you gain the ability of Arcane Consumption. The Blue Mage can attempt to learn passive or defensive abilities from creatures by eating parts of them. Some blue mages eat the creature’s heart, others the brain. The specific part of the creature consumed doesn’t appear to matter, only that the blue mage believes the magic he wishes to take lies within.

Consuming a corpse in this manner takes at least 10 minutes and requires you to spend 1 Sorcery Point. Make a Constitution saving throw, the DC for which equals 8 + the creature's proficiency bonus + the creature's Constitution modifier. On a success, you learn the ability as if it were gained with Azure Lore. Otherwise you are sick and vomit up the corpse which is ruined.

You add this ability to your Azure Lore. Each passive ability costs 1 Sorcery point to maintain, reducing the available Sorcery points by that amount. These abilities are always ‘on’ and cannot be turned off to regain access to the reserved Sorcery points. The blue mage’s form often changes to reflect the abilities learned. For example, if you gain the natural base armor of the Galeb Duhr, then your skin can take on a rocky appearance.

### Reactive Learning

Through your study of spells and monsters, at 14th level you gain the ability to quickly assess and counter the effects of a spell you can see. You may cast Counterspell without expending a spell slot. You may increase the level of this spell by expending 4 Sorcery Points per level. After using this ability, you may not do so again until you complete a long rest.

### Unbridled Learning

At 18th level, though still limited in the number of powers you can have, passive abilities no longer require Sorcery Points to maintain, freeing up those Sorcery points for other uses. Your ability to learn Azure Lore is no longer limited by CR. You may now also learn legendary abilities.

## BRIGHTBURN

The origin of your magic manifests itself in fiery heat and dazzling light. Through your magic, you can make yourself the embodiment the sun. The possession of such raw magical power usually occurs on accident, and these rare moments are often explosive in their own right.

Such sorcerers evoke tremendous strength and power. They can be forces of nature rivaling the most powerful inhabitants of the Elemental Planes. A Brightburn will also naturally draw comparisons to similar legendary creatures like the phoenix. You may have also acquired your powers through a rare cosmic event, like a solar flare.

### Brightburn Spells

*1st-level Brightburn feature*

You are able to learn additional spells when you reach certain levels in this class, as shown on the Brightburn Spells table. You select one spell at each level to learn, which counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know. You may select the other as normal when learning a new spell.

### Sunrise Form

*1st-level Brightburn feature*

You are able to emit resplendent light from yourself. As a bonus action, you can shed bright light in a 20-foot radius and dim light for an additional 20 feet; this light is sunlight. Any magical darkness within the light is dispelled, and hostile creatures within the bright light have disadvantage on attack rolls made against you and your allies. This effect lasts for 1 minute or until you dismiss it (no action required).

Once you use this bonus action, you can't use it again until you finish a long rest. When you reach 2nd level in this class, you can spend 2 sorcery points to use this feature again.

### Aura of the Sun

*6th-level Brightburn feature*

Your light can be a gentle warmth that soothes or a fiery blaze that harms. As part of the bonus action you take to enter your Sunrise Form, or as a bonus action on your subsequent turns, you can spend 3 sorcery points to intensify the light you emit. At the start of your turn, you can choose to deal fire or radiant damage (your choice), or regain hit points equal to your proficiency bonus to any creature inside the bright light.

### Sun Child

*6th-level Brightburn feature*

Your magic gives you a tolerance to blistering heat. While you are in your Sunrise Form, you gain resistance to fire and radiant damage.

### Booster Flare

*14th-level Brightburn feature*

You spew out dangerous wisps of fire in order to take flight. As a bonus action, or as part of the bonus action you take to enter your Sunrise Form, you can spend 3 sorcery points to gain a flying speed equal to your walking speed. Using your flying speed doesn’t provoke opportunity attacks. This flying speed lasts until the end of your next short or long rest. It ends early if you're incapacitated, you die, or you dismiss it as a bonus action.

When you use your flying speed to move within 5 feet of a creature or an object that isn't being worn or carried, it takes fire damage equal to half your sorcerer level from your trail of heat. A creature or object can take this damage only once during a turn.

### Blazing Luminescence

*18th-level Brightburn feature*

You body acts as a catalyst to unleash the full power of the sun. While in your Sunrise Form, your spells and effects that deal fire or radiant damage ignores resistance, and treats immunity to fire and radiant damage as resistance to that damage.

In addition, when you cast a spell that deals fire or radiant damage, you can use a bonus action to deal maximum damage, instead of rolling (you needn’t be in your Sunrise Form to use this effect). Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

## DREAMER

Your magic comes from your close association with the Ethereal Plane, the formless plane that borders the material. Here, gaseous nascent matter swirls around waiting to be shaped into something solid and tangible. As such, your own magic reflects this creational aspect, limited only by your mastery and what you can dream into existence.

### Dreamer Magic

*1st-level Dreamer feature*

You are able to learn additional spells when you reach certain levels in this class, as shown on the Dreamer Spells table. You select one spell at each level to learn, which counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know. You may select the other as normal when learning a new spell.

### Ethereal Creation

*1st-level Dreamer feature*

You are able to tap into the intangible matter of the Ethereal Plane and use it to will objects into existence. You can choose to spend 1 hour and do the following:

* You create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 10 times your sorcerer level and must be an item you have seen before. For examples of items you can create, see chapter 5, "Equipment", of the *Player's Handbook*. Using any material created by this feature as another spell's material component causes that spell to fail.
* You conjure a beast or fey creature into existence. It must not have a CR higher than half your proficiency bonus. When conjured, it is friendly to you and your companions and it obeys your commands. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creature can take any action of its choice, not just Dodge.

You can have only one object created by this feature at a time and it lasts until you die or until you are on a different plane of existence from it. Once you create an object with this feature, you can't do so again until you finish a long rest; if you already have an object from this feature and create another, the first object immediately vanishes. At 15th level, you can create up to two objects with this feature.

### Blessing of Creation

*6th-level Dreamer feature*

Your ability to manifest objects has further improved. Your creations now gain the following benefits:

* If the object is an item created using your Ethereal Creation, you always know its location as long as it is within 1000 feet of you. If the item is ever not on your person and within 1000 feet of you, you can use an action to summon it to your hand or within 5 feet of you. Additionally, if the item created is a weapon, armour, or shield, you can use an action and spend 3 sorcery points to make it a +1 magic item. This lasts until the end of your next long rest.
* If the object is a creature created using your Ethereal Creation, You can use an action to perceive through the creature’s senses. When you do so, you are blinded and deafened to your own surroundings, and can use an action to return to your own senses. In addition, you can use a bonus action and spend 2 sorcery points to the creature temporary hit points equal to your sorcerer level + your Charisma modifier, lasting until your next long rest.
* You can cast *summon beast* or *summon fey* by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level, up to a maximum of 5th-level. When you cast the spell using sorcery points, you don't expend spell slots or material components, and the spell lasts for up to 1 minute.

### Ethereal Jaunt

*14th-level Dreamer feature*

When you cast *blink* and roll a d20 to determine whether you appear in the Ethereal Plane, you can spend 4 sorcery points to automatically succeed on the roll. When you do so, any item created with your Ethereal Creation doesn’t disappear, and a creature created with the same feature is also transported to the Ethereal Plane until the start of your next turn, where it reappears within 10 feet of the space it vanished from.

### Dreamtime

*14th-level Dreamer feature*

Your connection to the Ethereal Plane allows you to transport yourself there at will. At the start of a long rest, you can cast *etherealness* without expending a spell slot. When you cast the spell in this way, you don’t lose any objects created by your Ethereal Creation feature. If you spend more than 2 hours in the Ethereal Plane, you don’t gain the benefits of a long rest.

Once you cast in this way, you can't do so again until the start of your next long rest.

### Sacred Site

*18th-level Dreamer feature*

You have become a master at shaping your thoughts into existence. As an action, the area in a 30-foot radius sphere, centred on yourself, becomes a demiplane of your own creation. You can choose what this demiplane looks like. This area moves with you and lasts for up to 1 minute, until you dismiss it (no action required by you), or until you fall unconscious. While in this area, you gain the following benefits:

* You have proficiency in all saving throws.
* Each creature of your choice that enters the area on a turn or starts its turn there must succeed a Wisdom saving throw or have disadvantage on attacks made against you.
* As part of your action, you can choose to immediately cast *summon beast* or *summon fey* at a spell slot level equal to your Charisma modifier, without expending any material components. When you do, you summon the spirit as if you used a spell slot of one level higher.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 9 sorcery points to use it again.

## EMOTION LORD

Whenever you are filled with heartbreak, terror, or the depths of sorrow, waves of arcane energy spill forth from you. You might have found the spark of magic when great tragedy struck or while you shook with rage, or it may have always lingered in the back of your soul, only erupting forth when you lost control. However it originated, controlling your emotions and knowing yourself is key to manipulating your deep well of arcane energy. To lose focus, to be governed by your emotions, allows all your magic to flow through you in spectacular and uncontrollable fashion. But to have control of yourself, and true understanding of your soul, grants you a breadth of magic few can hope to equal.

**“I first discovered my magic while…”**

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### Emotional Magic

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Emotional Spells table. The list of spells you know from this table changes with your predominant emotional state. These emotions should be informed by your character’s history as much as the current situation, however, the GM decides whether or not a situation is inappropriate to inspire a specific emotional state. For example, a pitched life-or-death battle is unlikely to inspire love. If your emotions would be uncertain, choose this state randomly.

Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

### **Empathy**

Also at 1st level, you can use your action to probe the surface level of a creature's emotions. You must be able to see the creature and it must be within 30 feet and have an Intelligence of 3 or higher. You learn the creature's emotional state and, at the GM's discretion, one of the creature's Bonds.

### **Mood Swing**

Starting at 6th level, you can channel great swings of emotional energy at a whim. You can use the following abilities, regardless of your emotional state:

* ***Burning Rage.*** As a bonus action on your turn, you can spend 1 sorcery point to ignite in arcane fury. Until the beginning of your next turn, when a creature comes within 5 feet of you or starts its turn there, it must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 2d6 fire damage.
* ***Crestfallen.*** Beset by sorrow, you can spend 2 sorcery points as a bonus action on your turn to fade out the world. Until the beginning of your next turn, you are visibly transparent and attack rolls against you have disadvantage. This effect ends early if you are hit by an attack.
* ***Flight of Terror.*** You can spend 1 sorcery point to take the Disengage action as a bonus action on your turn.
* ***Heartsick.*** Overcome by lovesickness, you can use your bonus action and spend 1 sorcery point to end one effect on yourself that is causing you to be charmed or frightened.
* ***Moment of Bliss.*** As a bonus action, you can spend 1 sorcery point to gain a flying speed equal to your movement speed until the end of your turn. If you end your turn in the air without anything holding you aloft and you are within 30 feet of the ground, you float gently to the ground.

### Shift Temperament

At 14th level, you can use your action to bend the emotions of a creature you can see within 60 feet, which must make a Charisma saving throw against your spell save DC. If the creature fails its saving throw, you can use one of the following abilities on it:

* ***Charmed.*** You spend 1 sorcery point, and the creature is charmed by you for 1 minute. This effect ends early if you or your companions do anything harmful to the creature.
* ***Frenzied.*** You spend 3 sorcery points to cause the creature to become frenzied for up to 1 minute. The creature can repeat this saving throw whenever it takes damage, ending the effect on itself on a success. A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and ability randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one.
* ***Frightened.*** You spend 1 sorcery point and the creature is frightened by you for up to 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
* ***Indifferent.*** If the creature is hostile towards you, you can spend 2 sorcery points to render it indifferent toward you for up to a minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.

### Vibrant Soul

By 18th level, you have mastery over your mercurial feelings. You know all of the spells on your Emotional Spells list at all times. Additionally, you learn the spell antipathy/sympathy, which counts as a sorcerer spell for you and doesn’t count against your total number of spells known. You can cast this spell by spending 10 sorcery points, instead of using a spell slot.

## FURY MAGE

The mark of a deep, unabating rage surges through your blood, empowering your wrath with arcane devastation. The origin of your sorcerous magic is your anger: as your fury grows, so too does your arcane might, swelling like a wave until all who stand before you are swept aside in a torrent of fire and blood.

     Perhaps these powers have existed in your family for generations, a heritage of hot-headedness and explosive outbursts, passed from father to son. Or perhaps you are the first in a century to manifest them. Regardless, from the moment your temper first drew forth arcane flames, your life was irreparably changed.

### Rage Magic

When you reach certain levels in this class, as shown on the Rage Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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### Furious Resolve

At 1st level, your connection to the furious power of your ancestors hardens your body into steel. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As well, so long as you are not wearing armor, your AC equals 13 + your Constitution Modifier.

### Arcane Fury

Starting at 1st level, you can tap into the immortal rage of your blood, flooding the world with your magic. As a bonus action on your turn, you can enter an Arcane Fury. While in an arcane Fury, you gain the following benefits while not wearing armor:

* Once per turn, when you make a spell damage roll, you add an additional +2 to the roll.
* When you cast a sorcerer spell that deals damage, you become surrounded by an aura of damaging energy. Until the end of your next turn, any creature that hits you with a melee attack or starts its turn within 5 feet of you takes damage equal to your Charisma modifier. This damage is of the same type as the spell you cast to activate the aura.
* You gain resistance to all damage types, except bludgeoning, piercing, and slashing.

You cannot concentrate on spells while you are in the midst of an arcane fury. Your arcane fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked or damaged a hostile creature since your last turn or taken damage since then. You can also end your arcane fury on your turn as a bonus action.

     You can enter an Arcane Fury once, regaining your use following a long rest. Starting at 3rd level, you can spend 3 sorcery points to enter an Arcane Fury again before taking a long rest.

### Font of Wrath

Starting at 6th level, you learn to use your fury to fuel your spells. Whenever a hostile creature deals you damage, your metamagic effects cost 1 less sorcery point than normal (minimum 1) until the end of your next turn; you also gain this benefit every turn you are in an arcane fury, even if you take no damage. As well, your arcane fury damage bonus increases to +4 damage.

### Frenzied Devastation

At 14th level, while in an Arcane Fury, your spells deal maximum damage to unattended inanimate objects. As well, your arcane Fury damage bonus increases to +6 damage.

### Endless Anger

Beginning at 18th level, as a reaction when you take damage, you can spend 3 sorcery points to erupt in a wave of fury. If this damage would reduce you to 0 hit points, but not kill you outright, you drop to 1 hit point instead. Additionally, if you are not in an arcane fury, you enter one that lasts until the end of your next turn.

## HAIR MAGE

(Original by Blackbando)

Due to some sort of magical touch on your body, your hair has gained magical properties, functioning as both an extra set of hands, and like whips. This magic might stem from some sort of mystical artifact linked with your bloodline, or perhaps your mother consumed a powerful magic item while she was pregnant with you.

### Hair Magic

When you reach certain levels in this class, as shown on the Hair Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You may learn the other whenever you would normally learn a spell.

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### Prehensile Hair

When you choose this origin, at 1st level, you grow incredibly tough and durable hair, which you are able to manipulate like hands. You can use your hair to perform simple tasks within 10 feet of you, such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or perform somatic components of spells. You can cast spells with a range of Touch using your hair, out to a range of 10 feet.

### Hair Whip

Starting at 1st level, you can whip and pull creatures with your hair. You learn the *thorn whip* cantrip, which counts as a sorcerer cantrip for you but not towards your number of cantrips known. You do not need the material components to cast this cantrip, as you use your hair instead of a vine. Additionally, the range for *thorn whip* when cast in this way is only 10 feet. Starting at 6th level, you add your Charisma modifier to the damage of your *thorn whip*.

### Grasping Hair

Beginning at 6th level, your hair is strong enough to grasp creatures. You can make grapple checks on creatures within 10 feet of yourself, using your hair. If you do so, you can make a Charisma (Athletics) check, instead of a Strength (Athletics) check. Additionally, when you make a grapple check using your hair, you can expend 1 sorcery point to give yourself advantage on the check. If you are grappling a creature with your hair, you cannot use any actions involving your hair, except to cast *thorn whip* on the grappled target, until the grapple ends.

### Improved Hair

At 14th level, your hair's length and speed increases even more. All of your features using your hair have their range increased from 10 feet to 20 feet. Also, when you use your action to cast a sorcerer spell or make a grapple check, you can expend 1 sorcery point to cast *thorn whip* as a bonus action.

### Titanic Lengths

By 18th level, you can conjure forth all of your magic and pour it into your hair. As a bonus action, you can expend 5 sorcery points to empower your hair. For the next minute, you gain the following benefits:

* You add your sorcerer level to the damage of *thorn whip*.
* You can have a number of creatures equal to your Charisma modifier (a minimum of 2) grappled at one time using your hair, instead of only one, and grappling creatures with your hair does not restrict the actions you can take with your hair.
* Your movement speed is not halved for grappling creatures using your hair.
* You can make a grapple check using your hair as a bonus action.

## ICY SOUL

The origin of your magic comes from a being of frost. You may possess lineage from a frost giant, or have been a resident of the Far North. The source of your magic is strong enough that your body, and the spells you cast, are laced with frozen energy, as if it were a magical permafrost over your very being.

### Ice Magic

*1st-level Icy Soul feature*

When you reach certain levels in this class, as shown on the Ice Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You may learn the other whenever you would normally learn a spell.

### Freezing Spear

*1st-level Icy Soul feature*

You show a natural affinity toward cold magic. You learn the *ray of frost* cantrip, and it doesn’t count against the number of sorcerer cantrips you know. Whenever you cast the spell, you can modify it in one of the following ways:

* The range of the spell is doubled.
* On a hit, the creature’s speed is reduced by 15 feet.

You can modify this spell a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. At 2nd level in this class, you can choose to spend 1 sorcery point to modify the spell if you have no uses of this feature remaining.

### Frozen Body

*6th-level Icy Soul feature*

Your innate magic lends you protection against the freezing elements. You gain resistance to cold damage.

In addition, you can use a bonus action to give yourself immunity to cold damage for 1 minute, but you also become vulnerable to fire damage for the same duration. You can end this effect early (no action required). You must finish a long rest before you can use this bonus action again, unless you spend 1 sorcery point to use it again.

### Frozen Stasis

*14th-level Icy Soul feature*

Your magic is able to freeze things in place. When you cast a spell that deals cold damage and requires a saving throw, you can spend 2 sorcery points to modify the spell so that on a failed save, a creature is also restrained until the start of your next turn. You can spend the sorcery points after casting the spell, but before knowing the result.

### Absolute Zero

*18th-level Icy Soul feature*

As an action, you direct your magical energy to freeze a target solid. Choose a creature you can see within 60 feet of you. It must succeed on a Constitution saving throw against your spell save DC or become petrified for 1 minute (as if you’re concentrating on a spell). While petrified in this way, the creature becomes frozen solid and is cold to the touch. It gains immunity to cold damage and becomes vulnerable to fire damage. At the end of the duration, if the creature is still petrified, it dies and breaks into shards of ice. A creature that dies in this way can only be brought back to life using a *wish* or *true resurrection* spell.

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

## JINX

Some people are cursed with bad luck from the day they were born. Known as 'jinxes', they are shunned everywhere they go, for fear that their misfortune will affect anyone who gets too close. As it goes, this fear is actually well-founded, for a jinx really can inflict their curse on other people and, with training, they can even harness it into a potent source of magical energy.

### Jinx Magic

When you reach certain levels in this class, as shown on the Jinx Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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### Cause Fumble

Starting at 1st level, whenever a creature within 30 feet of you rolls a 1 on the d20 for an attack roll, ability check or saving throw, you can use your reaction to amplify their bad luck. You can choose one of the following outcomes to inflict upon the attacker: they fall prone, they drop everything that they are holding, or they take 1d10 piercing damage.

### Aura of Misfortune

Also at 1st level, you radiate an aura of misfortune. Each hostile creature within 15 feet of you (except yourself) suffers a -1 penalty to all attack and damage rolls.

    When you reach 14th level, the penalty increases to -2.

### Ruin Foretold

By 6th level, your predictions of ill luck always come true, mostly because you are able to use your magic to make them happen. When you cast a spell that targets a single hostile creature, you can spend 3 sorcery points to delay the onset of the spell by up to 1 minute. You must concentrate on the spell while it is being delayed. The spell takes effect as soon as your concentration ends, or 1 minute after you initially cast it if you maintain their concentration for the whole minute.

### Bad Omen

At 14th level, your presence always makes bad things worse for your enemies. All hostile creatures that are being affected by a spell that you are concentrating on have disadvantage on attack rolls against you.

### Walking Disaster

When you reach 18th level, your curse reaches its maximum power, spreading chaos and misery all around you. You exude an aura of disaster in a 60-foot radius around you, which you can enable or disable as a bonus action on your turn. While the aura is enabled, no creature within it can gain advantage on any roll (or use advantage to cancel out disadvantage), critical hits cannot happen (and may even result in a miss if the total attack roll is less than the target's AC), and abilities like the Lucky feat and the Halfling Luck racial feature cannot be used.

## METALLIC SOUL

Your magic draws upon the magical metals that litter the various planes, such as the Outer Plane of Mechanus. Alternatively, you may have been a child of artificers and guild artisans, whose work with precious magic metals, like adamantine, expose themselves to its latent magical energy and eventually pass it onto you.

### Metallic Magic

*1st-level Metallic Soul feature*

When you reach certain levels in this class, as shown on the Metallic Spells table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

### Steel Skin

*1st-level Metallic Soul feature*

Your affinity with magical metal allows you to strengthen your body. You gain proficiency in smith’s tools, and can use it as a spellcasting focus for your sorcerer spells. Additionally, at the end of a long rest, you can choose to imbue yourself with one of the following benefits, which lasts until you finish a long rest.

***Adamantine Skin.*** Any critical hit against you becomes a normal hit.

***Mithral Skin.*** Whenever you make a Dexterity (Stealth) check, treat a roll of 7 or lower on the d20 as an 8.

***Reinforced Skin.*** You gain a +1 bonus to AC when you’re not wearing armour.

You can use the following options as part of the Steel Skin feature if you're playing a campaign set in Ravnica or Exandria:

***Mizzium Skin.*** Whenever you make a Strength or Constitution saving throw, you can use your reaction to roll a d4, adding the number rolled to the d20.

***Ruidium Skin.*** You can breathe in water and have a swimming speed equal to your walking speed.

### Spellcraft

*6th-level Metallic Soul feature*

You’re able to create additional effects for your magic. When you cast a spell using smith’s tools as the spellcasting focus, you can spend 1 sorcery point to use a Metamagic option you don’t know yet. You must have enough sorcery points to use that option, which you spend when you use it, and you can only use one option on a spell unless otherwise noted.

### Electroplating

*14th-level Metallic Soul feature*

You can transfer your metallic properties onto others. As an action, you can spend 2 sorcery points and touch a willing creature (including yourself), bestowing one benefit from your Steel Skin feature. A creature can only be affected by one benefit from this feature at a time. If you use this feature when a creature is already affected, the old benefit immediately ends and the new one is applied. This benefit lasts until the creature finishes a long rest.

### Hardened Exterior

*14th-level Metallic Soul feature*

Your innate magic has made you more durable. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

### Magnetic Field

*18th-level Metallic Soul feature*

You use your magic to project a powerful magnetic field. As an action, each creature in a 30-foot radius sphere centred on yourself must succeed on a Strength saving throw against your spell save DC, with disadvantage if a creature wearing or holding a metallic object, or be paralyzed until the start of your next turn. A metal object not being worn or carried automatically fails this saving throw. If a creature is paralyzed while in the air, it hovers in its space and falls to the ground at the start of your next turn.

As part of the same action, you can choose one of the following effects to occur:

***Armour Removal.*** If a creature paralyzed by this feature is wearing armour or wielding a shield made of metal, you can doff the armour and remove the shield, discarding the items in an unoccupied space within 5 feet of the creature (which can also be in the air).

***Force Attack.*** If a creature paralyzed by this feature is wielding a melee weapon made of metal, you can force it to make an attack against itself or another creature within 5 feet of it. You can also use a metal weapon not being worn or carried to make an attack. You make a melee spell attack for each target, dealing 1d10 force damage on a hit.

***Attract or Repel.*** You can magically throw each creature a number of feet equal to your Charisma score away from the sphere in a direction you choose. Alternatively, you can pull each creature in a straight line toward a point in the sphere that you choose, ending in an unoccupied space as close to the point as possible, even if the space is in the air.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

## METAMAGICIAN

You draw your power from an innate connection to the all-pervasive, invisible streams of magic which flow throughout the planes. Your connection is a gift bestowed seemingly at random throughout the generations, and feels like a sixth sense, a silent tugging to places of great power. By tapping into these magical reservoirs, you have learned to channel a surplus of arcane energy into your Metamagic, and can use this to extents normal spellcasters could never hope to achieve.

### Meta Spells

At levels 1, 3, 5, 7, and 9, you learn an additional spell of your choice from the sorcerer list.

### Metamagic Savant

When you choose this origin at 1st level, you gain 1 Metamagic option of your choice and 1 sorcery point.

### Improved Metamagic

Starting at 1st level, your connection to the land’s ley lines grants you a boon to your magic. All known Metamagic costs 1 fewer sorcery points, to a minimum of 1.

### Free Metamagic

At 6th level, you learn to store the land’s magic in your own body, and may use any Metamagic you know without expending sorcery points. After using this ability, you cannot do so again until completing a short or long rest.

### Connecting the Streams

At 14th level, you learn to connect others to the stream of magic. As a reaction you may apply any Metamagic you know to any spell cast within 30 feet. This Metamagic costs double the normal number of sorcery points.

### Metamagic Mastery

By 18th level, you have perfected the use of Metamagic. You gain the ability to use any Metamagic that is not currently on your list of known Metamagics. Using one of these costs double the normal number of sorcery points, and is not reduced by Improved Metamagic.

## MIRRORKIN

One of your ancestors came from beyond the looking glass; a strange world where everything is a twisted reflection of the true reality. As such, you have inherited amazing powers of mimicry and illusion that allow you to copy other people's abilities. To fight against you is almost akin to fighting one's own mirror image, something few warriors would relish.

### Mirror Magic

When you reach certain levels in this class, as shown on the Mirror Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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### Mimic Trait

When you choose this origin at 1st level, you gain an uncanny ability to mimic other people. As an action, you can choose a humanoid you can see within 60 feet and gain one item of your choice that they possess from the following list (even if they only possess it temporarily):

* One special sense, such as darkvision or tremorsense.
* One movement speed, such as a swim or climb speed.
* One skill, tool or instrument proficiency.
* One damage resistance.
* Their accent, verbal ticks and mannerisms.

    You can keep this trait as long as you are within 60 feet of the target, or until you use this ability again.

### Reflect Magic

At 6th level, you can turn your skin into a shimmering mirror that reflects magic. Whenever you succeed on a saving throw against a spell or cantrip, you can use a reaction and spend a number of sorcery points equal to the spell's level (1 sorcery point for cantrips) to reflect the spell's energy back against its caster. When you do this, the caster must make the relevant saving throw against their own spell save DC, exactly as if they had been the original target or within the area of the spell.

### Copycat

By 14th level, you have developed your mimicry to the point where you can mirror the unique and powerful abilities of those around you. As an action on your turn, you can perform any action that has been performed by a humanoid (other than yourself) you can see within 60 feet within the last minute. Any prerequisites that would normally be required for the action (such as brandishing of holy symbols, spending of ki points or consumption of items) are waived when you use this feature, unless it is a spell or required the use of a spell slot, in which case you must still expend the relevant spell slot. If the ability forces targets to make a saving throw, you can use your Sorcerer spell save DC.

    Once you have used this ability, you must complete a long rest before you can use it again.

### Perfect Duplicate

At 18th level, you can duplicate yourself and others with ease. You learn the spells *simulacrum* and *clone* if you do not know them already, and you can cast them once per long rest each without expending a spell slot.

## OOZEMORPH

Your innate magic stems from a long family line of Ooze blood. For generations, the taint of Ooze blood has run in your family, infecting some at birth and sparing others, stemming from a well-documented but shadowy ancestor. It's unclear what horrific experiment infused a monstrous ooze or slime into his body so long ago, but some of his scattered descendants are born to this day with a personal, innate magic and bizarre physical characteristics.

### Ooze Magic

When you reach certain levels in this class, as shown on the Ooze Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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### Oozy Touch

Starting when you choose this origin at 1st level, you can excrete slime with a touch. As an action, you can make a touch range spell attack at a creature within 5 feet of you. On a hit, the creature takes 1d6 acid damage. You can expend 1 sorcery point make this touch rust metal, or rot wood, up to a maximum of 10 cubic feet of material. You have advantage on on Strength checks to break rusted metal or rotten wood. This ability's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

### Malleability

At 1st level, your body becomes more fluid. You can shift your features around and make yourself look differently while you maintain concentration on the change. You can seem 1 foot shorter or taller and can appear thin, fat, fit, or in-between. You can’t change your body's general shape, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the physical change is up to you.

     Additionally, at 2nd level you can expend 2 sorcery points to compress your body enough to squeeze through an inch-wide crack. You cannot expand inside a space that offers any resistance, such as an occupied suit of armor.

### Goopy Blood

By 6th level, your blood flows like a thick soup rather than a normal liquid. As a reaction expending up to 5 sorcery points when you are attacked, you can reduce the damage dealt by 3 times the number of sorcery points expended, up to a maximum of the damage dealt.

### Indiscernible Anatomy

At 14th level, your placement and composition of your internal organs is bizarre. You take no additional damage from critical hits.

### One with the Ooze

At 18th level, your transformation into an ooze is complete. You can *shapechange*, as per the spell, into any ooze without expending a spell slot. After you use this ability, you cannot use it again until you complete a short or long rest.

## ORBITAL SPACE

Your innate magic comes from the celestial bodies of Wildspace. All spatial bodies, whether they be planets, meteors, or stars, emit latent magical energy, and on occasion this energy coalesces into a tangible force that searches for newborn life in order to grow even further.

Alternatively, you might be able to trace back your lineage to an advanced space faring civilisation, such as the mind flayers or the gith. Whether you still wave their banner, or are a renegade looking to forge your own path, is up to you.

### Orbital Magic

*1st-level Orbital Space feature*

When you reach certain levels in this class, as shown on the Orbital Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

#### Binary System

*1st-level Orbital Space feature*

You are able to emulate the orbital forces of space onto other objects. As an action, you can choose two objects or creatures, of a size no larger than Large, that you can see within 30 feet of each other. If both chosen items are objects, they are fixed in place. A creature attempting to move the object can use its action to make a Strength check against your spell save DC. On a failure, the creature is unable to move the object and the action is wasted. On a success, the creature can move up to half its speed with the object. If a creature attempts to move an object more than 30 feet of the other object, it must succeed on another Strength check against your spell save DC or be unable to do so.

If at least one of the chosen targets is a creature, it must succeed on a Strength saving throw against your spell save DC, or be unable to move more than 30 feet away from the other creature or object. A creature can use an action to repeat the saving throw, ending the effect on a success. A creature can willingly fail this saving throw.

This effect lasts for a number of minutes equal to your sorcerer level and ends if you choose to (no action required by you). It also ends if you are incapacitated, you die, or if the objects are more than 30 feet away from each other.

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

### Dunamancy Magic (Optional)

*1st-level Orbital Space feature, which replaces the Orbital Magic feature*

Your link to the cosmos allows you to learn dunamancy spells. You also learn the *sapping sting* cantrip, which counts as a sorcerer cantrip for you and doesn't count against the number of sorcerer cantrips you know.

When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st-level or higher, you can choose the new spell from the dunamancy spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

### Light Wave Manipulation

*6th-level Orbital Space feature*

Your magic gives you the ability to intensify or block out light. As an action, you can spend 2 sorcery points to use one of the following abilities:

***Solar Flare.*** You project an aura of light. This aura is centred on you and moves with you, emitting bright light in a 15-foot radius and dim light for an additional 15 feet, for 1 minute (as if concentrating on a spell). Additionally, you and creatures of your choice in the bright light can deal an extra 1d6 radiant damage the first time it makes a damage roll for an attack or spell on its turn.

***Event Horizon.*** You blot out incoming light. You cast the *darkness* spell centred on your position, without using a spell slot or material components. The source of the darkness is a Small sized floating bead, which cannot be moved but can be covered. When you cast in this way, you can see through the darkness created by the spell.

### Antigravity

*14th-level Orbital Space feature*

Your magical affinity allows you to manipulate the flow of your own gravity. As a bonus action, you can give yourself a flying speed of 30 feet, during which you can hover. This effect lasts until you're incapacitated, you die, or you dismiss it as a bonus action

In addition, if you are connected to a creature through your Binary System feature, you can spend 3 sorcery points to give the creature a flying speed of 30 feet, during which it can hover. If used in this way, the effect for both of you lasts until one of you is incapacitated, dies, are more than 30 feet away from each other, or when either of you dismiss it as a bonus action.

### Void Space

*18th-level Orbital Space feature*

Your connection to the cosmos allows you to replicate the vacuum of space. As an action, you can project a vacuum in a 20-foot radius sphere that lasts until the start of your next turn. Each creature of your choice in the sphere or who starts its turn there must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 3d8 cold damage and falls unconscious for 1 minute or until it takes any damage. On a successful save, the creature takes half damage and doesn’t fall unconscious.

This vacuum is centred on you and moves with you, and the following effects occur while inside the sphere:

* All sources of fire are extinguished, and any water instantly freezes into ice. Magical fire and water are unaffected.
* No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
* There is no air, and the area has dim light as it is illuminated by distant stars.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

## PLAGUE HOST

Original located on Blackbando's Homebrew Wiki

Touched by a painful, incurable sickness, your magic comes from a horrific plague that infects your body. Due to this disease's immense power, you are unable to cure it with any kind of magic, and you are unable to be harmed by any lesser illnesses. The spells you cast might take on retched traits from your infection, such as appearing like swarms of grubs, creatures you conjure looking sickly ill, or the scent of your smells almost being pungent enough to induce vomiting.

### **Plague Magic**

When you choose this origin, at 1st level, you gain the *poison spray* cantrip, which counts as a sorcerer cantrip for you but not towards your number of cantrips known. You also learn the *ray of sickness* spell, which counts as a sorcerer spell for you but not towards your number of spells known. When you reach certain levels in this class, as shown on the Plague Magic table, you gain one of the listed spells of your choice. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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### **Disease Carrier**

Starting at 1st level, you have a powerful disease that cannot be removed, rendering all other diseases null. No effect can remove any diseases you have, unless it gives you a new body. If you are affected by a disease, you suffer no effects of the disease, unless you use your bonus action to have any effects of a disease your choice manifest. You can then use your bonus action to suppress any number of effects from diseases on you of your choice.

### **Bursting Sickness**

Additionally, at 1st level, your pestilence spreads to corpses, making them volatile and explosive. Whenever a creature that is not a construct or ooze dies within 60 feet of you, you can use your reaction to cause that creature's corpse to bloat up with disease. Alternatively, you can use a bonus action to bloat an existing corpse of a creature that is not a construct or ooze within 5 feet of yourself.

When you deal damage to a bloated corpse, you can choose to have it explode. Creatures within 10 feet of it must succeed on a Dexterity saving throw or or take 2d8 poison damage. After the explosion, you cannot use this feature on the same corpse unless it is sufficiently mended. The explosion's damage increases by 1d8 when you reach 6th level (3d8), 14th level (4d8) and 18th level (5d8). You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses on a long rest.

### **Greater Pestilence**

Beginning at 6th level, your pestilence is able to pierce through those normally immune to their effects. Poison damage you deal ignores resistance to poison damage, and treat creatures that are immune to poison damage as only being resistant. Additionally, creatures you target with spells or abilities are not immune to being diseased or poisoned. Instead, a creature that is immune to disease or poison makes a saving throw against your effect with advantage.

### **Pustulent Defense**

At 14th level, your nerves and organs have been gradually eroded by illness, allowing you to ignore what previously harmed you. You gain immunity to poison damage, and to being poisoned. Additionally, at the start of each of your turns, you may spend a sorcery point to gain temporary hit points equal to half of your sorcerer level plus your Constitution modifier (a minimum of +0).

### **Herald of Disease**

By 18th level, you can manifest your disease as a swarm of plagued rats, insects, or similar tiny creatures. As an action, you can expend 5 sorcery points to cast the *insect swarm* spell centered on yourself, with the following changes:

* You and creatures of your choice are immune to the effects of the spell.
* Whenever you move, the spell moves with you.
* If a creature dies while within your *insect swarm*, it immediately becomes a bloated corpse as though through your Bursting Sickness feature, without expending any of its uses.

## XCUBUS SOUL

Your innate magic is derived from your fiendish lineage, specifically that of a succubus, incubus, or concubus. Whilst sufficiently diluted as to not be born a cambion, you still possess one or two physical traits that show the true nature of your bloodline.

As a descendent of these manipulative fiends, many communities will treat you with caution at best and outright hostility at worst, perhaps even more so when they find out you are the product of an unholy union between a xcubus and a mortal.

**Xcubus Magic**

When you reach certain levels in this class, as shown on the Xcubus Magic table, you gain one of the listed spells. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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### Honeyed Words

*1st-level Xcubus Soul feature*

You exude an alluring disposition that sways others toward you. If you speak to a Humanoid alone for at least 1 minute, you can make a Charisma (Persuasion) check contested by its Wisdom (Insight) check. If you succeed on the check, the target is charmed by you for a number of hours equal to your sorcerer level. While charmed in this way, the target idolizes you and grants you favors and gifts it would offer to a close friend, although it will avoid violence unless it was already inclined to fight on your behalf. The effect ends early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If the target succeeds on the check, the target has no hint that you tried to charm it.

Once you succeed on the ability check for this feature, you can't use this feature again until you finish a long rest.

### Cursed Tongue

*1st-level Xcubus Soul feature*

Your fiendish lineage allows you to comprehend the language of the Lower Planes. You can speak, read and write Abyssal and Infernal.

### Seductive Gaze

*6th-level Xcubus Soul feature*

You are able to make others stop what they are doing and pay attention to you. As an action, you can spend 3 sorcery points and choose one creature you can see within 120 feet of you. If the creature can see you, it must make a Wisdom saving throw against your spell save DC. You can also spend an additional sorcery point to target an additional creature with this feature that is within range.

On a failed save, a creature can do nothing but use its movement to approach you in a safe manner. If an affected creature is within 5 feet of you, it cannot move, drops any held items, and falls prone. At the end of each of its turns, and whenever it takes damage, it can repeat the saving throw, ending the effect on a success.

### Shapechanger

*14th-level Xcubus Soul feature*

Your xcubus blood allows you to naturally change your appearance for a limited time. As an action, you can spend 3 sorcery points to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this feature.

You stay in the new form for 1 hour, until you become unconscious, or until you dismiss it early as an action. You can extend the duration of this feature by spending 1 sorcery point for each extra hour. The maximum number of sorcery points you can spend on this feature equals half your sorcerer level.

### Corrupting Replenishment

*18th-level Xcubus Soul feature*

You gain power from rending the souls you have snared. As an action, you can choose a number of creatures that you can see up to your Charisma modifier (minimum of 1 creature). The creature(s) must make a Constitution saving throw against your spell save DC, with disadvantage if it's charmed by you. On a failed save, a creature takes necrotic damage equal to 1d8 + your sorcerer level and has its hit point maximum reduced by the same amount. The target dies if this effect reduces its hit point maximum to 0. On a successful save, it takes half as much damage and doesn't have its hit point maximum reduced. Whether the creature succeeds or fails its saving throw, you regain a number of hit points equal to the total damage dealt and the creature is no longer charmed by you.

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