Sorcerer

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# Sorcerer Features

### Hit Points

* **Hit Dice:** 1d6 per sorcerer level
* **Hit Points at 1st Level:** 6 + Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

### Proficiencies

* **Armor:** None
* **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
* **Tools:** None
* **Saving Throws:** Constitution, Charisma
* **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

### Equipment

* (a) A light crossbow and 20 bolts, or, (b) any simple weapon
* (a) A component pouch, or, (b) an arcane focus
* (a) A dungeoneer's pack, or, (b) an explorer's pack
* Two daggers

Alternatively, you can ignore the equipment from your class and background and start with 3d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Sorcerer is 13 Charisma.

# Sorcerer Traits

## Spellcasting

### Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

### Spell Slots

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

### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

### Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + Charisma modifier.

**Spell attack modifier** = Your proficiency bonus + Charisma modifier.

### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

## Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

* Aberrant Mind
* Clockwork Soul
* Divine Soul
* Draconic Bloodline
* Giant Soul
* Phoenix Sorcery
* Psionic Soul
* Pyromancer
* Reincarnated
* Sea Sorcery
* Shadow Magic
* Stone Sorcery
* Storm Sorcery
* Wild Magic

## Font of Magic

At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.

### Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

### Flexible Casting

You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

**Creating Spell Slots:** You can transform unexpended sorcery points into one spell slot as a  bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

 2nd
 3rd
 4th
 5th

**Converting a Spell Slot to Sorcery Points:** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

## Metamagic

At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

### Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

### Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

### Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

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

### Extended Spell

When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

### Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

### Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

### Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

### Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

## 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.

## Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

# Sorcerer Class Archetypes

* Aberrant Mind
* Clockwork Soul
* Divine Soul
* Draconic Bloodline
* Giant Soul
* Phoenix Sorcery
* Psionic Soul
* Pyromancer
* Reincarnated
* Sea Sorcery
* Shadow Magic
* Stone Sorcery
* Storm Sorcery
* Wild Magic

## Aberrant Mind

An alien influence has wrapped its tendrils
around you, warping you in both body and mind.
Perhaps a psychic splinter lodged in your psyche
after you suffered domination by an aboleth.
Maybe you were born somewhere tainted by the
Far Realm, a planar blot that changed you
forever. Or perhaps mind flayers kidnapped you,
subjecting you to the nightmarish process of
ceremorphosis—but the transformation failed
and left you altered.

### Invasive Thoughts

At 1st level, you gain the ability to use a bonus
action to magically create a telepathic link with
one creature you can see within 30 feet of you.
Until the link ends, you can telepathically speak
to the target through the link, and if it
understands at least one language, it can speak
telepathically to you. The link lasts for 10
minutes, and it ends early if you are
incapacitated or die, or if you use another bonus
action to break the link or to establish this link
with a different creature.

### Psionic Spells

Starting at 1st level, your aberrant nature
changes your mind in subtle but profound ways.
You learn additional spells when you reach
certain levels in this class, as shown on the
Psionic Spells table. The 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.

 3rd
 5th
 7th
 9th

### Warped Being

Starting at 1st level, your aberrant origin
protects you from harm. Your body might have a
coating of viscous slime, tough hide, scales, or an
invisible psionic barrier (choose the form of
protection when you gain this feature).

Whatever form the protection takes, your AC
equals 13 + your Dexterity modifier while you
aren’t wearing armor.

### Psionic Sorcery

Beginning at 6th level, when you cast any of the
spells gained from your Psionic Spells 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, it requires no
components.

### Psychic Defenses

At 6th level, you gain resistance to psychic
damage, and you have advantage on saving
throws against being charmed or frightened.

### Revelation in Flesh

Beginning at 14th level, you can unleash the
aberrant truth hidden within your flesh. As a
bonus action, you can spend 1 or more sorcery
points to magically transform your body for 1
minute. For each sorcery point you spend, you
can gain one of the following benefits of your
choice, the effects of which last until the
transformation ends:

* You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.
* You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.
* 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 escape from nonmagical restraints or being grappled.
* Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.

### Warp Reality

At 18th level, you become the focal point of a
reality-warping anomaly. As an action, you can
magically radiate a transparent, 20-foot-radius
aura for 1 minute. This might take the form of a
sphere of rippling psychic energy, a fluctuating
amoebic gel, an extrusion of ephemeral
parasites, or some other manifestation. Other
creatures treat the aura as difficult terrain, and
when they start their turn in it, they take 2d10
psychic damage. When you activate this feature,
you can choose any number of creatures you can
see to be unaffected by the aura.

As a bonus action, you can end the aura early.
If you do so, you and any number of creatures
you choose within the aura are teleported to a
location you can see within 1 mile of you. Each
creature must appear within 20 feet of you and
in an unoccupied space. An unwilling creature
that succeeds on a Charisma saving throw
against your spell save DC is not teleported.

Once you use this feature, you can’t use it again
until you finish a long rest.

## Clockwork Soul

A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.

### Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. 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.

 3rd
 5th
 7th
 9th

### Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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.

### Bulwark of Law

Starting at 6th level, you can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.

### Trance of Order

Starting at 14th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again until you finish a long rest or until you expend 5 sorcery points to use it again.

### Clockwork Cavalcade

You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:

* The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
* Any damaged objects entirely in the cube are repaired.
* Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.

### Divine Magic

Your link to the divine allows you to learn spells normally associated with the Cleric class. 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 cleric 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.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

 Evil
 Law
 Chaos
 Neutrality

### Favored by the Gods

Starting at 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

### Empowered Healing

Starting at 6th level, whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

### Otherworldly Wings

At 14th level, using a bonus action, you can manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

### Unearthly Recovery

At 18th level, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

## Draconic Bloodline

### Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

### Draconic Resilience

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.

### Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. The damage bonus applies to one damage roll of a spell, not multiple rolls. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

### Dragon Wings

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

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

### Draconic Presence

Beginning at 18th level, as an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

### Jotun Resilience

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

### Mark of the Ordning

Select one of the following giant types. At 1st and 3rd level, you learn the spells associated with your choice. These spells count as sorcerer spells, but don’t count against the number of spells known.

 Fire
 Frost
 Hill
 Stone
 Storm

### Soul of Lost Ostoria

Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning feature. This benefit only applies to those spells.

 Fire
 Frost
 Hill
 Stone
 Storm

### Rage of Fallen Ostoria

Starting at 14th level, when you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category. This increase lasts for 1 minute, or if you die or are incapacitated.

Until it ends, you get the following benefits:

* Your hit points and hit point maximum increase by 1 per sorcerer level.
* Your reach increases by 5 feet.
* Your walking speed increases by 5 feet.
* You have advantage on Strength checks and saving throws.
* You gain a bonus equal to your Constitution modifier (minimum of +1) to the damage rolls of your melee weapon attacks.

Once you use this feature, you can’t use it again until you finish a short or long rest.

### Blessing of the All Father

At 18th level, your Constitution score increases by 2, up to a maximum of 22.

In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use it while already under its effects, its increases, with the exception of the damage bonus, are cumulative.

### Ignite

At 1st level, as an action, you can magically ignite a flammable object you touch with your hand.

### Mantle of Flame

Starting at 1st level, as a bonus action, you magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits:

* You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
* Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
* Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

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

### Phoenix Spark

Starting at 6th level, if you are reduced to 0 hit points, you can use your reaction instead be reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.

### Nourishing Fire

Starting at 14th level, when you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.

### Form of the Phoenix

At 18th level, while under the effect of your Mantle of Flame feature, you gain additional benefits:

* You have a flying speed of 40 feet and can hover.
* You have resistance to all damage.
* If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.

## Psionic Soul

One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won’t fully grasp for years to come. You can touch other minds with it and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Among githyanki and githzerai, the powers of Psionic Soul sorcerers are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin’s abilities within themselves, and in Athas, more sorcerers are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.

### Psionic Origin

As a Psionic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness?

Consult the Psionic Origins table for a possible origin of your power.

 2
 3
 4
 5
 6
 7
 8
 9
 10

### Psionic Talent

Starting at 1st level you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

***Changing the Die’s Size.*** If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

You can use your Psionic Talent die in the following ways:

***Psionic Discovery.*** You can unlock the ability to cast a mind-oriented sorcerer spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled.

***Psychic Sorcery.*** When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

***Telepathic Speech.*** You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.

### Psi Replenishment

At 1st-level, as a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

### Psychic Strike

At 6th-level, you have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.

### Mind Over Body

When you reach 14th-level, you can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:

* You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
* You gain a flying speed equal to your walking speed, and you can hover.
* You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
* Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

### Psychic Aura

At 18th-level, if your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot radius aura for 1 minute or until you’re incapacitated or lose the use of your Psionic Talent die.

Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.

### Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level

### Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

### Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

### Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

## Reincarnated

(D&D Homebrew Wiki)

Some sorcerers get their powers from their ancestors, some from beings that meddle with their lifeforce, some that are simply fated to be. You, however, draw power from yourself; that is, your past selves. You have reincarnated time and time again, can see both past and present, and can master both. By blending your new youth with your old power you have the potential to rival the gods.

### Ancient Memories

Starting at 1st level, you remember things that happened before your lifetime. You have advantage on Intelligence (History) checks.

Additionally, whenever you complete a short or long rest, roll a d6 and record the result. You can add or subtract the result from any ability check, attack roll, damage roll, or saving throw you make or that is made against you; damage cannot be reduced below 1 in this way. Checks made against you include initiative checks. Once you have done so, the result is lost until you complete another short or long rest. You can only have one result recorded at a time.

Starting at 18th level, you can roll a second die and choose which result to record.

### Arcana of Yesteryear

Also starting at 1st level, you have lived so many lives, there are few things you have not experienced. You can learn spells from any class list. Spells learned in this way still count as Sorcerer spells for you.

### Life Upon Life

Each life is different, but now, some of your more useful memories have resurfaced. Beginning at 6th level, you gain proficiency with two languages, skills, or tools of your choice. Alternatively, you can exchange one of these proficiencies for proficiency in one type of armor (light, medium, or heavy), shields, or two weapons. You must have proficiency with light armor to gain proficiency with medium armor, and proficiency with medium armor to gain proficiency with heavy armor in this way.

Additionally, choose one skill or tool with which you are already proficient. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.

### Past Lives

Starting at 14th level, whenever you finish a long rest, choose one from the following options to gain the benefits of until you complete another long rest:

* **Arcane Master:** You were a prominent scholar of magic. Choose one class's spell list. You can cast any cantrip from that spell list as if you knew it and as if it was a sorcerer cantrip.
* **Arcane Healer:** You were a legendary healer of the sick. As an action, you touch a willing creature and expend any number of sorcery points. For each point expended in this way, the creature either regains 5 hit points or one disease or poison afflicting it is neutralized.
* **Keeper of Secrets:** You knew something no mortal should know. You can cast three spells you know of 5th-level or lower using a number Sorcery Points equal to their respective levels. You can upcast such a spell up to 5th level using Sorcery Points.
* **Mystic:** You were once a being with tremendous psychic power. You can telepathically communicate with any creature you can see that has an Intelligence of at least 2. Additionally, you gain the benefit of one Psionic Focus of one Psionic Discipline of your choice.
* **Navigator:** You were a famous explorer. Choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have advantage on Intelligence and Wisdom checks related to such a terrain. Additionally, you are immune to the effects of difficult terrain when in a chosen terrain.
* **Pugilist:** You were a great martial artist. You are considered proficient with your unarmed strikes and they deal 1d6 damage on a hit, unless otherwise already higher. Whenever you hit a target with your unarmed strike, you can expend a sorcery point to make another unarmed strike against it, up to five strikes as part of one attack action.
* **Scholar:** You were a great student of knowledge. Add your Charisma modifier to any Intelligence check you make. Additionally, you can speak, read, and write up to three more languages of your choice.
* **Servant:** You were a great channeler of the unearthly. You gain the benefits of one Eldritch Invocation of your choice. When determining your level to meet an invocation's requirements, use half your sorcerer level rounded down.
* **Thief:** You were a great burglar. Add your Charisma modifier to any Dexterity checks you make. Additionally, you gain a climbing speed equal to your walking speed if you didn't have one already.
* **Traveler:** You were a well-known traveler across the world. Your walking speed increases by 10 feet, and you gain proficiency in 2 skills or tools of your choice.
* **Warrior:** You were a great warrior, skilled in the art of combat. Gain the benefits of one Fighting Style of your choice. Additionally, you are considered proficient with both martial and simple weapons.

### Reincarnated Immortality

Your reincarnating powers manifest more potently than ever before. At 18th level, you gain the following benefits:

You gain resistance to poison damage and nonmagical bludgeoning, piercing, and slashing damage.
You age twice as slowly.

You have advantage on saving throws against disease and poisons.
When you would die, roll 1d100. On a result equal to or lower than your Sorcerer level, you reincarnate immediately, as with the Reincarnate spell cast at 5th level. You reincarnate as a young adult (that is physically mature). Change your game statistics as necessary.

### Soul of the Sea

At 1st level, you gain the ability to to breathe underwater, and you have a swim speed equal to your walking speed.

### Curse of the Sea

At 1st level,when you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):

* **Cold Damage:** If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.
* **Lightning Damage:** If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
* **Forced Movement:** If the target is moved by your spell, increase the distance it is moved by 15 feet.

### Watery Defense

At 6th level, you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form. When you are hit by an attack that causes you to take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special feature, you can't use it again until you finish a short or long rest.

### Shifting Form

Starting at 14th level, when you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

### Water Soul

Starting at 18th level, you gain the following benefits:

* You no longer need to eat, drink, or sleep.
* A critical hit against you becomes a normal hit.
* You have resistance to bludgeoning, piercing, and slashing damage.

### Eyes of the Dark

Starting at 1st level you have darkvision with a range of 120 feet.

When you reach 3rd level in this class you learn the Darkness spell which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

### Strength of the Grave

Starting at 1st level, when damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + damage taken). On a success you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 Hit Points by radiant damage or by a critical hit.

After the saving throw succeeds you can't use this feature again until you finish a long rest.

### Hound of Ill Omen

At 6th level, as a bonus action you can spend 3 Sorcery Points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the Dire Wolf's statistics, with the following changes:

* The hound is size 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 only move 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 its 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.

### Shadow Walk

At 14th level when you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

### Umbral Form

Starting at 18th level, you can spend 6 Sorcery Points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

### Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

### Metal Magic

When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

 1st
 1st
 1st
 2nd
 2nd
 3rd
 3rd
 4th

### Stone's Durability

At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

### Stone Aegis

Starting at 6th level, as a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

### Stone's Edge

Starting at 14th level, when you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

### Earth Master's Aegis

Beginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

### Wind Speaker

You can speak, read, and write Primordial.

Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

### Tempestuous Magic

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 10 feet without provoking opportunity attacks.

### Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

### Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius sphere around you. The wind blows in that direction until the end of your next turn. This feature does not alter the speed of the wind.

### Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

### Wind Soul

At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

## Undeath Symbiosis

### Necrotic Outlet

Starting when you choose this origin at 1st level, you may choose to convert the damage of any spell you are casting into necrotic damage. If it already inflicts necrotic damage, it receives a bonus 1d4 necrotic damage per ever 5 sorcerer levels.

### Undead Guardian

Starting when you choose this origin at 1st level, you may choose to have one undead ally with a challenge rating of 2 or below. If your undead guardian is killed in combat, you may raise it again. Casting time to raise your fallen guardian is 10 minutes. When you and your undead guardian are within 10 feet of each other, you each receive an additional +2 AC and inflict an additional 1d4 + X necrotic damage where X is equal to your sorcerer level.

### Sway Undead

Starting at 6th level, you may attempt to bring any undead entity with a CR equal to half your sorcerer level or below under your control by rolling a persuasion check. It must contest your persuasion check with a wisdom saving roll. If it fails, it is swayed to your side until it is destroyed. This effect only allows you to sway up to 1 undead creature at a time. Undead creature's challenge rating cannot exceed half of your sorcerer level.

### Devour Life Force

At 14th level, you may touch any dead organism to fully drain it of any remaining life force or spirit. This heals you for Xd12, where X is equal to the creature's challenge rating, and permanently prevents the creature from resurrecting.

### Death's Release

Starting at 18th level, you can compel the skeleton of any living entity of a challenge rating no greater than 5 to want to join you. By pointing your finger at a creature, you can attempt to persuade the skeleton to burst out of the body and accompany you. In order to do so, you must make a persuasion check that exceeds the target's current hit points. If you succeed, the skeleton is released and the target dies instantaneously. You may use this feature once per long rest.

## Wild Magic

### Wild Magic Surge

At 1st level, immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

A surge can happen once per turn. If a surge effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

### Tides of Chaos

Starting at 1st level, you can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

### Bend Luck

Starting at 6th level, when another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

### Controlled Chaos

At 14th level, whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

### Spell Bombardment

Beginning at 18th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.