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Spellcaster Options v5.0
Spellcaster Options v5.0
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spellcasters
Introduction 4
Bard ................................................................................................. 8
Cleric .............................................................................................11
Druid ............................................................................................. 14
Sorcerer ........................................................................................19
Pyromancer ..............................................................................38
S
ince I began my foray into games, I have almost I made edits to all existing existing sorcerous origins
always played a spellcaster if the game allowed it. (including those mentioned in Unearthed Arcana articles),
They tended to be squishy hit-points-wise and did then created some of my own.
their thing from a distance, which fit me quite Soon, I branched off into the other full spellcaster classes,
nicely being the wimpy kid that I was. having a blast creating subclasses for them. I pondered on
I must admit that I am relatively new to making class revisions as well, but I realized they were fine as
Dungeons & Dragons, unlike most who have they were. Tasha's Cauldron of Everything, in particular,
digested entire volumes of lore all the way back from the presented plenty of enhancements and replacements for
game's conception. I had played the Neverwinter Nights video class features, boosting not only overall power, but also
game back in the day, but I didn't delve too deeply into the flexibility and player options.
property. As most children that age, I had the attention span And so I leave this for your perusal, and I can only hope it
of a gnat, and upon completing the game, my eyes quickly makes your games more fun.
went to the next shiny thing. I do recall how awesome it was I apologize in advance for any errors in phrasing, grammar,
to spam maximized cones of cold during a time stop spell, but syntax, etc. English is not my first language.
that was about it.
I was reintroduced to the franchise in November 2015
when I stumbled upon a YouTube video that featured several Using This Book
voice actors playing a D&D game. I was quite simply What You'll Find Within
enthralled, and the rest, as they say, is history.
As a creative person, I knew about fanfiction. I'd embarras- Chapter 1 covers character options for playtesting. It
singly written a few myself. Homebrewing, I found out, was includes subclasses for the bard, druid, sorcerer, warlock, and
similar, but operated on specific parameters. After I made my wizard classes, a class revision for the sorcerer, and several
first 5e homebrew spell, wail of the banshee, which I recalled feats.
from Neverwinter Nights, I was hooked. Chapter 2 covers new spells and magic items for playtesting.
Looking through the full spellcasters and reading reviews
by far more experienced players and DMs, I learned that the
sorcerer is unanimously viewed as the weakest, which is a It's All Optional
shame, as it involves a trope that many of the characters I've As is the nature of homebrew content, everything in this book
grown to love across many franchises have: being "born with is optional. Your group, guided by your DM, decides which of
it." these options, if any, to incorporate into your campaign. You
So began my foray into a sorcerer class revision. While I can use some, all, or none of them. Whatever options you
understand that the value of this revision diminishes as choose to use, this book relies on the rules in the Player's
Wizards of the Coast continues to release official content, it Handbook, Monster Manual, and Dungeon Master's Guide.
is here for anyone who wishes to use it. I continue to update You can also this in conjunction with other books with
it based on the latest major released content, e.g., this latest optional content, such as Xanathar's Guide to Everything or
version takes the options presented in Mordenkainen Tasha's Cauldron of Everything.
Presents: Monsters of the Multiverse into consideration.
INTRODUCTION
4
Chapter 1: Character Options
E
ach class offers a character-defining choice tance, the subclasses are called bard colleges, and in the
at lst, 2nd, or 3rd level that unlocks a series druid, they’re druid circles.
of special features, not available to the class The table below identifies each of the subclasses in this
as a whole. That choice is called a subclass. homebrew for playtesting. Of special note is the sorcerer.
Each class has a collective term that des- Preceding the presentation of the sorcerous origins for
cribes its subclasses: in the bard, for ins- playtesting is a class revision.
Subclasses
Class Subclass Level Available Description
Bard College of Chaos 3rd Finds inspiration in the forces of chance
Bard College of Comedy 3rd Finds both offensive and defensive uses for laughter
Bard College of Dance 3rd Evasive, nimble, and irresistible
Bard College of Miming 3rd Mimics their way to victory
Cleric Destruction Domain 1st Serves a god who metes out decisive judgments
Cleric Travel Domain 1st Prime companion for long and arduous journeys
Druid Circle of Evil 2nd Adopts the values and visage of fiends
Druid Circle of Eyes 2nd Sees all, from the mundane to the profound
Druid Circle of Scales 2nd Forms a bond with a dragon, allowing great feats
Druid Circle of the Outsider 2nd Embraces the nature of the Far Realm
Druid Circle of the Sun 2nd Venerates the sun and all it stands for
Sorcerer Draconic Bloodline 1st Draws their magic from a draconic ancestor
Sorcerer Wild Magic 1st Wields magic touched by chaotic forces
Sorcerer Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorcerer Storm Sorcery 1st Crackles with the power of the storm
Sorcerer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Aberrant Mind 1st Practices eldritch magic native to the Far Realm
Sorcerer Clockwork Soul 1st A paragon of magical order
Sorcerer Phoenix Sorcery 1st Wields magic that stems from a phoenix spark within
Sorcerer Sea Sorcery 1st Uses magic that focuses on water's mutable nature
Sorcerer Stone Sorcery 1st Focuses on the melee-oriented magic of stone and steel
Sorcerer Pyromancer 1st Unmatched in terms of elemental manipulation of fire
Sorcerer Giant Bloodline 1st Draws their magic from a giant ancestor
Sorcerer Blood Sorcery 1st Manipulates vital essences
Sorcerer Cosmic Sorcery 1st Follows a magical cycle dictated by the heavenly bodies
Sorcerer Fey Bloodline 1st Wields the tricksy and vibrant forces of the Feywild
Sorcerer Fiendish Bloodline 1st Harnesses powers given by a being from the lower planes
Sorcerer Frost Sorcery 1st Winter incarnate
Sorcerer Genie Bloodline 1st Has a fondness for wish-like effects
Sorcerer Kraken Sorcery 1st Bestowed magic by the monstrosity from the depths
Sorcerer Life Sorcery 1st Draws from an innate font of positive energy
Sorcerer Mixed Bloodline 1st Possesses multiple origins of magic
Sorcerer Muscle Magic 1st Focuses on magically enhanced unarmed strikes
Sorcerer Royal Bloodline 1st Inherits magic kept within the monarchy
Sorcerer Sonic Sorcery 1st Wields magic focused on sound and its manipulation
Sorcerer Tarrasquian Sorcery 1st Harnesses the power of the world-ending monstrosity
Sorcerer Time Sorcery 1st Has a knack for temporal manipulation
Sorcerer Weaver 1st Born with unnatural talent in manipulating the Weave
Sorcerer Ysgardian Bloodline 1st Wields magic touched by the Heroic Domains
Warlock The Greatwyrm 1st Made a pact with a god-like dragon
Warlock The Lady of Pain 1st Serves the ruler of Sigil, not unlike a dabus
Warlock The One and the Prime 1st Receives instructions from Primus, the foremost modron
Warlock The Warden 1st Specializes in capturing and detaining foes
Warlock The Warlord 1st Made a pact with a being of unmatched battle prowess
Wizard Universalist 2nd Does not specialize in any one school of magic
Gills appear at the sides of the creature's neck. For
3 1 minute, the creature can breathe underwater and
has a swimming speed equal to its walking speed.
4 The creature gains advantage on its next attack roll.
The creature and everything it is wearing or
Bard 5 carrying becomes invisible until the end of its next
turn.
Bard Colleges Your words of inspiration faintly echo, the
sourceless voice inducing anxiety in your foes.
At 3rd level, a bard gains the Bard College feature. Here are a 6 Hostile creatures within 5 feet of the creature that
few playtest options for that feature: the College of Chaos, the can hear these echoes must succeed on a Wisdom
College of Comedy, the College of Dance, and the College of saving throw or take 1d6 psychic damage.
Miming. 7 The creature regains 2d8 hit points.
A dull beam shoots out from the creature's chest
College of Chaos towards one hostile creature it can see within 30
Bards of the College of Chaos find inspiration in, and draw 8
feet of it. The target must make a Dexterity saving
magical energy from, the untamed forces of chance. For throw. The target takes 2d10 force damage on a
failed save, or half as much damage on a successful
them, structure and order breed boredom and apathy. They one.
believe that it is only in interacting with and adapting to
uncertainty that one can truly live a full and exciting life. This Magic infuses one weapon of the creature's choice
outlook is reflected in their performances, as they tend tend 9
that it is holding. For 1 minute, the weapon deals
an extra 1d6 force damage on a hit. If the weapon
to favor improvisational forms, be it in music or prose. Their isn't already a magic weapon, it becomes one for
magic is no less predictable, and this proves useful in keeping the duration.
their foes destabilized.
The creature gains the benefits of summon beast
cast at 2nd level. The spell doesn't require
Chaotic Inspiration 10 concentration and the summoned creature
3rd-level College of Chaos feature
disappears when it drops to 0 hit points or after 10
Wild magic lingers around a creature when you inspire them. minutes.
When a creature that has a Bardic Inspiration die from you
rolls the die, a random magical effect occurs based on the For 1 minute, the creature gains a magical flying
11 speed of 40 feet and can hover.
number rolled, as shown in the Chaotic Inspiration table. If
the effect requires a saving throw, the effect uses your spell A thunderous shout audible up to 300 feet away
save DC. erupts from the creature. The shout sounds eerily
like your voice. Each hostile creature within 20 feet
Chaotic Inspiration of the creature must make a Constitution saving
12 throw. On a failed save, a target takes 6d6 thunder
Number
Rolled Magical Effect damage and is pushed 10 feet away. On a
successful save, a target takes half as much
For 1 minute, the creature's movement speed damage and isn't pushed.
1 is increased by 10 feet.
Once you use this feature, you can't use it again until you The jokes that you use to inspire your comrades have become
finish a long rest. so memorable that whenever a creature that has a Bardic
Inspiration die from you rolls the die, the creature becomes
Focus Entropy flooded with mirth and simultaneously restores a number of
6th-level College of Chaos feature
hit points equal to the number rolled.
You learn to replenish you magical reserves by distilling
slivers of wild magic that linger around a creature whenever College of Dance
it is subjected to the forces of chance. When a creature you Bards of the College of Dance put the pursuit of grace,
can see within 60 feet is about to roll a d20 with advantage or beauty, and expressiveness above all else. They stress that
disadvantage, you use your reaction prevent the roll from even without words, great stories can be told. Some bards
being affected by advantage or disadvantage. You then roll a like to perform by themselves, but most form troupes so that
d4 and recover spell slots that have a combined level that is they could tell more fantastical tales through their routines.
equal to or less than the number rolled. Most bards of this college convene in dance studios where
Once you use this feature, you can't use it again until you they gain tutelage from masters of the craft. A good majority
finish a long rest. start off their careers by performing in inns and taverns.
Depending on their skills, some eventually find themselves
Tempered Chaos performing in circuses, theaters, or even royal courts.
14th-level College of Chaos feature
There are those bards, however, who reject rigid tech-
When a creature that has a Bardic Inspiration die from you niques, believing that they only serve to stifle what the craft
rolls the die, the creature can instead roll the die twice and can offer. They instead embrace styles that are much more
choose which roll to use. lax in terms of structure and form, instead focusing on the
emotions they can bring forth with their unorthodox poses,
College of Comedy spins, and footwork.
Bards of the College of Comedy are often light-hearted fel-
lows with almost painfully positive outlooks in life. They try to Bonus Proficiencies
find humor and joy in even the direst of situations. If they 3rd-level College of Dance feature
cannot find any, they simply create the necessary situation to When you join the College of Dance, you learn to adjust the
lighten the mood. way you move and project emotions with every movement in
Members of this college appear far and wide, from muddy order to do your craft justice. You gain proficiency in the
sidewalks to royal courts, trying their best to spread laughter Acrobatics and Performance skills.
and positivity wherever they go.
Choreographic Inspiration
Bonus Cantrip 3rd-level College of Dance feature
component, you can expend one use of Bardic Inspiration to You learn to dance your way around hostility, growing bolder
masterfully tweak the words and insert a painfully silly joke as your dancing skills improve. As long as you can move and
into the incantation. Roll the Bardic Inspiration die. The spell have 5 feet of adjacent unoccupied space, you get a bonus to
deals extra damage to each target who can understand you your AC equal to half your proficiency bonus.
equal to 2 + the number rolled. The extra damage is psychic
damage. Unstoppable Rhythm
6th-level College of Dance feature
Entrancing Steps everything you do. You gain proficiency in the Stealth skill.
14th-level College of Dance feature
Your skilled movements have become almost hypnotic, and Silent Inspiration
you utilize this to your utmost advantage in spellcasting. 3rd-level College of Miming feature
When a creature succeeds on its saving throw to resist the You can use a mime performance instead of music or words
effects of a spell you cast that includes a somatic component, to inspire others using your Bardic Inspiration feature. To do
you can expend one use of Bardic Inspiration, rolling a so, you must choose one creature other than yourself within
Bardic Inspiration die and subtracting the number rolled 60 feet of you who can see you.
from the creature's roll, potentially causing the creature to
fail. Gift of Silence
3rd-level College of Miming feature
College of Miming You can expend one use of Bardic Inspiration to ignore the
As members of an offshoot of the College of Comedy, bards of verbal component of a spell you are casting. Similarly, a
the College of Miming have a very peculiar set of skills. Most creature that has a Bardic Inspiration die from you can
confuse silent comedy bards with mime bards. One of the expend that die to ignore the verbal component of a spell it is
casting. This can be done only if the spell also has a somatic
main differences lies in the use of props. Bards of the College component.
of Miming use almost no props, instead mimicking what
interacting with the object would be like in order for the Mime Proficiencies
audience to understand what is being emoted, whereas bards 6th-level College of Miming feature
of the College of Comedy would use actual objects. This You learn to emulate your companions' proficiencies to suit
physical eloquence translates to an uncanny level of control your needs. After you finish a short or long rest, you can gain
over their bodies, managing to replicate interactions with proficiency in up to three weapon, armor, skill, or tool pro-
objects to an almost unnerving degree. ficiencies that a friendly creature is proficient with. Each
Despite having fallen out of favor in recent years as weapon and tool counts separately. If you use this feature to
performances that include auditory spectacles have grown gain proficiency in heavy armor, you must first be proficient in
increasingly popular, bards of this college find success and medium armor, either by this feature or by some other way.
patronage in elite circles with peculiar tastes, telling These changes last until you finish your next short or long
captivating stories of greatness and tragedy using only their rest.
bodies and almost nothing else, a feat that few bards can
replicate. Mime Success
14th-level College of Miming feature
Bonus Proficiencies When you see a creature within 60 feet of you succeed on a
3rd-level College of Miming feature
Dexterity saving throw against a spell or effect, you can use
When you join the College of Miming, you become more your reaction to memorize the measures the creature took to
perceptive, noticing the tiniest nuances in others' actions so succeed. You can memorize a number of unique spells and
that you can mime them more accurately. You gain proficien- effects equal to your proficiency bonus. When you fail a
cy in the Perception skill. saving throw against the same spell or effect, you can expend
In addition, practicing silent performances has the unin- one use of Bardic Inspiration to succeed instead.
tended result of making you subconsciously more quiet in
CHAPTER 1 | CHARACTER OPTIONS
10
Destruction Deities
Garyx Draconic
Gruumsh Orc
Lendys Draconic
Cleric Takhisis
St. Cuthbert
Dragonlance
Greyhawk
Divine Domains Talos Forgotten Realms
At 1st level, a cleric gains the Divine Domain feature. Here Tiamat Draconic
are a couple of playtest options for that feature: Destruction
and Travel. Domain Spells
1st-level Destruction Domain feature
Destruction Domain You gain domain spells at the cleric levels listed in the Des-
Destruction is an act many associate with chaos and evil, and tructive Domain Spells table. See the Divine Domain class
while this is true, few ponder on its universality. Forces of feature in the Player's Handbook for how domain spells
order and good likewise resort to destruction for the work.
irredeemable that, if left unchecked, would bring about untold Destruction Domain Spells
suffering. It is also a fundamental but often overlooked truth Cleric Level Spells
that at a certain point, there can be no new creation without
the destruction of the old. 1st inflict wounds, wrathful smite
Clerics of the Destruction Domain can similarly represent 3rd enlarge/reduce, shatter
opposite poles in terms of goals. Some destroy for the
maniacal pleasure of the act, while some do so in a show of 5th fireball, lightning bolt
power to further their tyrranical pursuits. A few similarly 7th ice storm, staggering smite
smite evil to feed their a fanatical fervor. There are also those 9th cloudkill, destructive wave
who practice compassion and mercy, but know when these
must end for the greater good.
You can use your Channel Divinity to channel destruction. Travel Deities
As an action, touch a creature or an unattended object Example Deity Pantheon
within reach. A creature must make a Constitution saving Baervan Wildwanderer Gnomish
throw. A creature takes thunder damage equal to five times
your cleric level on a failed save, or half as much damage on a Brandobaris Halfling
successful one. An unattended object takes thunder damage Fenmarel Mestarine Elven
equal to five times your cleric level.
Fharlanghn Greyhawk
Destructive Fury Kol Korran Eberron
6th-level Destruction Domain feature
Marthammor Duin Dwarven
As a bonus action, you can channel divine energy to enter a
destructive frenzy. For 1 minute, you gain the following Shaundakul Forgotten Realms
benefits: Shinare Dragonlance
• You gain 20 temporary hit points.
• You can attack twice, instead of once, when you take the
Attack action on your turn. You ignore this benefit if you Domain Spells
already have a feature, like Extra Attack, that gives you extra 1st-level Travel Domain feature
attacks. You gain domain spells at the cleric levels listed in the Travel
• You get a +4 bonus to weapon damage rolls.
Domain Spells table. See the Divine Domain class feature for
When you use this ability, you can expend a spell slot to how domain spells work.
augment its effects. You gain additional temporary hit points Travel Domain Spells
equal to five times the slot's level and the bonus to weapon Cleric Level Spells
damage rolls increases to +7 if you expend a spell slot of 1st
or 2nd level, +10 if you expend a spell slot of 3rd to 5th level, 1st expeditious retreat, longstrider
+13 if you expend a spell slot of 6th to 8th level, and +16 if 3rd spider climb, misty step
you expend a 9th-level spell slot. 5th fly, thunder step
Once you use this feature, you can't use it again until you
finish a long rest. 7th dimension door, freedom of movement
9th far step, teleportation circle
Divine Strike
8th-level Destruction Domain feature
Bonus Proficiencies
You gain the ability to infuse your weapon strikes with divine 1st-level Travel Domain feature
energy. Once on each of your turns when you hit a creature You gain proficiency with either the Survival skill and
with a weapon attack, you can cause the attack to deal an vehicles (land) or with navigator's tools and vehicles (water).
extra 1d8 thunder damage to the target. When you reach
14th level, the extra damage increases to 2d8. Unstoppable Adventurer
1st-level Travel Domain feature
Hand of Devastation Your legs and feet are blessed to urge you ever forward. You
17th-level Destruction Domain feature
gain the following benefits:
Your attacks and spells deliver exceptional power. When you • Your speed increases by 5 feet. This increases to 10 feet
roll damage for an attack or spell, roll twice the required at 6th level, 15 feet at 11th level, and 20 feet at 16th level.
number of dice. You then choose from among the rolled dice • Moving through nonmagical difficult terrain costs you no
the rolls you wish to determine the damage of the attack or extra movement.
spell. You must choose dice that match the number and type • You have advantage on Constitution saving throws you
normally rolled to determine the damage of the attack or make to resist exhaustion due to a forced march.
spell.
CHAPTER 1 | CHARACTER OPTIONS
12
Channel Divinity: Distant Destination rest. The benefits end early if you become incapacitated, if
2nd-level Travel Domain feature
you die, or if you end it as an action.
As a bonus action, you can use you Channel Divinity to gain
one of the following benefits: Potent Spellcasting
• Choose either yourself or a creature you can see within 8th-level Travel Domain feature
30 feet of you. Until the start of your next turn, the target's You add your Wisdom modifier to the damage you deal with
speed is doubled, and their movement doesn't provoke any cleric cantrip.
opportunity attacks.
• The next spell you cast before the end of your next turn Worldwalker
that attempts to locate an animal, plant, creature, or object 17th-level Travel Domain feature
has a doubled detection range. You have mastered the art of You learn teleport. It counts as a
• The range of the next spell you cast before the end of your cleric spell for you. You always have it prepared, and it doesn't
next spell that teleports is doubled. count against the number of spells you can prepare each day.
You can cast it without expending a spell slot. When you do
Shared Stride so, you are always on target.
6th-level Travel Domain feature
Once you cast teleport in this way, you can't do so again
When you finish a short or long rest, choose a number of until you finish a short or long rest, though you can still cast it
creatures up to your Wisdom modifier (minimum of one). normally using an available spell slot. When you do so, you
Those creatures gain the benefits of your Unstoppable are always on target.
Adventurer feature until the start of your next short or long
Druid Circles Terror grips the hearts of those who witness your fiendish
At 2nd level, a druid gains the Druid Circle feature. Here are tranformations up close. When you transform into a fiend
several playtest options for that feature: the Circle of Evil, the using your Wild Shape feature, each creature of your choice
Circle of Eyes, the Circle of Scales, the Circle of the Outsider, within 10 feet of you must succeed on a Wisdom saving
and the Circle of the Sun. throw against your druid spell save DC or be frightened of
you for 1 minute. A frightened creature can repeat the saving
Circle of Evil throw at the end of each of its turns, ending the effect on
itself on a success. A creature that succeeds on the saving
Druids of the Circle of Evil hail from regions that have ties to throw is immune to your transformation for 24 hours.
the lower planes. These druids claim to see the hypocrisy
involved in views against evil, for nature does not care about Improved Fiendish Forms
means, only ends. They posit that the laws of nature support 10th-level Circle of Evil feature
the idea of the powerful exploiting the weak. Nature is You can expend two uses of Wild Shape at the same time to
amoral in that it cares not if something is good or evil, it transform into a barbed devil, a barlgura, or a mezzoloth.
simply is because of the power it holds. Fiends, in their view,
best embody this fundamental reality, and as such are worth Dreadful Rebuke
emulating. 14th-level Circle of Evil feature
You gift those have the gall to raise a hand to you with a
Fiendish Forms glimpse of the horrors of the lower planes in their mind's eye.
2nd-level Circle of Evil feature
Whenever a creature hits you with an attack, that creature
You can use your Wild Shape to transform into a fiend. takes psychic damage equal to your Wisdom modifier
In addition, you find it much easier to transform into a (minimum of 1) if you're not incapacitated.
Owl's Sight
Circle Spells
When you choose this circle, you learn the guidance cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells
you can prepare each day. If you gain access to a spell that Your divination spells are not limited to targets that are in the
doesn't appear on the druid spell list, the spell is nonetheless same plane of existence as you.
a druid spell for you.
Eyes of Verity
Circle of Eyes Spells 14th-level Circle of Eyes feature
Druid Level Spells As an action, you gain truesight out to a range of 120 feet for
3rd locate object, see invisibility up to 10 minutes, all at once or in several shorter periods,
each one using a minimum of 1 minute from the duration.
5th blink, clairvoyance (seeing only) The truesight ends once the duration expires, if you die, or if
7th arcane eye, locate creature you dismiss it (no action required).
9th legend lore, scrying You regain all expended duration when you finish a long
rest.
Hawkeye Trance
2nd-level Circle of Eyes feature
Circle of Scales
As a bonus action, you can sharpen your vision to the Druids of the Circle of Scales revere the fearsome majesty of
extreme. For 1 minute, you gain the following benefits: dragons. Circles typically form around a dragon that is an
• You can't have disadvantage on attack rolls. adult or older and more often than not metallic, given their
• You have advantage on ability checks that rely on sight. tendency to be at least civil with humanoids. Bonding with
• You are immune to being blinded. the dragon allows a druid of this circle to assume a draconic
You can use this feature a number of times equal to your form, thereby gaining the ability to fly much earlier than
proficiency bonus. You regain all expended uses when you druids of other circles.
finish a long rest. Given the rarity of dragons, this circle understandably has
few members. They are also remarkably reclusive and avoid
Unfailing Vision frequenting large cities, lest they inadvertently lead greedy
6th-level Circle of Eyes feature
adventurers to their dragon's lair.
You are quick to discern when an attempt to divine something
is futile. You immediately end your efforts to conserve your Draconic Forms
energy. When you expend a spell slot to cast a divination spell 2nd-level Circle of Scales feature
and fail to sense, locate, scry on, or learn information about a You can use your Wild Shape to transform into a dragon.
target, you regain the expended spell slot. This transformation ignores limitations shown in the Beast
Shapes table, but has the following additional limitations:
Focused Aim • Your flying speed is equal to your walking speed until you
10th-level Circle of Eyes feature
reach 8th level.
Your attacks and spells ignore half cover and treat three- • Your breath weapons recharge only on a 6 until you reach
quarters cover as half cover. 14th level.
dragon than into a beast. When you use your Wild Shape to
the Beast Shapes table and can transform into a dragon with
rounded down.
Energy Shield
early as an action.
Choose two damage types from the following list: acid, cold,
of you hits you with a melee attack, the attacker takes 2d6
Once you use this feature, you can't use it again until you
Dragonheart
you that can hear you, ending one effect that is causing that
You can expend two uses of Wild Shape at the same time to
After you use this feature, you can't use it again until you
Plane is very different from what is natural in other planes of As an action, you borrow the abilities of beholderkin and fire
existence. Playing out this concept to the extreme, these a random ray from one of your eyes at a creature you can see
druids embrace the eldritch realities of the Far Realm. This within 60 feet of you. Roll on the Eye Ray table to determine
allows them to assume truly bizarre and alien forms that which eye ray you fire.
druids of other circles cannot even fathom. Eye Ray
d10 Eye Ray Effect
Aberrant Forms
2nd-level Circle of the Outsider feature
The target must succeed on a
Wisdom saving throw or be
You can use your Wild Shape to transform into an aberration. charmed by you for 10 minutes,
In addition, you find it much easier to transform into an Charm
or until you or your companions
aberration than into a beast. When you use your Wild Shape 1 Ray harm the creature. The creature
to transform into an aberration, you can do so as a bonus makes the saving throw with
action on your turn, rather than as an action. advantage if you or your
Beginning at 3rd level, you ignore the Max. CR column of companions are fighting it.
the Beast Shapes table and can transform into an aberration The target must succeed on a
with a challenge rating as high as your druid level divided by 2
Paralyzing
Constitution saving throw or be
3, rounded down. You must, however, abide by the other Ray paralyzed until the start of your
limitations in the table. next turn.
3 Ray The target can repeat the saving the end of each of its turns.
throw at the end of each of its On a success, the effect ends.
turns, ending the effect on itself If it fails its Constitution saves
on a success. three times, the creature is
petrified until freed by the
The target must succeed on a greater restoration spell or
Dexterity saving throw. On a other magic.
failed save, the target's speed is
halved for 1 minute. In addition, The target must succeed on a
the creature can't take reactions, Dexterity saving throw or take
Slowing
and it can take either an action or 6d6 force damage. If this
4 Ray Disintegration
a bonus action on its turn, not 9 Ray damage reduces the creature
both. The creature can make a to 0 hit points, its body
Wisdom saving throw at the end becomes a pile of fine gray
of each of its turns, ending the dust.
effect on itself on a success.
The target must succeed on a
The target must make a Dexterity saving throw or take
Death
6d6 necrotic damage. The
Constitution saving throw, taking 10 Ray
Enervation
3d10 necrotic damage on a failed target dies if the ray reduces it
5 Ray
save, or half as much damage on to 0 hit points.
a successful one.
The target must succeed on a You can use this feature a number of times equal to your
Strength saving throw or be proficiency bonus. You regain all expended uses when you
Telekinetic
You can expend two uses of Wild Shape at the same time to
The target must succeed on a transform into a mindwitness, a red slaad, or a star spawn
Wisdom saving throw or fall
asleep and remain unconscious
mangler.
Sleep
for 1 minute. The target awakens
7 Ray if it takes damage or another Focused Rays
creature takes an action to wake 14th-level Circle of the Outsider feature
it. This ray has no effect on cons- Whenever you roll on the Eye Ray table, you can roll the die
tructs and undead. twice and choose which of the two rays to use. If you roll the
same number on both dice, you can ignore the number,
Petrification
The targeted creature must make choose any effect on the table, and regain one expended use
8 a Dexterity saving throw. On a
Ray
failed save, the creature begins of the feature.
Circle of the Sun the form of a plant. This transformation must abide by the
Druids of the Circle of the Sun, like their counterparts of the limitations shown in the Beast Shapes table.
Circle of the Moon, are fierce guardians of nature. However, Glareproof
unlike the latter, they establish their villages in much more 2nd-level Circle of the Sun feature
open and accessible areas so that they may bask in that As one who glimpses the sun in veneration, your eyes be-
which is the namesake of their circle. As a result, they are come resistant to effects that could diminish their acuity in
much less isolated and are considered to be among the most any way. If you have the Sunlight Sensitivity trait, you lose it.
sociable of the druids. You also have advantage on saving throws against being
In addition to the obvious partiality to fire and light, druids blinded.
of the Circle of the Sun also have some affinity to plants, At 10th level, you become immune to being blinded.
which likewise thrive under the sun's light. This affinity
allows them to assume plant forms—an ability that truly sets Radiant Embrace
them apart from their brethren. 6th-level Circle of the Sun feature
you can prepare each day. If you gain access to a spell that Using your druidic powers, you call forth the majesty of the
doesn't appear on the druid spell list, the spell is nonetheless light to cut across even the darkest night. You can cast dawn
a druid spell for you. without expending a spell slot.
Circle of the Sun Spells Once you cast dawn in this way, you can't do so again until
Druid Level Spells
you finish a long rest.
3rd scorching ray, spike growth Synthesis
5th daylight, fireball 14-level Circle of the Sun feature
Sorcerer
Golden eyes flashing, a human stretches out her hand and
unleashes the dragonfire that burns in her veins. As an
inferno rages around her foes, leathery wings spread from
her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads
his arms wide and throws his head back. Lifting him
momentarily off the ground, a wave of magic surges up in
him, through him, and out from him in a mighty blast of
lightning.
Crouching behind a stalagmite, a halfling points a finger at
a charging troglodyte. A blast of fire springs from her finger
to strike the creature. She ducks back behind the rock
formation with a grin, unaware that her wild magic has
turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them
by an exotic bloodline, some otherworldly influence, or
exposure to unknown cosmic forces. One can't study sorcery
as one learns a language, any more than one can learn to live
a legendary life. No one chooses sorcery; the power chooses
the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and
spirit with a latent power that waits to be tapped. Some
sorcerers wield magic that springs from an ancient bloodline
infused with the magic of dragons. Others carry a raw,
uncontrolled magic within them, a chaotic storm that
manifests in unexpected ways.
The appearance of sorcerous powers is wildly
unpredictable. Some draconic bloodlines produce exactly
one sorcerer in every generation, but in other lines of descent
every individual is a sorcerer. Most of the time, the talents of
sorcery appear as apparent flukes. Some sorcerers can't
name the origin of their power, while others trace it to
strange events in their own lives. The touch of a demon, the
blessing of a dryad at a baby's birth, or a taste of the water
from a mysterious spring might spark the gift of sorcery. So
too might the gift of a deity of magic, exposure to the
elemental forces of the Inner Planes or the maddening chaos
of Limbo, or a glimpse into the
inner workings of reality.
Sorcerers have no use for the spellbooks and ancient
tomes of magic lore that wizards rely on, nor do they rely on a
patron to grant their spells as warlocks do. By learning to
harness and channel their own inborn magic, they can
discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it's unusual to find a
sorcerer who is not involved in the adventuring life in some
way. People with magical power seething in their veins soon
discover that the power doesn't like to stay quiet. A sorcerer's
CHAPTER 1 | CHARACTER OPTIONS
19
The Sorcerer
Proficiency
Cantrips
Spells
Sorcery
Max Spell
magic wants to be wielded, and it has a tendency to spill out How do you feel about the magical power coursing through
in unpredictable ways if it isn't called on. you? Do you embrace it, try to master it, or revel in its
unpre-
Sorcerers often have obscure or quixotic motivations dictable nature? Is it a blessing or a curse? Did you seek it
driving them to adventure. Some seek a greater understan- out, or did it find you? Did you have the option to refuse it,
ding of the magical force that infuses them, or the answer to and do you wish you had? What do you intend to do with it?
the mystery of its origin. Others hope to find a way to get rid Perhaps you feel like you've been given this power for some
of it, or to unleash its full potential. Whatever their goals, lofty purpose. ar you might decide that the power gives you
sorcerers are every bit as useful to an adventuring party as the right to do what you want, to take what you want from
wizards, making up for a comparative lack of breadth in their those who lack such power. Perhaps your power links you to
magical knowledge with enormous flexibility in using the a powerful individual in the world—the fey creature that
spells they know. blessed you at birth, the dragon who put a drop of its blood
into your veins, the lich who created you as an experiment, or
Creating a Sorcerer the deity who chose you to carry this power.
The most important question to consider when creating your Quick Build
sorcerer is the origin of your power. As a starting character, You can make a sorcerer quickly by following these sugges-
you'll choose an origin that ties to a draconic bloodline or the tions. First, Charisma should be your highest ability score,
influence of wild magic, but the exact source of your power is followed by Constitution. Second, choose the hermit back-
up to you to decide. Is it a family curse, passed down to you ground. Third, choose the light, prestidigitation, ray of frost,
from distant ancestors? Or did some extraordinary event and shocking grasp cantrips, along with the 1st-level spells
leave you blessed with inherent magic but perhaps scarred as shield and magic missile.
well?
Spellcasting Ability
• Two daggers
Charisma is your spellcasting ability for your sorcerer spells,
since the power of your magic relies on your ability to project
your will into the world. You use your Charisma whenever a
Spellcasting spell refers to your spellcasting ability. In addition. you use
1st-level sorcerer feature
your Charisma modifier when setting the saving throw DC
An event in your past, or in the life of a parent or ancestor, left for a sorcerer spell you cast and when making an attack roll
an indelible mark on you, infusing you with arcane magic. with one.
This font of magic, whatever its origin, fuels your spells. In Spell save DC = 8 + your proficiency bonus +
the Player's Handbook, see chapter 10 for the general rules your Charisma modifier
of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips Spell attack modifier = your proficiency bonus +
You know four cantrips of your choice from the sorcerer spell your Charisma modifier
list. You learn additional sorcerer cantrips of your choice at Innate Focus
higher levels, as shown in the Cantrips Known column of the The magic flowing within you precludes the need for a spell-
Sorcerer table. casting focus. You can ignore any material components of
your sorcerer spells that lack a cost and aren't consumed by a
Sorcery Points spell.
The Sorcerer table shows how many sorcery points you have
to cast your spells of 1st level and higher. To cast one of these Spell Versatility
sorcerer spells, you must expend a number of sorcery points Whenever you finish a long rest, you can replace one spell
to create a spell slot of a given level, and then use that slot to you learned from this Spellcasting feature with another spell
cast a spell. The Sorcery Point Cost table summarizes the from the sorcerer spell list. The new spell must be the same
cost in sorcery points of slots from 1st to 9th level. Cantrips level as the spell you replace.
don't require slots and therefore don't require sorcery points.
You can't reduce your sorcery points total to less than 0, and
you regain all spent sorcery points when you finish a long Sorcerous Origin
rest. 1st-level sorcerer feature
You gain the ability to twist your spells to suit your needs. You Explosive Spell
gain two of the following Metamagic options of your choice. When you cast a spell that has an area of effect, has a
You gain another two at 10th level and another one at 17th duration of instantaneous, and forces a creature to make a
level. Dexterity saving throw to resist its effects, you can spend 1
You can use only one Metamagic option on a spell when sorcery point to blast an affected creature off its feet. On a
you cast it, unless otherwise noted. failed saving throw, the spell has the additional effect of
pushing a creature in a straight line towards the nearest edge
Aimed Spell of the spell's area and knocking it prone.
When you cast a spell that forces a creature to make a saving
throw to resist its effects, you can spend 2 sorcery points to Extended Spell
instead focus the spell's energy into a spell attack. The spell When you cast a spell that has a duration of 1 minute or
must be incapable of targeting more than one creature at the longer, you can spend 1 sorcery point to double its duration,
spell's current level. You make a melee spell attack against to a maximum duration of 24 hours.
the target if the spell has a range of touch, and a ranged spell
attack if the spell has a range of 5 feet or greater. On a hit, the Heightened Spell
spell takes effect as if the creature had failed its first saving When you cast a spell that forces a creature to make a saving
throw against the spell. throw to resist its effects, you can spend 3 sorcery points to
give one target of the spell disadvantage on its first saving
Careful Spell throw made against the spell.
When you cast a spell that forces other creatures to make a
saving throw, you can protect some of those creatures from Maximized Spell
the spell's full force. To do so, you spend 1 sorcery point and When you roll damage for a spell of 1st level or higher, you
choose a number of those creatures up to your Charisma can spend a number of sorcery points equal to the spell's
level to deal maximum damage to one target of the spell. Shifted Spell
When you cast a spell that forces a creature to make a saving
Potent Spell throw to resist its effects and has a duration of instantaneous,
When one or more creatures would take no damage you can spend a number of sorcery points equal to the spell's
following a successful saving throw against a spell you cast level to change the saving throw for one target of the spell
either as part of the spell's effect, a feature, or some other from one ability score to another of your choice. If the
effect other than having immunity to all of the spell's damage original saving throw uses a physical ability score (Strength,
types, you can spend sorcery points equal to the spell's level Dexterity, or Constitution), the new saving throw must be
to deal half the spell's damage to one of those creatures (1 chosen between the other two physical ability scores.
sorcery point if the spell is a cantrip). The creature suffers no Similarly, if the original saving throw uses a mental ability
additional effect from the spell. score (Intelligence, Wisdom, or Charisma), the new saving
throw must be chosen between the other two mental ability
Quickened Spell scores.
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 Subtle Spell
bonus action for this casting. When you cast a spell, you can spend 1 sorcery point to cast it
without any somatic or verbal components.
Ruinous Spell
When you cast a spell of 1st level or higher that has an area Transdimensional Spell
of effect and a duration of instantaneous, you can spend 1 When you cast a spell, you can spend 1 sorcery point to allow
sorcery point to devastate the spell's area, turning it into it to affect creatures that are in the Ethereal Plane or are in
difficult terrain for a number of rounds equal to half the an extradimensional space such as one created by a rope
spell's level, rounded up. trick spell. A creature need not be visible to you to be affected
unless the spell requires you to target the creature.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend Transmuted Spell
2 sorcery points to reroll the d20, and you must use the new When you cast a spell that deals a type of damage from the
roll. following list, you can spend 1 sorcery point to change that
You can use Seeking Spell even if you have already used a damage type to one of the other listed types: acid, cold, fire,
different Metamagic option during the casting of the spell. lightning, thunder.
When you reach 4th level, and again at 8th, 12th, 16th, and You can tap into your inner wellsping of magic to try to
19th level, you can increase one ability score of your choice conjure success from failure. When you make an ability
by 2, or you can increase two ability scores of your choice by check that fails, you can spend 1 sorcery point to reroll the
1. As normal, you can't increase an ability score above 20 d20, and you must use the new roll, potentially turning the
using this feature. failure into a success.
Proficiency Versatility Archsorcerer
When you gain the Ability Score Improvement feature from 20th-level sorcerer feature
your class, you can also replace one of your skill proficiencies You gain all Metamagic options.
with a skill proficiency offered by your class at 1st level (the In addition, you can ignore any material components of
proficiency you replace needn't be from the class). your sorcerer spells that costs less than 1,000 gp, including
those that are consumed by a spell.
1st hellish rebuke You gain resistance to the damage type associated with your
draconic ancestry.
3rd Ashardalon's stride Additionally, when you cast a spell that deals that damage
5th fireball type, add your Charisma modifier to one of the spell's
7th wall of fire damage rolls.
9th immolation Dragon Wings
14th-level Draconic Bloodline feature
Sapphire Dragon Spells You gain the ability to sprout a pair of dragon wings from
Sorcerer Level Spells your back, gaining a flying speed equal to your current speed.
1st thunderwave You can create these wings as a bonus action on your turn.
They last until you dismiss them as a bonus action on your
3rd spider climb turn.
5th thunder step You can't manifest your wings while wearing armor unless
7th stone shape
the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
9th destructive wave you manifest them.
Silver Dragon Spels Improved Elemental Affinity
Sorcerer Level Spells 18th-level Draconic Bloodline feature
7th ice storm You can channel the dread presence of your dragon ancestor,
9th hold monster causing those around you to become awestruck or frightened.
As an action, you can draw on this power and exude an aura
Topaz Dragon Spells of awe or fear (your choice) to a distance of 60 feet. For 1
Sorcerer Level Spells minute or until you lose your concentration (as if you were
casting a concentration spell), each creature of your choice
1st inflict wounds that starts its turn in this aura must succeed on a Wisdom
3rd ray of enfeeblement saving throw or be charmed (if you chose awe) or frightened
5th water breathing
(if you chose fear) until the aura ends. A creature that
succeeds on this saving throw is immune to your aura for 24
7th blight hours.
9th negative energy flood Once you use this feature, you can't use it again until you
finish a long rest, unless you spend 5 sorcery points to use it
White Dragon Spells again.
Sorcerer Level Spells
1st frost fingers Variant: Form of the Dragon
5th Rime's binding ice 18th-level Draconic Bloodline feature (replaces
Draconic Presence)
5th sleet storm You can use your action to transform into an adult
7th ice storm dragon of your ancestor's type as if you had cast
the shapechange spell, with the following
9th cone of cold differences:
level in this class. Once you use this feature, you can't use it again
Additionally, parts of your skin are covered by a thin sheen until you finish a long rest.
of dragon-like scales. When you aren't wearing armor, your
AC equals 13 + your Dexterity modifier.
powerful fey creature or marked by a demon. Or your magic You can manipulate the forces of chance and chaos to gain
could be a fluke of your birth, with no apparent cause or advantage on one attack roll, ability check, or saving throw.
reason. However it came to be, this chaotic magic churns Once you do so, you must finish a long rest before you can
within you, waiting for any outlet. use this feature again.
Any time before you regain the use of this feature, you can
Wild Spells roll on the Wild Magic Surge table immediately after you cast
1st-level Wild Magic feature
a sorcerer spell of 1st level or higher. You then regain the use
You learn additional spells when you reach certain levels in of this feature.
this class, as shown in the Wild Spells table. Each of these
spells counts as a sorcerer spell for you, but it doesn't count Bend Luck
against the number of sorcerer spells you know. 6th-level Wild Magic feature
Whenever you gain a sorcerer level, you can replace one You have the ability to twist fate using your wild magic. When
spell you gained with this feature with another spell of the another creature you can see makes an attack roll, an ability
same level. The new spell must be a conjuration or a trans- check, or a saving throw, you can use your reaction and spend
mutation spell from the sorcerer, warlock, or wizard spell list. 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
Wild Spells do so after the creature rolls but before any effects of the roll
Sorcerer Level Spells occur. This roll changes to 1d6 at 11th level and to 1d8 at
1st chaos bolt, color spray 17th level.
3rd enlarge/reduce, mirror image
Controlled Chaos
5th blink, enemies abound 14th-level Wild Magic feature
7th confusion, polymorph You gain a modicum of control over the surges of your wild
magic. Whenever you roll on the Wild Magic Surge table, you
9th animate objects, mislead can roll twice and use either number.
Wild Magic Surge Spell Bombardment
1st-level Wild Magic feature
18th-level Wild Magic feature
Your spellcasting can unleash surges of untamed magic. The harmful energy of your spells intensifies. When you roll
Immediately after you cast a sorcerer spell of 1st level or damage for a spell and roll the highest number possible on
higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge any of the dice, choose one of those dice, roll it again, and
table (found in chapter 3 of the Player's Handbook) to create add 1d6 times that roll to the damage. You can use the
feature only once per turn.
Divine Soul cleric spell list, in addition to the sorcerer spell list. You must
Sometimes the spark of magic that fuels a sorcerer comes otherwise obey all the restrictions for selecting the spell, and
from a divine source that glimmers within the soul. Having it becomes a sorcerer spell for you.
such a blessed soul is a sign that your innate magic might You learn additional spells when you reach certain levels in
come from a distant but powerful familial connection to a this class. Choose a cleric divine domain associated with your
divine being. Perhaps your birth might align with an ancient god. If your god has no clerics, consult your DM as to which
prophecy, marking you as a servant of the gods or a chosen divine domain is appropriate. Starting at 1st level, and again
vessel of divine magic. when you reach 3rd, 5th, 7th, and 9th levels in the sorcerer
A Divine Soul, with a natural magnetism, is seen as a class, you learn your domain's spells that become available to
threat by some religious hierarchies. As an outsider who clerics at those levels.
commands sacred power, a Divine Soul can undermine an Whenever you gain a sorcerer level, you can replace one
existing order by claiming a direct tie to the divine. spell you gained with this feature with another spell of the
In some cultures, only those who can claim the power of a same level. The new spell must be an evocation or a necro-
Divine Soul may command religious power. In these lands, mancy spell from the cleric, sorcerer, warlock, or wizard spell
ecclesiastical positions are dominated by a few bloodlines list.
and preserved over generations. Favored by the Gods
1st-level Divine Soul feature
Divine Magic Divine power guards your destiny. If you fail a saving throw or
1st-level Divine Soul feature
miss with an attack roll, you can roll 2d4 and add it to the
Your link to the divine allows you to learn spells normally total, possibly changing the outcome.
associated with the cleric class. When your Spellcasting Once you use this feature, you can’t use it again until you
feature lets you learn a sorcerer cantrip or a sorcerer spell of finish a short or long rest.
1st level or higher, you can choose the new spell from the
CHAPTER 1 | CHARACTER OPTIONS
29
Unearthly Recovery Storm Sorcery
6th-level Divine Soul feature
Your innate magic comes from the power of elemental air.
You gain the ability to overcome light to moderate injuries. As Many with this power can trace their magic back to a near-
a bonus action, you can regain hit points equal to twice your death experience caused by the Great Rain, but perhaps you
sorcerer level. were born during a howling gale so powerful that folk still tell
Once you use this feature, you can’t use it again until you
finish a long rest. stories of it, or your lineage might include the influence of
potent air creatures such as djinn. Whatever the case, the
Empowered Healing magic of the storm permeates your being.
6th-level Divine Soul feature
Storm sorcerers are invaluable members of a ship's crew.
You can spend 1 sorcery point to reroll the number of hit Their magic allows them to exert control over wind and
points a spell of yours restores. weather in their immediate area. Their abilities also prove
useful in repelling attacks by sahuagin, pirates, and other
Otherworldly Wings waterborne threats.
14th-level Divine Soul feature
You can use a bonus action to manifest a pair of spectral Wind Speaker
wings from your back. While the wings are present, you have 1st-level Storm Sorcery feature
a flying speed of 30 feet. The wings last until you're inca- The arcane magic you command is infused with elemental
pacitated, you die, or you dismiss them as a bonus action. air. You can speak, read, and write Primordial. Knowing this
Your god's alignment determines the appearance of the language allows you to understand and be understood by
spectral wings: eagle wings for good, bat wings for evil, and those who speak its dialects: Aquan, Auran, Ignan, and
dragonfly wings for neutral. Terran.
Wrath of God Storm Magic
18th-level Divine Soul feature
1st-level Storm Sorcery feature
You can implore your god to reach from beyond the Prime You learn additional spells when you reach certain levels in
Material Plane and smite those who stand in your way with this class, as shown in the Storm Spells table. Each of these
pure magical might. When a creature fails its saving throw spells counts as a sorcerer spell for you, but it doesn't count
against a spell you cast that deals damage, you can have the against the number of sorcerer spells you know.
spell deal an extra 12d10 force damage to the target. Whenever you gain a sorcerer level, you can replace one
Once you use this feature, you can't use it again until you spell you gained with this feature with another spell of the
finish a long rest. same level. The new spell must be a conjuration or an evo-
cation spell from the sorcerer, warlock, or wizard spell list.
until the end of your next turn. This feature doesn't alter the You learn additional spells when you reach certain levels in
speed of the wind. this class, as shown in the Shadow Spells table. Each of
these spells counts as a sorcerer spell for you, but it doesn't
Storm's Fury count against the number of sorcerer spells you know.
14th-level Storm Sorcery feature
Whenever you gain a sorcerer level, you can replace one
When you are hit by a melee attack, you can use your spell you gained with this feature with another spell of the
reaction to deal lightning damage to the attacker. The same level. The new spell must be an illusion or a necro-
damage equals your sorcerer level. The attacker must also mancy spell from the sorcerer, warlock, or wizard spell list.
make a Strength saving throw against your sorcerer spell Shadow Spells
save DC. On a failed save, the attacker is pushed in a straight Sorcerer Level Spells
line up to 20 feet away from you.
1st cause fear, inflict wounds
Wind Soul 3rd ray of enfeeblement, shadow blade
18th-level Storm Sorcery feature
5th animate dead, summon shadowspawn
You gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an 7th blight, shadow of Moil
action, you can reduce your flying speed to 30 feet for 1 hour 9th danse macabre, negative energy flood
and choose a number of creatures within 30 feet of you equal
to 3 + your Charisma modifier. The chosen creatures gain a Strength of the Grave
magical flying speed of 30 feet for 1 hour. Once you reduce 1st-level Shadow Magic feature
your flying speed in this way, you can't do so again until you Your existence in a twilight state between life and death
finish a short or long rest, unless you spend 5 sorcery points makes you difficult to defeat. When damage reduces you to 0
to do so again. hit points, you can make a Charisma saving throw (DC 5 +
the damage taken). On a success, you instead drop to 1 hit target, the target has disadvantage on saving throws against
point. You can't use this feature if you are reduced to 0 hit any spell you cast. The hound disappears if it is reduced to 0
points by radiant damage or by a critical hit. hit points, if its target is reduced to 0 hit points, or after 5
After the saving throw succeeds, you can't use this feature minutes.
again until you finish a long rest.
Hound of Ill Omen Variant: Fangs of Darkness
6th-level Shadow Magic feature
6th-level Shadow Magic feature (replaces Hound of
You gain the ability to call forth a howling creature of Ill Omen)
darkness to harass your foes. As a bonus action, you can The shadows that surround you bleed into your
spend 3 sorcery points to magically summon a hound of ill spells, biting at your targets with malice. When you
omen to target one creature you can see within 120 feet of cast a spell that deals damage when you are in dim
you. The hound uses the dire wolf's statistics (see the Mons- light or darkness, it deals an extra 2d6 necrotic
ter Manual or appendix C in the Player's Handbook), with the damage. This damage increases to 2d8 at 11th
level and 2d10 at 17th level.
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 Shadow Walk
half your sorcerer level. 14th-level Shadow Magic feature
• It can move through other creatures and objects as if they You gain the ability to step from one shadow into another.
were difficult terrain. The hound takes 5 force damage if it When you are in dim light or darkness, as a bonus action, you
ends its turn inside an object. can magically teleport up to 120 feet to an unoccupied space
• At the start of its turn, the hound automatically knows its you can see that is also in dim light or darkness.
target's location. If the target was hidden, it is no longer
hidden from the hound. Umbral Form
The hound appears in an unoccupied space of your choice 18th-level Shadow Magic feature
within 30 feet of the target. Roll initiative for the hound. On As a bonus action, you magically transform yourself into a
its turn, it can move only toward its target by the most direct shadowy form. In this form, you have resistance to all
route, and it can use its action only to attack its target. The damage except force and radiant damage, and you can move
hound can make opportunity attacks, but only against its through other creatures and objects as if they were difficult
target. Additionally, while the hound is within 5 feet of the terrain. You take 5 force damage if you end your turn inside
CHAPTER 1 | CHARACTER OPTIONS
32
an object. 3rd calm emotions, detect thoughts
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 5th hunger of Hadar, sending
action. 7th Evard's black tentacles, summon aberration
Once you use this feature, you can't use it again until you
finish a long rest, unless you spend 6 sorcery points to use it 9th Rary's telepathic bond, telekinesis
again.
Eldritch Tongue
Aberrant Mind 1st-level Aberrant Mind feature
As an Aberrant Mind sorcerer, you decide how you You can form a telepathic connection between your mind and
acquired your powers. Were you born with them? Or did an the mind of another. As a bonus action, choose one creature
event later in life leave you shining with psionic awareness? you can see within 30 feet of you. You and the chosen
Consult the Aberrant Origins table for a possible origin of creature can speak telepathically with each other while the
your power. two of you are within a number of miles of each other equal
Aberrant Origins
to your Charisma modifier (minimum of 1 mile). To under-
stand each other, you each must speak mentally in a language
d6 Origin the other knows.
You were exposed to the Far Realm's warping The telepathic connection lasts for a number of minutes
1 influence. You are convinced that a tentacle is equal to your sorcerer level. It ends early if you are incapa-
now growing on you, but no one else can see it. citated or die or if you use this ability to form a connection
A psychic wind from the Astral Plane carried with a different creature.
2 psionic energy to you. When you use your
powers, faint motes of light sparkle around you. Psionic Sorcery
You once suffered the dominating powers of an 6th-level Aberrant Mind feature
3 aboleth, leaving a psychic splinter in your mind. When you cast any spell of 1st level or higher from your
Psionic Spells feature, you can cast it by spending a number
You were implanted with a mind flayer tadpole,
but the ceremorphosis never completed. And
of sorcery points equal to the spell's level. The spell requires
4
now its psionic power is yours. When you use it, no verbal or somatic components, and it requires no material
your flesh shines with a strange mucus. components, unless they are consumed by the spell.
As a child, you had an imaginary friend that Psychic Defenses
looked like a flumph or a strange platypus-like
5 creature. One day, it gifted you with psionic
6th-level Aberrant Mind feature
powers, which have ended up being not so You gain resistance to psychic damage, and you have
imaginary. advantage on saving throws against being charmed or
Your nightmares whisper the truth to you: your
frightened.
6 psionic powers are not your own. You draw them
from your parasitic twin! Revelation in Flesh
14th-level Aberrant Mind feature
Psionic Spells
You can unleash the aberrant truth hidden within yourself. As
1st-level Aberrant Mind feature
a bonus action, you can spend 1 or more sorcery points to
You learn additional spells when you reach certain levels in magically transform your body for 10 minutes. For each
this class, as shown on the Psionic Spells table. Each of sorcery point you spend, you can gain one of the following
these spells counts as a sorcerer spell for you, but it doesn't benefits of your choice, the effects of which last until the
count against the number of sorcerer spells you know. transformation ends:
• You can see any invisible creature within 60 feet of you,
Whenever you gain a sorcerer level, you can replace one provided it isn't behind total cover. Your eyes also turn black
spell you gained from this feature with another spell of the or become writhing sensory tendrils.
same level. The new spell must be a divination or an enchant- • You gain a flying speed equal to your walking speed, and
ment spell from the sorcerer, warlock, or wizard spell list. you can hover. As you fly, your skin glistens with mucus or
Psionic Spells shines with an otherworldly light.
• You gain a swimming speed equal to twice your walking
Sorcerer
Level Spells speed, and you can breathe underwater. Moreover, gills grow
from your neck or fan out from behind your ears, your fingers
1st
arms of Hadar, dissonant whispers, mind
sliver
become webbed, or you grow writhing cilia that extend
Warping Implosion
space you can see within 120 feet of you. Immediately after
Once you use this feature, you can't do so again until you
again.
Warping Implosion)
Clockwork Soul
sorcerous origin.
Phoenix Sorcery
Touch of Nirvana
1st-level Clockwork Soul feature (enhances Sorcerous Your power draws from the immortal flame that fuels the
Origin)
legendary phoenix. You or your ancestors perhaps rendered a
You can speak, read, and write Modron. Whenever you make phoenix a great service, or you were born in its presence.
a Charisma check when interacting with modrons, your Whatever the cause, a shard of the phoenix’s power dwells
proficiency bonus is doubled if it applies to the check. within you.
Additionally, you favor the average when extremes of That power is a mixed blessing. Like the mythical creature,
chance result in potentially disastrous outcomes. When you you can invoke fiery energy and gain the ability to cheat death
roll a 1 on an attack roll, ability check, or saving throw, you itself. This power comes at a cost. The fire within you
can treat that roll as a 10. seethes, demanding to be unleashed. You sometimes find
yourself absentmindedly feeding fires. You can’t bear to allow
a fire to sputter out. You feel most comfortable while holding
Variant: Steel Mind a lit torch or sitting in front of a campfire.
6th-level Clockwork Soul feature (replaces Bastion Phoenix sorcerers can use their powers to pull themselves
of Law)
back from the brink of death, and all too often their own rash
As a being of pure logic, you find effects that nature or reliance on destructive magic is what puts them
attemtpt to alter your emotions to be inconse- there in the first place.
quential. You can use your action to end any Such sorcerers are wanderers by necessity. The volatile
number of effects on yourself that is causing you nature of their magic makes other folk nervous. If a fire
to be charmed or frightened. You spend 1 sorcery breaks out in town, a phoenix sorcerer had best flee, whether
point for each effect you choose to end. guilty or not. Fire is a dangerous force, and phoenix sorcerers
have a reputation (deserved or not) for reckless behavior,
confident that the essence of the phoenix can save them.
same level. The new spell must be an evocation or a necro- You gain resistance to fire damage.
mancy spell from the sorcerer, warlock, or wizard spell list. In addition, the fiery energy within you grows restless and
vengeful. In the face of defeat, it surges outward to preserve
Phoenix Spells you in a fiery roar. If you are reduced to 0 hit points, you can
Sorcerer Level Spells use your reaction to draw on the spark of the phoenix. You
1st burning hands, feather fall, produce flame are instead reduced to 1 hit point, and each creature within
10 feet of you takes fire damage equal to half your sorcerer
3rd continual flame, heat metal level + your Charisma modifier. If you use this feature while
5th fly, revivify under the effects of your Mantle of Flame feature, this feature
death ward, summon elemental
instead deals fire damage equal to your sorcerer level + twice
7th (fire elemental spirit only) your Charisma modifier, and your Mantle of Flame imme-
diately ends. Once you use this special reaction, you can't use
9th immolation, raise dead it again until you finish a long rest.
Ignite Nourishing Fire
1st-level Phoenix Sorcery feature
14th-level Phoenix Sorcery feature
You gain the ability to start fires with a touch. As an action, Your fire spells soothe and restore you. When you expend a
you can magically ignite a flammable object you touch with spell slot to cast a spell that includes a fire damage roll, you
your hand—an object such as a torch, a piece of tinder, or the regain hit points equal to the slot's level + your Charisma
hem of drapes. modifier.
Mantle of Flame Form of the Phoenix
1st-level Phoenix Sorcery feature
18th-level Phoenix Sorcery feature
You can unleash the phoenix fire that blazes within you. As a You finally master the spark of phoenix fire that dances
bonus action, you magically wreathe yourself in swirling fire, within you. You gain immunity to fire damage.
as your eyes glow like hot coals. For 1 minute, you gain the Additionally, while under the effects of your Mantle of
following benefits: Flame feature, you gain the following additional benefits:
• You shed bright light in a 30-foot radius and dim light for • You have a flying speed of 40 feet and can hover.
an additional 30 feet. • You can choose to gain resistance to all damage types
• Any creature takes fire damage equal to your Charisma except fire damage until your Mantle of Flame ends. You can't
modifier if it hits you with a melee attack from within 5 feet of do so again until you finish a long rest.
you or if it touches you. • If you use your Phoenix Spark feature, it deals an extra
• Whenever you roll fire damage on your turn, the roll gains 20 fire damage to each creature.
are touched by the power of elemental water command a You learn the secret of infusing your spells with a watery
similar power. curse.
Your heritage ties to powerful creatures of the sea, such as When you hit a creature with or when a creature fails a
nereids, the lords of the merfolk, and elemental powers. Like saving throw against a cantrip or a spell from your Sea Magic
a river, you feel the call of the ocean. The call is ever present feature, you can curse the target until the end of your next
in your heart, and you are never completely at peace until you turn or until you curse a different creature with this feature.
are near the sea. Once per turn when you cast a spell, you can trigger the
curse if that spell deals cold or lightning damage to the
Soul of the Sea cursed target or forces it to move. Doing so subjects the
1st-level Sea Sorcery feature
target to the appropriate additional effect below, and then the
Your tie to the sea grants you the ability to breathe underwa- curse ends if the spell isn't a cantrip or a spell from your Sea
ter, and you have a swim speed equal to your walking speed. Magic feature (you choose the effect to use if more than one
effect applies):
Sea Magic Cold Damage. If the affected target takes cold damage
1st-level Sea Sorcery feature
from your spell, the target’s speed is also reduced by 15 feet
You learn additional spells when you reach certain levels in until the end of your next turn. If the spell already reduces the
this class, as shown in the Sea Spells table. Each of these target’s speed, use whichever reduction is greater.
spells counts as a sorcerer spell for you, but it doesn't count Lightning Damage. If the affected target takes lightning
against the number of sorcerer spells you know. damage from your spell, the target takes additional lightning
Whenever you gain a sorcerer level, you can replace one damage equal to your Charisma modifier.
spell you gained with this feature with another spell of the Forced Movement. If the target is moved by your spell,
same level. The new spell must be an evocation or a trans- increase the distance it is moved by 15 feet.
mutation spell from the sorcerer, warlock, or wizard spell list.
Sea Spells Watery Defense
Sorcerer Level Spells
6th-level Sea Sorcery feature
your sorcerer level + your Charisma score, and then you can
Once you use this special reaction, you can’t use it again until
Shifting Form
When you move on your turn, you take only half damage
a space one size smaller than you. You can’t willingly stop in a
immediately flow to the nearest space that can fit you, back
Water Soul
Your being is altered by the power of the sea. You gain the
following benefits:
slashing damage.
Stone Sorcery
and the magic of elemental earth. You might trace a distant Stone Spells
ancestor to the Plane of Earth, or your family might have Sorcerer Level Spells
earned a mighty boon in return for a service to the dao lords.
Whatever your past, the magic of elemental earth is yours to 1st compelled duel, earth tremor
command. 3rd earthbind, magic weapon
Your link to earth magic grants you extraordinary 5th elemental weapon, meld into stone
resilience, and stone sorcerers have a natural affinity for
combat. A steel blade feels like a natural extension of your 7th
stone shape, summon elemental
body, and sorcerers with this origin have a knack for wielding (earth elemental spirit only)
both shields and weapons. In combat your place is amid the 9th steel wind strike, transmute rock
fray. You rely on your elemental nature to shield you from
harm and your magic and metal weapons to overwhelm your Stone’s Durability
foes. 1st-level Stone Sorcery feature
against the number of sorcerer spells you know. Your command of earth magic grows stronger, allowing you
Whenever you gain a sorcerer level, you can replace one to harness it for protection.
spell you gained with this feature with another spell of the As a bonus action, you can grant an aegis to yourself or one
same level. The new spell must be an abjuration or a trans- allied creature you can see within 60 feet of you. The aegis is
mutation spell from the sorcerer, warlock, or wizard spell list. a dim, gray aura of earth magic that protects the target. Any
the attacker are on the same surface. You can then make one You learn additional spells when you reach certain levels in
melee weapon attack against the attacker. If that attack hits, it this class, as shown in the Fire Spells table. Each of these
deals an extra 1d10 force damage. This extra damage spells counts as a sorcerer spell for you, but it doesn't count
increases to 2d10 at 11th level and 3d10 at 17th level. against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one
Stone's Edge spell you gained with this feature with another spell of the
14th-level Stone Sorcery feature
same level. The new spell must be a conjuration or an evo-
Your mastery of earth magic allows you to add the force of cation spell from the sorcerer, warlock, or wizard spell list.
elemental earth to your spells. When you cast a spell that
deals damage, choose one creature damaged by that spell on Fire Spells
the round you cast it. That creature takes extra force damage Sorcerer Level Spells
equal to half your sorcerer level. This feature can be used burning hands, hellish rebuke,
mortal realm. In time, Ostoria fell, and the giants were You learn additional spells when you reach certain levels in
scattered and broken. During that mythic era, the giants this class, as shown in the Giant Spells table as well as the
granted a few chosen individuals among the small folk a succeeding tables for each giant type. Each of these spells
shard of their great power. These favored people were caught counts as a sorcerer spell for you, but it doesn't count against
in the same tragedy that sundered Ostoria. Since that time, the number of sorcerer spells you know.
they have spread across the many worlds of the multiverse. Whenever you gain a sorcerer level, you can replace one
Now and again, one of their
descendants manifests the gifts spell you gained with this feature with another spell of the
imparted by the giants, granting them sorcerous magic that same level. The new spell must be a conjuration or a trans-
allows them to command the elements and gain the might of mutation spell from the sorcerer, warlock, or wizard spell list.
a giant.
Giant Spells
Mark of the Ordning Sorcerer Level Spells
1st-level Giant Bloodline feature
You choose one type of giant as your ancestor. You gain one 1st catapult
tool proficiency depending on your choice. 3rd enlarge/reduce
Bonus Proficiency 5th conjure barrage
Giant Tool Proficiency 7th fabricate
Cloud one type of gaming set 9th legend lore
Fire smith's tools
Cloud Giant Spells
Frost leatherworker's tools Sorcerer Level Spells
Hill brewer's supplies 1st fog cloud, minor illusion
Stone mason's tools 3rd invisibility
Storm one type of gaming set that can be played alone 5th gaseous form
You can speak, read, and write Giant. Additionally, whene- 7th greater invisibility
ver you make a Charisma check when interacting with giants, 9th telekinesis
Sorcerer Level Spells You gain the ability to channel the souls of your ancestors
1st entangle, resistance into your physical form. When you start casting a sorcerer
3rd spike growth spell on your turn and expend a spell slot, you can increase
your size by one category—from Medium to Large, for
5th meld into stone example.
7th stone shape This increase lasts for 1 minute. It ends early if you die or
9th transmute rock
are incapacitated. Until it ends, you enjoy the following
benefits:
• Your current hit points and your hit point maximum both
Storm Giant Spells increase by 1 per sorcerer
level.
Sorcerer Level Spells • Your reach increases by 5 feet.
1st shocking grasp, thunderwave • Your walking speed increases by 5 feet.
• You have advantage on Strength checks and Strength
3rd gust of wind saving throws.
5th call lightning • You gain a bonus to the damage rolls of your melee
7th divination weapon attacks equal to your Constitution modifier
(minimum of +1).
9th control winds Once you use this feature, you can’t use it again until you
finish a short or long rest.
Jotun Resilience
1st-level Giant Bloodline feature
Blessing of the All-Father
The resilience of giants flows through your body. Your hit 18th-level Giant Bloodline feature
point maximum increases by 1, and it increases by 1 again Your Constitution score increases by 2, up to a maximum of
whenever you gain a level in this class. 22.
In addition, you can now use Rage of Fallen Ostoria twice
Soul of Lost Ostoria between rests, but no more than once on a turn. If you use
6th-level Giant Bloodline feature
that feature while under its effects, its increases to your size,
You gain a benefit whenever you cast a spell from your Giant hit points, reach, and walking speed are cumulative.
Magic feature.
blood. You use your own blood to fuel and empower your Your body changes to accommodate the demands of your
spells. Later on, your magic extends to your foes, allowing magic. Your hit point maximum increases by 1 and increases
you to siphon vitality and cause your opponents to bleed out by 1 again whenever you gain a level in this class.
more rapidly from their wounds. Crimson Infusion
Over time, a sangromancer's body learns to adapt to the 1st-level Blood Sorcery feature
frequent exsanguination required to fuel their sorcery. One You learn to amplify your spells using your blood. When you
can easily recognize a blood sorcerer from their ruddy cast a spell that deals damage, you can choose one of the
complexion, at least out of combat. The numerous scars over spell's damage types, then spend and roll a number of your
their hands and forearms are also quite telling, unless hit dice up to your proficiency bonus. The spell deals extra
concealed by robes or magic. Some sangromancers have damage of the chosen type equal to the total.
such an increased level of blood production that they must do
regular phlebotomies lest it result in health problems. Sanguine Conversion
6th-level Blood Sorcery feature
Blood Magic If you would spend sorcery points and have less than half
1st-level Blood Sorcery feature
your maximum sorcery points left, you may spend your hit
You learn additional spells when you reach certain levels in points instead. You spend 10 hit points per sorcery point.
this class, as shown in the Blood Spells table. Each of these
spells counts as a sorcerer spell for you, but it doesn't count Blood Siphon
against the number of sorcerer spells you know. 14-level Blood Sorcery feature
Whenever you gain a sorcerer level, you can replace one Once on each of your turns, when you deal damage to a
spell you gained with this feature with another spell of the creature that doesn't have all its hit points with a spell of 1st
same level. The new spell must be a necromancy or a trans- level or higher or when you deal damage to a creature with a
mutation spell from the sorcerer, warlock, or wizard spell list. spell of 1st level or higher that includes a piercing or slashing
Blood Spells damage roll, you can spend a number of sorcery points equal
Sorcerer Level Spells to the spell's level to regain hit points equal to half the
damage dealt. You can't use this feature against constructs or
1st ice knife, inflict wounds undead.
3rd cloud of daggers, spike growth
5th conjure barrage, vampiric touch
Arcane Exsanguination
18th-level Blood Sorcery feature
7th giant insect, Mordenkainen's faithful hound When you score a critical hit on a creature with a spell of 1st
9th conjure volley, insect plague level or higher that deals damage or when a creature fails its
saving throw against a spell you cast of 1st level or higher
that deals damage by 5 or more, if it doesn't have all its hit
points or if the spell includes a piercing or slashing damage
roll, the creature takes extra damage at the end of its next
turn equal to half the initial damage. Constructs and undead
are unaffected by this feature.
Soul of the Cosmic Cycle You learn additional spells when you reach certain levels in
1st-level Cosmic Sorcery feature
this class, as shown in the Cosmic Spells table. Each of these
You align yourself with one of the heavenly bodies, an act spells counts as a sorcerer spell for you, but it doesn't count
referred to as a shifting into a phase of the cosmic cycle. You against the number of sorcerer spells you know.
gain abilities based on which cosmic phase you are in. Whenever you gain a sorcerer level, you can replace one
The phases of the cosmic cycle are ordered as such: the spell you gained with this feature with another spell of the
Phase of the Sun, then the Phase of the Moon, then the same level. The new spell must be a conjuration or an evo-
Phase of the Stars, then back to the Phase of the Sun, and so cation spell from the sorcerer, warlock, or wizard spell list.
on. When you choose this sorcerous origin, you begin in the
Phase of the Sun. Cosmic Spells
At the end of a short or long rest or when you cast a spell of Sorcerer Level Spells
1st level or higher, you can choose to shift to the next phase
of the cosmic cycle. 1st guiding bolt
Phase of the Sun. Like the sun at noon over a stifling 3rd darkness
desert, you can be scalding and unforgiving. Any hostile 5th Melf's minute meteors
creature takes 1d6 fire or radiant damage (your choice) if it
hits you with a melee attack from within 5 feet of you or if it 7th sickening radiance
touches you. 9th wall of light
CHAPTER 1 | CHARACTER OPTIONS
42
You also learn additional spells when you shift into one of Cosmic Boon
the three cosmic phases, as shown in the succeeding tables. 6th-level Cosmic Sorcery feature
Each of these spells counts as a sorcerer spell for you, but it You gain resistance to a damage type depending on the
doesn't count against the number of sorcerer spells you know. cosmic phase you are in.
Whenever you gain a sorcerer level, you can replace one
spell you gained with this feature with another spell of the Cosmic Phase Damage Type
same level. The new spell must be from the sorcerer, warlock, Sun cold
or wizard spell list and must be an evocation spell for a Phase
of the Sun spell, a divination spell for a Phase of the Moon Moon psychic
spell, and a conjuration spell for a Phase of the Stars spell. Stars radiant
Phase of the Sun Spells Additionally, the light of the heavenly bodies empower your
Sorcerer Level Spells spells. When you cast a spell of 1st level or higher that deals
1st color spray, sacred flame radiant damage, add your Charisma modifier to one of the
3rd flaming sphere
spell's damage rolls.
5th daylight Day and Night
7th fire shield 14th-level Cosmic Sorcery feature
You gain a benefit when the cosmic phase you are in corres-
9th dawn ponds to the time of day when its namesake heavenly body
dominates the sky, as assumed by the intensity of the light
Phase of the Moon Spells you bask in. A clever sorcerer would know that these could
Sorcerer Level Spells also be triggered through other means, such as a magical
1st identify, true strike light source.
Phase of the Sun. When you are in bright light, you have
3rd moonbeam proficiency in all saving throws.
5th dispel magic Phase of the Moon. When you are in dim light or dark-
7th divination ness, you have truesight out to a range of 60 feet.
Phase of the Stars. As a bonus action when you or a
9th legend lore willing creature you can see within 30 feet of you is in dim
light or darkness, you can magically teleport yourself or the
Phase of the Stars Spells willing creature 60 feet from its point of origin to an unoccu-
Sorcerer Level Spells pied space you can see that is also in dim light or darkness.
1st dancing lights, sleep
Master of the Cycle
3rd misty step 18th-level Cosmic Sorcery feature
5th blink You can use your action or bonus action to shift into a dif-
ferent cosmic phase. You can also do so as a reaction when
7th dimension door you take damage. The phase you shift into need not be the
9th far step next one in the cosmic cycle.
If you use your reaction to shift into a different cosmic
phase, the damage resistance you gain with your Cosmic
Boon feature applies to the triggering damage.
Fey Bloodline You learn additional spells when you reach certain levels in
Your innate magic comes from the Feywild. An ancestor may this class, as shown in the Fey Spells table. Each of these
have been given a boon by an archfey to whom he or she had spells counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells you know.
done a great service. Perhaps a pixie cast a spell on you as an Whenever you gain a sorcerer level, you can replace one
infant as part of making mischief. Maybe you were simply spell you gained with this feature with another spell of the
touched by the plane's arcane magic, which is much more same level. The new spell must be an enchantment or an
potent and free-flowing than in the Prime Material Plane. illusion spell from the druid, sorcerer, warlock, or wizard
While fey sorcerers learn nature-based spells because of spell list.
their affinity to it, their forte lies in beguiling their foes,
making them prime targets for crime syndicates to either hire Fey Spells
or exploit. Naturally, working extensively with such magics Sorcerer Level Spells
have made the most powerful fey sorcerers immune to
similar mind-altering effects. 1st faerie fire, sleep
3rd calm emotions, phantasmal force
Fey Ancestor 5th plant growth, summon fey
1st-level Fey Bloodline feature
You have advantage on saving throws against being charmed, 7th dominate beast, greater invisibility
and magic can't put you to sleep. 9th dominate person, seeming
You can speak, read, and write Sylvan. Whenever you make
a Charisma check when interacting with fey, your proficiency Gladewalker
bonus is doubled if it applies to the check. 1st-level Fey Bloodline feature
druid spell list, in addition to the sorcerer spell list. You must When a creature you can see makes an attack roll against
otherwise obey all the restrictions for selecting the spell, and you, you can use your reaction to cause another creature you
it becomes a sorcerer spell for you. can see within 30 feet of you to make a Wisdom saving throw.
You can speak, read, and write Infernal. Additionally, You become immune to poison.
whenever you make a Charisma check when interacting with
devils, your proficiency bonus is doubled if it applies to the Unhallowed Aid
check. 14th-level Fiendish Bloodline feature
1st command The arcane magic you command is infused with elemental
3rd scorching ray ice. You can speak, read, and write Primordial. (Knowing this
language allows you to understand and be understood by
5th fireball those who speak its dialects: Aquan, Auran, Ignan, and
7th dominate beast Terran.)
9th dominate person
Additionally, you can use your action to touch and freeze
freestanding water inside an area that is a cube up to your
sorcerer level in feet on a side.
Profane Spellcasting
6th-level Fiendish Bloodline feature
Frost Magic
Your bloodline taints your magic with unholy power. 1st-level Frost Sorcery feature
Demon. Your spells are infused with the maddening You learn additional spells when you reach certain levels in
energies of the Abyss. When you expend a spell slot to cast a this class, as shown in the Frost Spells table. Each of these
spell that deals damage, it deals extra psychic damage equal spells counts as a sorcerer spell for you, but it doesn't count
to 2 + the slot's level. against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one ice and snow costs you no extra movement.
spell you gained with this feature with another spell of the
same level. The new spell must be an evocation or a trans- Creeping Chill
mutation spell from the sorcerer, warlock, or wizard spell list. 6th-level Frost Sorcery feature
The cold magic that provides you with your Glacial Armor
radiates outward with much greater potency, damaging all
Glacial Armor those who dare come close to you. When you cast a spell of
1st-level Frost Sorcery feature
1st level or higher that deals cold damage, creatures of your
You can fashion an ephemeral armor of ice from residual choice that you can see within 10 feet of you take cold
frigid magic that erupts from your hands. When you expend a damage equal to your sorcerer level.
spell slot to cast a spell that deals cold damage, if you aren't
wearing armor, you get a bonus to your AC equal to half the Frozen Soul
slot's level, rounded up, for 1 minute. The effect ends early if 18th-level Frost Sorcery feature
you're incapacitated, if you die, or if you dismiss it as a bonus You become an avatar of winter itself. You gain the following
action. If you cast another spell before the effect ends, only benefits:
the highest bonus applies while the effects overlap. • You are immune to cold damage.
• Spells and effects you create treat immunity to cold
Wintry Adaptation damage as resistance to cold damage.
6th-level Frost Sorcery feature
• When a creature fails its saving throw against your
You gain resistance to cold damage. Creeping Chill feature by 5 or more, it becomes restrained by
In addition, moving through difficult terrain composed of ice formations until the end of your next turn.
7th summon elemental* Your magical ties to your elemental plane are subconsciously
9th Bigby's hand invoked when you are at you most vulnerable. If you are
reduced to 0 hit points or are incapacitated against your will,
* Unless you learn this spell from another source, you can you can immediately gain the benefits of summon elemental
only summon an elemental spirit of the type associated with cast at 9th level, summoning an elemental spirit of the type
your genie ancestry. associated with your genie ancestry. A conjured elemental
spirit appears within 20 feet of you. If it receives no com-
Dao Spells mands from you, it protects you from harm and attacks your
Sorcerer Level Spells foes. The spell lasts for 1 hour, requiring no concentration, or
1st earth tremor, mold earth until you dismiss it (no action required).
3rd earthbind Noble Soul
5th meld into stone 18th-level Genie Bloodline feature
9th maelstrom You have the ability to breathe underwater and you have a
swim speed equal to your walking speed.
Minor Wish
6th-level Genie Bloodline feature
Kraken Magic
You gain the ability to conjure magic that similar to, but far 1st-level Kraken Sorcery feature
weaker than, the earth-shaking wish. As an action, you can You learn additional spells when you reach certain levels in
speak aloud and duplicate the effect of one spell that is 2nd this class, as shown in the Kraken Spells table. Each of these
level or lower and has a casting time of 1 action. The spell spells counts as a sorcerer spell for you, but it doesn't count
can be from any class's spell list, and you don't need to meet against the number of sorcerer spells you know.
the requirements in that spell, including costly components; Whenever you gain a sorcerer level, you can replace one
the spell simply takes effect as part of this action. spell you gained with this feature with another spell of the
Once you use this feature, you can't use it again until you same level. The new spell must be a conjuration or a trans-
finish 1d4 long rests. mutation spell from the sorcerer, warlock, or wizard spell list.
Blot
that you can see, you can use your reaction to impose
Once you use this feature, you can't use it again until you
Insulation
Slippery Form
creature must make a Constitution saving throw. The Your healing spells are more powerful than the average
creature takes 3d6 lightning damage on a failed save, or half caster. You add your proficiency bonus to the number of hit
as much damage on a successful one. points a spell of yours restores and to the number of tem-
porary hit points a spell of yours grants.
Static Soul
18th-level Kraken Sorcery feature
Life Magic
You gain immunity to lightning damage. 1st-level Life Sorcery feature
Additionally, when you cast a spell of 1st level or higher The positive energy within you allows you to learn spells
that deals lightning damage, choose one creature damaged normally associated with other classes. When your Spell-
by that spell on the round you cast it. That creature takes an casting feature lets you learn a sorcerer cantrip or a sorcerer
extra 3d12 lightning damage. This feature can be used only spell of 1st level or higher, you can choose the new spell from
once per casting of a spell. any class, including this one, as long as it restores hit points,
against the number of sorcerer spells you know. Your body overflows with positive energy. You gain the
Whenever you gain a sorcerer level, you can replace one following benefits:
spell you gained with this feature with another spell of the • You have advantage on death saving throws.
same level. The new spell can be from any class, including • A nonhostile, living creature with 0 hit points becomes
this one, as long as it restores hit points, increases maximum stable when it starts its turn within 10 feet of you.
and/or current hit points, grants temporary hit points, returns • When you would normally roll one or more dice to
a creature to life, or deals radiant damage. restore hit points or grant temporary hit points with a
sorcerer spell of 5th level or lower, you instead use the
Life Spells highest number possible for each die.
Sorcerer Level Spells • You can ignore the material component of sorcerer spells
1st cure wounds, healing word you cast of 3rd level or lower that return a creature to life.
3rd aid, prayer of healing
Mixed Origin
5th mass healing word, revivify
Your innate magic comes from two different sources that
7th aura of life, guardian of faith somehow manage to find balance within you.
9th animate objects, raise dead Being gifted with a single source of innate arcane prowess,
whether at birth or sometime later through some cosmic
Positive Energy Flood circumstance, is rare enough. It is, therefore, no real shock to
6th-level Life Sorcery feature
learn that such mixed bloodlines are exceedingly rare. There
As an action, you send ribbons of positive energy at one are rumors that a sorcerer can even have more than two
creature you can see within 60 feet of you. If the target is origins, but such dilution often results in a single bloodline
undead, it must make a Constitution saving throw, taking manifesting over the others.
3d12 radiant damage on a failed save, or half as much Stories of how a sorcerer with a mixed origin came to be
damage on a successful one. are truly quite fantastical. Perhaps you have descended from
If you target a creature that isn't undead with this feature, an ancient sorcerer with draconic blood but later became
the target doesn't make a saving throw. Instead, roll 3d12. exposed to the chaotic forces of Limbo, causing your
The target gains half the total as temporary hit points. draconic magic to have unpredictable properties. Maybe a
Once you use this feature, you can't use it again until you diabolical creature had exposed you to the fell energies of the
finish a long rest. Shadowfell in an attempt to gain a pawn, but you were later
touched by the divine for a heroic purpose.
Antithetical Conversion
14th-level Life Sorcery feature
Primary Origin
When a creature makes an attack roll against you, you can 1st-level Mixed Origin feature
use your reaction to infuse the attack with positive energy. Choose a sorcerous origin other than this one. You gain that
The attack deals no damage and you instead restore a sorcerous origin's 1st-level benefits.
Choose a sorcerous origin other than this one and the You gain the 18th-level benefits of the sorcerous origin you
sorcerous origin you chose for your Primary Origin feature. chose for your Primary Origin feature.
You gain that sorcerous origin's 6th-level benefits.
Mixed Magic Disclaimer
6th-level Mixed Origin feature
This sorcerous origin can prove to be a trouble-
If each of the sorcerous origins you chose for your Primary some one because individual origins are designed
Origin and Secondary Origin features has 1st-level features to have at least some degree of synergy between
that allow you to learn additional spells when you reach its features. There are features that gain additional
certain levels in this class, for each level that you learned effects at higher levels, and there are even features
spells from your Primary Origin's 1st-level feature, replace that directly refer to or are entirely dependent on
half of the spells with spells you can learn from your other features gained at lower levels. As such, the
Secondary Origin's 1st-level feature. final outcome for this sorcerous origin will be
heavily reliant on your collaboration with your DM.
When you reach a level in this class that allows you to learn Immediately inform your DM that you plan to
additional spells from your Primary Origin's 1st-level take up this sorcerous origin, as they need to
features, you instead learn half of them from your Primary ensure that the acquisition of a second sorcerous
Origin and the other half from your Secondary Origin. origin makes narrative sense. Plan out how the
If a feature allows you to replace any of these spells, you features will associate with one another as needed,
follow the rules that apply to a spell depending on the source so that the final result will be a cohesive and
that allowed you to learn it. balanced sorcerous origin.
Your innate magic emanates from your muscles. Maybe you 1st smite
were the subject of a magical experiment, or perhaps you
inherited the traits from a soldier parent whose frequent use 2nd branding smite
of physical enhancement spells for combat made the effects 3rd blinding smite
permanent. Perhaps you even gained the favor of Kord or 4th staggering smite
some other god of athletics and sport due to your prowess.
Due to the amount of raw magic suffusing their muscles, 5th banishing smite
myomancers maintain an impressive physique even without
exercise. Despite this, they tend to be very mindful of their Muscle Spells
fitness level. Myomancers boast greater hardiness compared 1st-level Muscle Magic feature
to their peers and wade in the frontlines, devastating foes You learn additional spells when you reach certain levels in
with a combination of magical strikes and spells. The flex of this class, as shown in the Muscle Spells table. Each of these
their muscles as they cast their spells not only augment their spells counts as a sorcerer spell for you, but it doesn't count
destructive capacity to incredible heights, but can also against the number of sorcerer spells you know.
entrance even the most strong-willed of foes. Whenever you gain a sorcerer level, you can replace one
Usually scantily clad, adventuring parties cunningly use spell you gained with this feature with another spell of the
muscle sorcerers as the face of group. Their glistening same level. The new spell must be an enchantment or a trans-
muscles only serve to augment their charisma, leading to an mutation spell from the sorcerer, warlock, or wizard spell list.
almost hypnotic effect to all those who interact with them.
Muscle Spells
Fistcaster Sorcerer Level Spells
1st-level Muscle Magic feature
1st charm person, command
Your magical affinity for martial arts gives you mastery of
combat styles that use unarmed strikes. You can roll a d4 in 3rd enhance ability, enlarge/reduce
place of the normal damage of your unarmed strike. This die 5th hypnotic pattern, tongues
changes to a d6 at 5th level, a d8 at 9th level, a d10 at 13th 7th charm monster, compulsion
level, and a d12 at 17th level.
In addition, you learn some non-sorcerer spells that focus 9th dominate person, skill empowerment
on weapon attacks. When your Spellcasting feature lets you
learn a sorcerer spell of 1st level or higher, you can select the Armor of Brawn
spell from the following list of spells, in addition to the 1st-level Muscle Magic feature
sorcerer spell list. You must otherwise obey all the restric- Your rippling muscles add to your defense in two ways:
tions for selecting the spell, and it becomes a sorcerer spell physically impeding blows and providing a distraction. As an
for you. Unless you learn these spells from other sources, you action, you can gain a base AC of 13 + your Strength modifier
can only use them with unarmed strikes.
Disclaimer
This sorcerous origin was created as an April Fools'
Day joke—a take on the meme of "muscle wizards
casting fist." It is, nonetheless, playable.
if you aren’t wearing armor, and your muscles become steely Royal Bloodline
with magic. This effect lasts until you end it as a bonus Your innate magic comes from your imperial blood. Whether
action, you are incapacitated, or you don armor. through leading conquests themselves or through cunning
Arcane Strikes and subterfuge, it is unquestionable that your ancestors
6th-level Muscle Magic feature
possessed something extraordinary that allowed them the
You gain the following benefits: feat of establishing or maintaining an empire—talents that
• Your unarmed strikes count as magical for the purpose of
you have come to inherit.
overcoming resistance and immunity to nonmagical attacks Political ploys and power plays make for a more diverse
and damage. splay of characters than one would imagine. Some openly
• When you use the Attack action with an unarmed strike
declare themselves as protectors of the realm. Others who
on your turn, you can make a second unarmed strike as part were born out of illicit affairs actively seek anonymity,
of the same action. knowing their existence may threaten those in power and
lead to threats to their well-being. Among those who survive
Posing Oil such threats, a few become host to deep-seated hatred and
14th-level Muscle Magic feature
find themselves the center of ploys to usurp the governing
Your skin naturally secretes an oil-like substance that makes body.
your muscles appear even more enthralling. You gain the Knowing the ever-present danger to their lives, royal
following benefits: sorcerers who are aware of their bloodline are rarely seen
• Spells you cast that include a somatic component ignore
alone and have become accustomed to wearing defensive
immunity to the charmed condition as long as the target can implements beneath their cloaks. Their unnatural eloquence
see. Creatures also can't have advantage on saving throws and air of authority make them ideal party leaders, though
against such spells. the latter can also cause some friction with other dominant
• You add your Strength modifier to Charisma (Deception),
party members.
Charisma (Persuasion), and Charisma (Intimidation) checks
you make against a target that can see. Bonus Proficiencies
• You are immune to being restrained with nonmagical
1st-level Royal Bloodline feature
restraints and being grappled. Keenly aware of threats to your well-being, you have grown
accustomed to gearing yourself defensively. You gain pro-
Strapping Soul ficiency with light armor, medium armor, and heavy armor.
18th-level Muscle Magic feature
In addition, you are gifted with an uncanny sense of tact
Your Strength score increases by 2, up to a maximum of 22. and verbal finesse. You gain proficiency in the Persuasion
Additionally, the strength behind your flexing biceps skill. If you are already proficient in the skill, you add double
amplifies the power of your spells. When you cast a spell of your proficiency bonus to checks you make with it.
1st level or higher that deals damage and includes a somatic
component, it deals extra force damage equal to 3d6 + your Royal Magic
Strength modifier. 1st-level Royal Bloodline feature
Fall Back. The creature uses the Disengage action. You learn additional spells when you reach certain levels in
Move. The creature moves up to half its movement. this class, as shown in the Sonic Spells table. Each of these
You can use this feature a number of times equal to your spells counts as a sorcerer spell for you, but it doesn't count
Charisma modifier (minimum of once). You regain all expen- against the number of sorcerer spells you know.
ded uses once you finish a long rest. Whenever you gain a sorcerer level, you can replace one
spell you gained with this feature with another spell of the
Inspiring Aura same level. The new spell must be an enchantment or an evo-
6th-level Royal Bloodline feature
cation spell from the sorcerer, warlock, or wizard spell list.
When a friendly creature within 10 feet of you makes an Sonic Spells
attack roll, ability check, or saving throw, they can roll a d4 Sorcerer Level Spells
and add the number rolled to the total. You must be
conscious to grant this bonus. 1st
dissonant whispers, thunder-
At 18th level, the range of this aura increases to 30 feet. clap, thunderwave
3rd knock, shatter
Arcane Diplomacy 5th silence, thunder step
14th-level Royal Bloodline feature
arcane means has reached a level that it has become both bane (thunder damage only)
effortless and untraceable. You can cast charm person as a 9th destructive wave, geas
1st-level spell at will without any components, and the
creature doesn't learn that you charmed it when the spell Soundsmith
ends. 1st-level Sonic Sorcery feature
moves up to half its movement. You have advantage on Wisdom (Perceptions) checks that
Help. The creature moves up to half its movement then rely on hearing.
uses the Help action.
In addition, when you cast a spell of 1st level or higher that You gain immunity to thunder damage. You also become
includes a verbal component, you can choose to magically immune to being deafened.
magnify your voice, creating a thunderous sound that is
audible up to 300 feet away. Doing so causes creatures of Words of Power
your choice within 10 feet of you to take 1d6 thunder 18th-level Sonic Sorcery feature
damage. This damage increases to 2d6 at 11th level, and 3d6 You learn to condense the very essence of a spell into a single
at 17th level. If the spell already includes a thunder damage sound, allowing it to be cast with the barest utterance—a
roll, a chosen creature must also succeed on a Strength power word. When you cast a spell that is incapable of
saving throw or be pushed 10 feet away from you. targeting more than one creature at its current level and
either has no material components or has a material
Echosense component that lacks a cost, you can choose to ignore its
14th-level Sonic Sorcery feature
somatic and material components; you can cast the spell by
As long as you can hear, you can sense the location of hidden uttering a single word that you associate with the spell. If the
and invisible creatures and objects in an area by analyzing spell requires you to make one or more attack rolls against
sound as it bounces off them. The smaller the creature or the creature, the first roll automatically hits. If the spell
object, the harder it is to sense. When you cast a spell or forces the creature to make a saving throw to resist its
create a magical effect that produces a loud sound, you can effects, the creature automatically fails its first saving throw
use your bonus action to make a Wisdom (Perception) check. against the spell. If the spell includes both, the first one to
Based on the roll, you can sense all hidden and invisible occur uses this feature's effects.
creatures and objects of a certain size in the area within If you cast a 9th-level spell in this way, the spell has no
which the spell or effect was audible. effect if the creature has more than 100 hit points. If you cast
DC Creatures and Objects Sensed a spell of 6th to 8th level in this way, the spell has no effect if
the creature has more than 150 hit points. If you cast a spell
10 gargantuan of 3rd to 5th level in this way, the spell has no effect if the
13 huge or larger creature has more than 200 hit points. If you cast a cantrip or
16 large or larger a spell of 1st or 2nd level in this way, the spell has no effect if
the creature has more than 250 hit points.
19 medium or larger You can use this feature a number of times equal to your
22 small or larger Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Tarrasquian Sorcery you are already proficient in the skill, you add double your
Your innate magic comes from the singular creature with proficiency bonus to checks you make with it.
such destructive potential that it has been tied in religious Siege Sorcery
texts to the end of the world—the tarrasque. 6th-level Tarrasquian Sorcery feature
Understandably the rarest of all sorcerous origins, most Spells and effects you create deal double damage to objects
consider its existence a myth and those who claim having the and structures.
origin frauds. Detailed chronicles, however, tell accounts of Additionally, a creature within 5 feet of a structure that is
sorcerers who waded in the frontlines with their unparalleled destroyed by a spell you cast or an effect you create must
fortitude, their potent magic piercing the most fortified of succeed on a Dexterity saving throw or take bludgeoning
walls and the staunchest of magical defenses. damage equal to 3 + the spell's level as it is pelted by the
structure's fragments as they explode outward.
Tarrasquian Magic
1st-level Tarrasquian Sorcery feature
Reflective Scales
You learn additional spells when you reach certain levels in 14th-level Tarrasquian Sorcery feature
this class. At 1st level, and again when you reach 3rd, 5th, 7th, Thick crimson scales that ward off hostile magic appear to
and 9th level in this class, choose two spells that deal damage cover certain areas of your body. You have advantage on
from any class, including this one. A spell you choose must be saving throws against spells.
of a level you can cast, as shown on the Sorcerer table. Each In addition, when you are targeted with a magic missile
of these spells counts as a sorcerer spell for you, but it spell, a line spell, or a spell that requires a ranged attack roll,
doesn't count against the number of sorcerer spells you know. you can use your reaction to roll a d6. On a 6, you are un-
Whenever you gain a sorcerer level, you can replace one affected and the effect is reflected back at the caster as
spell you gained with this feature with another spell of the though it originated from you, turning the caster into the
same level. The new spell must be a spell that deals damage target. After you roll a 6, you can't use this special reaction
from any class, including this one. again until you finish a long rest.
Legendary Origin Soul of Destruction
1st-level Tarrasquian Sorcery feature
18th-level Tarrasquian Sorcery feature
You display a level of fortitude unmatched by any other origin. Your destructive prowess has become nigh unstoppable. Any
Your hit point maximum increases by 2 and increases by 2 spell or effect you create that deals damage ignores damage
again whenever you gain a level in this class. resistance and treats damage immunity as damage resis-
In addition, you exude the demeanor of one who is not to tance.
be trifled with. You gain proficiency in the Intimidation skill. If
attuned to similar effects. Maybe Amaunator or another deity When you or a creature you can see within 30 feet of you
of time chose you for reasons unknown and bestowed upon suffers a critical hit, you can use your reaction to slow down
you a boon. the blow, turning that hit into a normal hit. Any effects
Due to their innate ability of warping time to escape harm, triggered by a critical hit are canceled.
chronomancers tend to survive encounters that prove fatal to You can use this feature a number of times equal to your
their companions despite their best efforts to impart these Charisma modifier (minimum of once). You regain all
protective effects, and a good fraction become struck with expended uses when you finish a long rest.
survivor guilt. Most of those who do develop this guilt
embrace solitude and give up adventuring entirely, while Chronal Resilience
others continue exploring the world but are wary of accepting 6th-level Time Sorcery feature
companionship, should similar events happen again. You have advantage on saving throws against time-altering
spells and magical effects that force you to make a saving
Time Magic throw to resist their effects.
1st-level Time Sorcery feature
You learn additional spells when you reach certain levels in Adroit Metamagic
this class, as shown in the Time Spells table. Each of these 14th-level Time Sorcery feature
spells counts as a sorcerer spell for you, but it doesn't count You gain a greater understanding of your time-based Meta-
against the number of sorcerer spells you know. magic options. You gain the following benefits:
Whenever you gain a sorcerer level, you can replace one • Your Extended Spell Metamagic option triples a spell’s
spell you gained with this feature with another spell of the duration, to a maximum duration of 24 hours.
same level. The new spell must be an enchantment or a trans- • You spend only 1 sorcery point when you use your
mutation spell from the sorcerer, warlock, or wizard spell list. Quickened Spell Metamagic option.
• You can use Extended Spell and/or Quickened Spell even
Time Spells if you have already used a different Metamagic option during
Sorcerer Level Spells the casting of a spell.
1st feather fall, gift of alacrity
3rd hold person, misty step
Timewalker
18th-level Time Sorcery feature
5th haste, slow Your control over the flow of time reaches its pinnacle. You
7th dimension door, freedom of movement gain the following benefits:
• You stop aging and can't die from old age.
9th hold monster, temporal shunt • You can take up to three reactions per round, but only one
per turn.
Acceleration • You learn time stop. It doesn't count against your number
1st-level Time Sorcery feature
of spells known. You can cast it normally as an action, or you
Slivers of time magic are ever-present around you, granting can cast it as a reaction when a creature makes an attack roll
you a boost during combat. You can give yourself a bonus to against you or when you see a creature casting a spell.
your initiative rolls equal to your Charisma modifier. • Unless you choose to be affected, you are immune to time-
Additionally, your unnatural swiftness makes you harder altering spells and magical effects.
Weaver
Variant: Time Duplicate Your innate magic stems from the Weave. More specifically,
18th-level Time Sorcery feature (replaces Time- through some circumstance, you are exceptionally talented in
walker)
manipulating the Weave in a certain way. Some sorcerers of
You can use your bonus action to pluck yourself this origin find early on that they can glimpse the Weave with
from 1 round in the future to aid your present self. greater ease than some learned diviners. Others find
This act collapses probability, and the possible smoothing the Weave to be as easy as breathing, nullifying
future from which you snatch yourself becomes harmful magic around them that even some abjurers have
the definite future.
trouble with. Due to their specific Weave-altering abilities,
Your future self appears in an unoccupied space these sorcerers came to be known as weavers.
you can see within 30 feet of you and takes their Despite the similarity of having an affinity for a school of
turn alongside yours. Your future self has your hit magic, weavers couldn't be more different from wizards.
points, sorcery points, and resources. Any changes Wizards learn skills specific to their arcane tradition in a
to these over the course of the round don't take predetermined, complexity-based order as taught at their
effect immediately as your future self is still only a academies. Weavers don't gain such school-specific skills.
possibility; thus, all changes to them are also only Rather, their affinity to the Weave grants them unprecedented
possibilities. Your future self can't be surprised and access to a broad range of spells upon which to practice their
has advantage on attack rolls, ability checks, and
saving throws. Additionally, other creatures have
trademark spell manipulation skills on. Over time, their skills
disadvantage on attack rolls against them.
were in. Any possible changes to your future self's Choose which one among the eight schools of magic best
hit points, sorcery points, and resources finally take represents your innate talent in manipulating the Weave:
effect.
abjuration, conjuration, divination, enchantment, evocation,
Once you use this feature, you can't use it again illusion, necromancy, and transmutation. This will be used by
until you finish a long rest. features you gain later.
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 any class, including this one, as
CHAPTER 1 | CHARACTER OPTIONS
59
long as it falls under your chosen school of magic. You must Illusion Spells
otherwise obey all the restrictions for selecting the spell, and Sorcerer Level Spells
it becomes a sorcerer spell for you.
You learn additional spells when you reach certain levels in 1st disguise self, illusory script, minor illusion
this class, as shown in the succeeding tables. Each of these 3rd Nystul's magic aura, silence
spells counts as a sorcerer spell for you, but it doesn't count 5th major image, phantom steed
against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one 7th hallucinatory terrain, phantasmal killer
spell you gained with this feature with another spell of the 9th dream, mislead
same level. The new spell can be from any class, including
this one, as long as it falls under your chosen school of magic. Necromancy Spells
Sorcerer Level Spells
Abjuration Spells
Sorcerer Level Spells 1st cause fear, inflict wounds, spare the dying
1st resistance, sanctuary, shield of faith 3rd gentle repose, ray of enfeeblement
3rd lesser restoration, pass without a trace 5th revivify, summon undead
5th beacon of hope, intellect fortress 7th blight, shadow of Moil
7th death ward, freedom of movement 9th contagion, raise dead
9th dispel evil and good, greater restoration
Transmutation Spells
Conjuration Spells Sorcerer Level Spells
Sorcerer Level Spells create or destroy water, goodberry,
Divination Spells
Arcane Intuition
1st-level Weaver feature
Sorcerer Level Spells Your tie to the Weave grants you the ability to instinctually
1st
detect evil and good, detect poison
discern things that are magical in nature. You gain proficien-
and disease, guidance cy in the Arcana skill. If you are already proficient in the skill,
3rd find traps, locate animals or plants you add double your proficiency bonus to checks you make
with it.
5th clairvoyance, tongues
7th divination, locate creature Weave Adept
9th commune with nature, scrying
6th-level Weaver feature
as with truesight.
Once you use this feature, you can't use it again until you
was a necromancy spell. You don't gain this benefit for killing
constructs or undead.
against your number of spells known and you can cast it once for each slot level above 9th.
without expending a spell slot. You can do so again after you Prismatic Wall. When you cast this spell using a spell slot
finish a short or long rest, though you can still cast it normal- of 10th level or higher, the damage increases for each of its
ly using available sorcery points. effects by 2d6 for each slot level above 9th.
Psychic Scream. When you cast this spell using a spell
Magicsense slot of 10th level or higher, the damage increases by 3d6 for
14th-level Weaver feature
each slot level above 9th.
As one whose very existence is intricately tangled with the Ravenous Void. When you cast this spell using a spell slot
Weave, you sense its influence at all times. You are always of 10th level or higher, the damage increases by 1d10 for
under the effects of a detect magic spell. each slot level above 9th.
Additionally, spell attacks against you can't have advantage, Storm of Vengeance. When you cast this spell using a
and you can't have disadvantage on saving throws against spell slot of 10th level or higher, the thunder damage
spells and magical effects. increases by 3d6 for each slot level above 9th.
Time Ravage. When you cast this spell using a 10th-level
Forbidden Sorcery spell slot the damage increases by 1d12, and on a failed save,
18th-level Weaver feature
the target ages to the point where it has only 7 days left
You gain the ability to beseech the mistress of the Weave to before it dies of old age. When you cast this spell using an
briefly release you from the ban bestowed upon all mortal 11th-level spell slot the damage increases by 2d12, and on a
spellcasters. You can cast a 10th-level, 11th-level, or epic spell failed save, the target ages to the point where it has only 24
by expending 13 sorcery points to create an 11th-level spell hours left before it dies of old age.
slot. When you do so, you can't create a 9th-level spell slot Time Stop. When you cast this spell using a spell slot of
until you finish a long rest. 10th level or higher, you take an additional turn for each slot
The following effects apply to spells when cast using a level above 9th.
spell slot of 10th level or higher: Weird. When you cast this spell using a spell slot of 10th
Blade of Disaster. When you cast this spell using an 11th- level or higher, the damage increases by 1d10 for each slot
level spell slot, the damage increases by 1d12 and the extra level above 9th.
damage on a critical hit increases by 2d12. You also gain access to 10th-level, 11th-level, and epic
Conjure Animals. When you cast this spell using an 11th- spells. Any material components for these spells must always
level spell slot, you choose one of the summoning options, be provided.
and five times as many creatures appear. The stress of expending the 11th-level spell slot to cast a
Conjure Minor Elementals, Conjure Woodland Beings, 10th-level, 11th-level, or epic spell weakens you. After
and Summon Lesser Demons. When you cast this spell enduring that stress, you immediately suffer three levels of
using a spell slot of 10th or 11th level, you choose one of the exhaustion. These levels of exhaustion can't be reduced by
summoning options, and four times as many creatures ap- anything other than a long rest, a greater restoration spell
pear. cast as a 9th-level spell, or a wish spell. Until you finish a long
Conjure Celestial. When you cast this spell using an 11th- rest, you can't create spell slots using sorcery points, and
level spell slot, you summon a celestial of challenge rating 6 each time you cast a spell, you take 1d10 necrotic damage per
or lower. level of that spell. This damage can't be reduced or prevented
Invulnerability. When you cast this spell using a spell slot in any way. In addition, your Strength drops to 1, if it isn't 1 or
of 10th or 11th level, the duration is concentration, up to 1 lower already, for 2d6 days. For each of those days that you
hour. spend resting and doing nothing more than light activity, your
Mass Heal. When you cast this spell using a spell slot of remaining recovery time decreases by 2 days.
10th level or higher, the amount of healing increases by 70 Once you expend the 11th-level spell slot, you can't create
for each slot level above 9th. another one using this feature until you finish a long rest and
Meteor Swarm. When you cast this spell using a spell slot have recovered completely from the stress you experienced if
of 10th level or higher, you summon one additional meteor you used it to cast a 10th-level, 11th-level, or epic spell.
Mavin's Earthfast
10th-level transmutation Climate
Stage Condition
Casting Time: 1 hour
Range: Sight 1 Tropic
Components: V, M (a stone of controlling earth elementals, 2 Subtropic
six rings of spell storing, each imbued with a transmute
rock spell, and an earth elemental, all of which the spell 3 Temperate
consumes) 4 Subarctic
Duration: 20 years 5 Arctic
You improve the durability of large areas of earth for mining
and other exploits. A dispel magic spell can end the spell only if it is cast as a
All earth and stone in a 20-mile-radius, 40-mile deep cylin- 9th-level spell or higher, targeting the Ollamh harp used to
der centered on a point you choose within range becomes cast the spell.
impervious to cave-ins and other similar phenomena regard- The Ollamh harp used to cast the spell becomes mundane
less of damage sustained. All stone-based structures are until the spell ends.
similarly rendered impervious to weathering and erosion.
Proctiv's Move Mountain
Mavin's Worldweave 10th-level transmutation
11th-level transmutation Casting Time: 24 hours
Casting Time: 1 hour Range: 1 mile
Range: Sight Components: V, S, M (a crystal ball and a carpet of flying,
Components: V, M (an Ollamh harp) both of which the spell consumes, and a legendary magic
Duration: Until dispelled item that allows flying or levitation)
You manipulate the climate in a 20-mile radius centered on a Duration: Until dispelled
point you choose within range. You must be outdoors to cast You shear off the top of a mountain you can see within range,
this spell. levitate it, then invert it so that structures can be built upon
When you cast the spell, find the current climate on the its flat surface. The landmass roughly takes the shape of a
following table and change its stage by one, up or down. It cone with a height of 1 mile and a radius of 1 mile at the
takes 1d4 x 10 days for the new conditions to take effect. base. Until the spell ends, you can use your action to the
When the spell ends, the climate gradually returns to normal. move the levitating landmass up to 80 feet in any direction.
You can layer the effects with multiple castings.
spell save DC by 1 each time you do so. You can do this up to Components: V, S, M (a bonfire, at least 10 feet in diameter,
ten times, increasing the spell save DC by 10 and taking made out of the remains of at least twenty humanoids,
30d10 necrotic damage. This damage can't be reduced or which the spell consumes)
prevented in any way. Duration: Instantaneous
When the spell ends, for each time you voluntarily took While casting the spell, you create a bonfire from humanoid
additional necrotic damage, there is a 10% chance that your remains and set fire to it during a rainstorm. The rain doesn't
soul will be pulled into the Negative Energy Plane. If this extinguish the bonfire until the material components are con-
occurs, you die and cannot be restored to life by any means. sumed. The smoke from the pyre fills the rain clouds with un-
holy power. As the tainted water soaks the ground, humanoid Distance Damage
corpses and skeletal remains within range rise up as ghouls.
This affects even remains buried in consecrated ground. 300 ft. away or 12d10 fire damage and 12d10 force
Humanoids within a 1-mile radius centered on the bonfire closer damage
that get touched by the unholy rain, including you, must make 301 to 600 ft. 6d10 fire damage and 6d10 force
a Constitution saving throw. On a failed save, a creature away damage
becomes afflicted with a disease that turns it into a ghoul 601 to 1,320 ft. 3d10 fire damage and 3d10 force
within 24 hours unless it receives the benefits of a heal spell away damage
or a similar spell of higher level.
You can create up to 32 ghouls using the spell. The DM A disintegrated creature and everything it is wearing and
decides if the chosen area can produce this number and how carrying, except magic items, are reduced to a pile of fine
this number will be divided between corpses and living gray dust. The creature can be restored to life only by means
creatures. of a true resurrection or a wish spell.
This spell doesn't grant you control over the created This spell automatically disintegrates a nonmagical object,
ghouls. a creation of magical force, or an antimagic field. A magic
Cataract of Fire item is unaffected by this spell.
Evocation Diluvial Torrent
Casting Time: 1 minute Evocation
Range: Self (quarter-mile-radius, 2,000-foot-tall cylinder) Casting Time: 1 minute
Components: V, S, M (a bronze gong, which the spell Range: Self (750-foot radius)
consumes) Components: V, S, M (a silver gong, which the spell
Duration: Instantaneous consumes)
A torrent of magical flames pours down from the heavens, Duration: Instantaneous
creating a 300-foot-radius, 2,000-foot-tall pillar that incine- You create a 20-foot-radius, 100-foot-tall cylinder of magical
rates everything in its wake. Each creature within range, water above you and drop it from a height of 200 feet. Each
including you, must make a Dexterity saving throw. On a creature within range, including you, must make a Dexterity
failed save, a creature takes an amount of damage based on saving throw. On a failed save, a creature takes an amount of
its distance from the center of the cylinder, as shown in the damage based on its distance from you, as shown in the
following table. On a successful save, a creature takes half as following table. On a successful save, a creature takes half as
much damage. If this damage reduces a creature to 0 hit much damage. You take no force damage from this spell.
points, it is disintegrated. You take no force damage from this
spell.
Illusory Tarrasque creature discerns the illusion for what it is, the creature can
Illusion see through it and has resistance to the damage of its attacks.
Casting Time: 1 action
Range: 300 feet Kinetic Control
Components: S Abjuration
Duration: Concentration, up to 1 minute Casting Time: 1 minute
By gathering threads of shadow material from the Shadow- Range: Self
fell, you create a Gargantuan tarrasque in an unoccupied Components: V, S
space that you can see within range. The illusion lasts for the Duration: 8 hours
spell's duration and occupies its space, as if it were a For the duration, your have resistance to bludgeoning,
creature. piercing, and slashing damage. You store this damage within
When the illusion appears, any of your enemies that can your body, to a maximum of 150 damage. When this limit is
see it must succeed on a Wisdom saving throw or become reached, you take all the stored damage and the spell ends.
frightened of it for 1 minute. If a frightened creature ends its At any time before the spell ends, you can make a melee
turn in a location where it doesn't have line of sight to the spell attack against a creature or object. On a hit, the creature
illusion, it can repeat the saving throw, ending the effect on or object takes some or all (your choice) of the damage you
itself on a success. have stored. The damage is bludgeoning damage.
As an action on your turn, you can move the illusion up to When the spell ends, you take any remaining stored
40 feet. At any point during its movement, you can cause it to damage.
make five attacks: one with its bite, two with its claws, one
with its horns, and one with its tail. For each of these attacks, Necromantic Singularity
make a melee spell attack using your game statistics. A bite Necromancy
attack has a range of 10 feet and deals 3d12 piercing damage Casting Time: 1 minute
on a hit, a claw attack has a range of 15 feet and deals 3d8 Range: 300 feet
slashing damage on a hit, a horn attack has a range of 10 feet Components: V, S, M (a sphere of annihilation, which the
and deals 3d10 piercing damage on a hit, and a tail attack spell consumes)
has a range of 20 feet and deals 3d6 bludgeoning damage on Duration: Instantaneous
a hit.
The illusion is tangible because of the shadow stuff used to You create a transient conduit between the Prime Material
create it, but attacks miss it automatically, it succeeds on all Plane, the Weave, and the Negative Energy Plane, allowing
saving throws, and it is immune to all damage and conditions. raw negative energy to course into the world. This energy
A creature that uses an action to examine the tarrasque can instantly kills up to 1,000 hit points of living creatures.
determine that it is an illusion by succeeding on an Intelli- Constructs and undead aren’t affected. Creatures within 1
gence (Investigation) check against your spell save DC. If a mile of a point you choose within range (the singularity) are
affected in order of proximity to the singularity.
where slain heroes engage in eternal battle on fields of glory. You learn additional spells when you reach certain levels in
this class, as shown in the Ysgardian Spells table. Each of
Perhaps you are a direct descendant of one such hero whose these spells counts as a sorcerer spell for you, but it doesn't
spirit now resides on Ysgard, or perhaps one of your parents count against the number of sorcerer spells you know.
was a paladin of Tyr or another god with associations with Whenever you gain a sorcerer level, you can replace one
the plane, and you were bestowed with magic during your spell you gained with this feature with another spell of the
youth for their exceptional service to their deity. Maybe you same level. The new spell must be an abjuration or a necro-
were even born on the plane itself amid enchanted battle mancy spell from the sorcerer, warlock, or wizard spell list.
cries, and these battle cries echo in your ears still, beckoning
you the battlefield. Ysgardian Spells
Sorcerers of this bloodline tend to be thrill-seekers who Sorcerer Level Spells
thrive in battle. They are not inherently belligerent, but rarely
would one decline an opportunity to partake in combat. They 1st bless, heroism
are partial to drunken celebrations and are often brash, un- 3rd enhance ability, spiritual weapon
apologetic, and brave to a fault. This innate valor, along with 5th revivify, spirit guardians
their combat prowess, makes them sought-after companions
for particularly dangerous missions. 7th death ward, freedom of movement
9th conjure volley, raise dead
Born for Battle
1st-level Ysgardian Bloodline feature
Battle Trance
You have learned to equip yourself better than the average 1st-level Ysgardian Bloodline feature
spellcaster. You gain proficiency in light armor, simple The thrill of battle causes your magic to surge. As a bonus
weapons, and martial weapons. action while you are in combat, you can tap into your font of
Additionally, like the denizens of Ysgard, you are a paragon magic to enter a battle trance. Your trance lasts for 1 minute.
of valor. You have advantage on saving throws against being It ends early if you become incapacitated, if you don medium
frightened.
CHAPTER 1 | CHARACTER OPTIONS
69
or heavy armor or a shield, or when combat ends. or material components.
While your battle trance is active, you gain the following Once you cast heroes' feast in this way, you can't do so
benefits: again until you finish 1d4 long rests, though you can still cast
• You gain temporary hit points equal to 1d12 + your it normally using available sorcery points.
sorcerer level.
• You gain a bonus to your AC equal to your Charisma Rally the Einherjar
modifier (minimum of +1). 18th-level Ysgardian Bloodline feature
• You gain a bonus to your weapon damage rolls. The As an action, you can call for the aid of the glorious fallen
bonus equals your proficiency bonus. who reside in the halls of Ysgard to turn the tide of battle.
You can use this feature a number of times equal to your Choose a number of targets you can see within 120 feet of
proficiency bonus. You regain all expended uses when you you up to 2 + your Charisma modifier. For each of those
finish a long rest. targets, you summon a warrior spirit from the Heroic
Domains. Each spirit is intangible, invulnerable, and appears
Extra Attack in an unoccupied space within 20 feet of you. Each spirit
6th-level Ysgardian Bloodline feature
rushes towards its target and makes a melee spell attack
You can attack twice, instead of once, whenever you take the against it using your game statistics. On a hit, a spirit deals
Attack action on your turn. Moreover, you can cast one of 9d10 force damage to its target. Whether the attacks hits or
your cantrips in place of one of those attacks. misses, the spirit disappears after its attack.
Once you use this feature, you can't use it again until you
Unflinching Courage finish a long rest.
14th-level Ysgardian Bloodline feature
Feast for the Valiant When you die during combat, your essence wanders the
14th-level Ysgardian Bloodline feature
plane of Ysgard temporarily. At dawn on the next day, if you
You evoke the experience of being in one of the numerous haven't been resurrected, you gain the benefits of a true
halls dotting Ysgard, where warriors enjoy lavish banquets resurrection spell. Your remains and all your possessions
upon returning from the plane's expansive battlefields. You vanish from their current location and reappear alongside
learn heroes' feast. It doesn't count against your number of you at the area where you finished your last long rest.
spells known. You can cast it without expending a spell slot Once you are resurrected in this way, you can't be resur-
rected again using this feature for 30 days.
Here are several playtest options for that feature: the You learn to infuse your curses with the energies seen in the
Greatwyrm, the Lady of Pain, the One and the Prime, the breath weapons of greatwyrms. You learn hex. It doesn't
Warden, and the Warlord. count against your number of spells known, and its damage
increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at
The Greatwyrm 17th level. You can also choose to have it deal one of the
following damage types instead of necrotic damage: acid,
Your patron is a dragon of immeasurable age and power, a cold, fire, force, lightning, or poison.
creature often viewed as a lesser deity in their own right. This
being's motives are often dictated by its type—a chromatic Wyrm Psionics
greatwyrm may aim to obliterate its rivals, while a metallic 6th-level Greatwyrm feature
greatwyrm may be more focused on attaining further wisdom Emulating the gem greatwyrms, you learn to cast your
and enlightenment, and a gem greatwyrm may be more warlock spells using only the power of your mind. When you
interested in locating and absorbing its echoes across the choose to do so, the spell requires no verbal or somatic
multiverse. These godlike beings include Ashardalon, a red components, and it requires no material components, unless
greatwyrm with infernal ties; Lendys and Tamara, a silver they have a gold cost or are consumed by the spell.
greatwyrm pair and deities of justice and mercy respectively; You can use this feature a number of times equal to your
Astilabor, the draconic goddess of greed; and the thanes of Charisma modifier (minimum of once). You regain any
Sardior, who ultimately aim to reform their progenitor. expended uses when you finish a long rest.
Expanded Spell List Draconic Awakening
1st-level Greatwyrm feature
10th-level Greatwyrm feature
The Greatwyrm lets you choose from an expanded list of If you would be reduced to 0 hit points, you can use your
with less potency. When you do so, your current hit point
Once you use this feature, you can't use it again until you
Wyrmform
components. After you cast the spell with this feature, you
Your patron is the inscrutable being whose rule over the city
mortal are few and far between, likely stemming from the fact
such, it is often assumed that the few warlocks who have her
2nd levitate, silence When a creature makes an attack roll against you, you can
3rd blink, sending
use your reaction to inflict it with a brief burst of intense pain.
The attack automatically misses you. An attacker that can't be
4th greater invisibility, phantasmal killer charmed is immune to this feature.
5th dispel evil and good, telekinesis Once you use this feature, you can't use it again until you
finish a short or long rest.
Quietude Anchor of Serenity
1st-level Lady of Pain feature
10th-level Lady of Pain feature
You become mute, mirroring the dabus' preference for As one whose patron is a master of planar banishment, you
silence. You instead communicate using visual rebuses that have learned the intricacies and weaknesses of such magic.
magically appear above your head which those around you You gain the following benefits:
can read. Creatures that have an Intelligence score of 3 or • You have advantage on saving throws you make against
less can't decipher these rebuses. spells and effects that attempt to banish you to another plane.
In addition, you ignore the verbal component of spells you • When another creature targets you with a maze spell, you
cast. can make a Charisma saving throw against the creature's
Shadowflay spell save DC to resist being banished.
6th-level Lady of Pain feature
Heart of Pain
Your foes learn that your shadow is as baleful as your 14th-level Lady of Pain feature
patron's, with wounds opening on their bodies even with the You can make manifest the void that exists within your
briefest contact. Any hostile creature takes 1d10 slashing patron's chest, the alleged source of all pain in the multiverse.
damage if it hits you with a melee attack from within 5 feet of You can cast power word pain. After you cast the spell with
you or if it touches you. this feature, you can’t do so again until you finish a long rest.
Until the end of your next turn, hostile creatures treat a roll of
Once you use this feature, you can't use it again until you
Callous Dismissal
Once you use this feature, you can't use it again until you
The Warden
prevent the dead from returning to the world of the living. is restrained until the start of your next turn.
• You have advantage on Constitution saving throws you
Expanded Spell List make to maintain concentration on a spell that grapples,
1st-level Warden feature
incapacitates, paralyzes, restrains, or stuns, provided the
The Warden lets you choose from an expanded list of spells cursed target is among the spell's targets.
when you learn a warlock spell. The following spells are If you later gain the Pact of the Chain feature, the first two
added to the warlock spell list for you. benefits extend to attacks made by your familiar.
The Warden Spell List You can use this feature a number of times equal to your
Spell Level Spells proficiency bonus. You regain all expended uses when you
finish a long rest.
1st entangle, Tasha's hideous laughter
2nd Maximilian's earthen grasp, web Warden's Mire
3rd wall of sand, wind wall
6th-level Warden feature
You gain the ability to place an oppressive curse on a Your oppressive magic debilitates even further. When you hit
creature. As a bonus action, choose one creature you can see a creature cursed and restrained by your Curse of Detention
within 30 feet of you. The target is cursed for 1 minute. The with an attack roll, you can force it to make a Constitution
curse ends early if the target dies, if you die, if you are inca- saving throw, and if the saving throw fails, the target is
pacitated, or if you curse another creature with this feature. paralyzed until the start of its next turn. The target auto-
Until the curse ends, you gain the following benefits: matically fails on its saving throw if the hit was a critical hit.
• Any attack roll you make against the cursed target is a
critical hit on a roll of 19 or 20 on the d20. Prisoner's Punishment
• Once during each of your turns, when you hit the cursed
14th-level Warden feature
creature with an attack roll, you can force it to make a Any attack roll you make against the target cursed with your
Strength saving throw, and if the saving throw fails, the target Curse of Detention is a critical hit on a roll of 18-20 on the
d20.
You can attack twice, instead of once, whenever you take the
Expanded Spell List Attack action on your turn. Moreover, you can cast one of
1st-level Warlord feature
your cantrips in place of one of those attacks.
The Warlord lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are Unerring Strike
added to the warlock spell list for you. 10th-level Warlord feature
Your patron guides your party's blows. When you miss with
The Warlord Spell List an attack, you can change that miss into a hit. Similarly, when
Spell Level Spells a creature you can see within 60 feet of you misses with an
1st compelled duel, zephyr strike attack, you can use your reaction to change that miss into a
2nd enlarge/reduce, magic weapon
hit.
Once you use this feature, you can't use it again until you
3rd elemental weapon, haste finish a short or long rest.
4th fire shield, freedom of movement
Relentless Assault
5th conjure volley, steel wind strike 14th-level Warlord feature
Eldritch Invocations creature you can see within 60 feet of you succeeds on an
ability check or saving throw against a warlock spell you cast
At 2nd level, a warlock gains the Eldritch Invocations feature. that grapples, incapacitates, paralyzes, restrains, or stuns,
Here are several playtest options for that feature. you can use you reaction force the creature reroll the d20 and
use the lower roll.
Battle Frenzy You can use this invocation a number of times equal to
Prerequisites: 11th level, The Warlord patron
your proficiency bonus (minimum of once). You regain all
You can attack three times whenever you take the Attack expended uses when you finish a long rest.
action on your turn. Moreover, you can cast one of your
cantrips in place of one of those attacks. The Lady's Intervention
Prerequisites: 15th level, The Lady of Pain patron
Deny Extremes You channel your patron's power of planar imprisonment. You
Prerequisites: 7th level, The One and the Prime patron
can expend the use of your 8th-level mystic arcanum to cast
You deny a foe the benefits it gains as a result of luck. As a maze.
reaction when you or a creature you can see within 30 feet of
you suffers a critical hit, you can turn that hit into a normal Wyrm's Breath
hit. Any effects triggered by a critical hit are canceled. Prerequisites: 17th level, The Greatwyrm patron
You can use this invocation a number of times equal to You can emulate your patron's devastating breath weapon by
your Charisma modifier (minimum of once). You regain all expending the use of your 9th-level mystic arcanum. Choose
expended uses when you finish a long rest. a damage type from the following list: acid, cold, fire, force,
lightning, or poison. You breathe energy in a 150-foot cone.
No Escape Each creature in the cone must make a Dexterity saving
Prerequisites: The Warden patron
throw. A creature takes 14d6 damage of the chosen type on a
You refuse to let your foes escape your clutches. When a failed save, or half as much damage on a successful one.
feature.
The study of the arcane is so vast and deep that a wizard Choose one school among the eight classical arcane tradi-
could devote their entire life specializing in a single school tions that you currently don't have novicehood in. You gain
and still not have enough time to learn everything. There are that arcane tradition's 6th-level benefits.
more tragic cases in which a wizard realizes too late that they
do not have the innate talent to learn the more complex skills Arcane Expert
the tradition has to offer, leaving them a defeated and dep- 10th-level Universalist feature
ressed pile of mediocrity. It is in this light that the universa- Choose one school among the eight classical arcane tradi-
lists have risen among the wizard ranks. tions that you currently don't have novicehood or apprentice-
Instead of enrolling in a single school of magic, universa- ship in. You gain that arcane tradition's 10th-level benefits.
lists make it their mission to learn as much as they can from
as many schools and traditions as possible. A glaring Master of None
consequence of this lack of focus is the unlikelihood of ever 14th-level Universalist feature
proceeding enough in a school's program to learn its most You gain the following benefits:
powerful techniques, but most universalists take this with a • Once per day, by spending 10 minutes in study, you can
grain of salt, finding joy in simply "learning enough." exchange your novicehood in one arcane tradition for
Some professors and headmasters of wizard academies, another, provided it is not an arcane tradition with which you
often specialists themselves, find universalists' lack of focus have apprenticeship or expertise in.
exasperating and refuse to take them as apprentices, thinking • Once per day, by spending 1 hour in study, you can
it a waste of time and effort. Most, however, find their passion exchange your apprenticeship in one arcane tradition for
for learning endearing and take on entire classes, happy to another, provided it is not an arcane tradition with which you
impart whatever they could to universalists' equally brilliant have novicehood or expertise in.
minds. • Once per day, by spending 8 hours in study, you can
exchange your expertise in one arcane tradition for another,
Arcane Novice provided it is not an arcane tradition with which you have
2nd-level Universalist feature
novicehood or apprenticeship in.
Choose one school among the eight classical arcane tradi-
Rage Adept Through the training of a paladin order, you have learned to
imbue your melee weapon attacks with holy might. When you
Through bloody battles in a barbarian tribe, you learn to fight hit a creature with a melee weapon attack, you can expend a
with primal ferocity. On your turn, you can enter a rage as a 1st-level spell slot to deal 2d8 radiant damage to the target, in
bonus action. addition to the weapon's damage. The damage increases by
While raging, you gain the following benefits if you aren't 1d8 if the target is an undead or a fiend.
wearing heavy armor:
• You have advantage on Strength checks and Strength
saving throws. Sneak Attack Adept
• When you make a melee weapon attack using Strength, Through secret instructions at a thieves' guild, you know how
you gain a +2 bonus to the damage roll. to strike subtly and exploit a foe's distraction. Once per turn,
• You have resistance to bludgeoning, piercing, and you can deal an extra 1d6 damage to one creature you hit
slashing damage. with an attack if you have advantage on the attack roll. The
If you are able to cast spells, you can't cast them or attack must use a finesse or a ranged weapon.
concentrate on them while raging. You don't need advantage on the attack roll if another
Your rage lasts for 1 minute. It ends early if you are enemy of the target is within 5 feet of it, that enemy isn't
knocked unconscious or if your turn ends and you haven't incapacitated, and you don't have disadvantage on the attack
attacked a hostile creature since your last turn or taken roll.
damage since then. You can also end your rage on your turn
as a bonus action. Spell Savant
Once you have raged twice through this feat, you must Through your observations during encounters, copious
finish a long rest before you can rage again. research, shared stories, or perhaps even your own practice,
you are exceptionally knowledgeable about spells and spell- fails its saving throw, it is turned for 1 minute or until it takes
casters. You gain the following benefits: any damage. The turn save DC equals 8 + your proficiency
• You can immediately discern if a creature can cast spells. bonus + your turning ability modifier, as shown in the Turning
• You can sense a creature's magical reserves. If a creature Ability table.
has the Spellcasting special trait, you can sense how many
spell slots of each level it has. When you see a creature with Turning Ability
the Innate Spellcasting special trait cast a spell, you can Ability Class
sense how many more times it can cast that spell for the day. Constitution barbarian, fighter
• When you see a creature cast a spell, you immediately
Intelligence artificer, rogue, wizard
know what spell it is and at what level it is being cast.
Wisdom druid, monk, ranger
Spellslinger Charisma bard, paladin, sorcerer, warlock
Prerequisite: 19th level, the ability to cast at least one spell
You have devised techniques that allow you to cast potent Once you use Turn Undead through this feat, you can't do
spells one after another. You can cast a spell of 2nd level or so again until you finish a short or long rest.
lower that has a casting time of 1 action on your turn even if
you have already cast a spell using your bonus action. Wild Shape Adept
Through the guidance of a druid circle, you have learned the
Superior Spell Critical basics of druidic shapeshifting. As an action, you can
Prerequisites: 16th level, Improved Spell Critical
transform into any beast you have seen before that has a
With untiring determination and endless training in certain challenge rating of 1/4 or lower that doesn't have a flying or
kinds of spells, you gain the following benefits: swimming speed. You can use this feature through this feat
• Increase your Intelligence, Wisdom, or Charisma by 1, to twice. You regain expended uses when you finish a short or
a maximum of 20. long rest.
• Your spell attacks score a critical hit on a roll of 18-20. You can stay in a beast shape for 1 hour. You then revert to
your normal form unless you expend another use of this
Turning Adept feature. You can revert to your normal form earlier by using a
bonus action on your turn. You automatically revert if you fall
Through the guidance of a temple, you learn the basics of unconscious, drop to 0 hit points, or die.
turning undead. As an action, you speak a prayer censuring While you are transformed, you follow the rules for Wild
the undead. Each undead that can see or hear you within 30 Shape (found in chapter 3 of the Player's Handbook).
feet of you must make a Wisdom saving throw. If the creature
Spells
Cleric Spells
Spell Lists Cantrips (0 Level)
The following spell lists show which spells can be cast by Silent portal (illusion)
characters of each class for playtesting. A spell’s school of
magic is noted in parentheses. If a spell can be cast as a 5th Level
ritual, the ritual tag also appears in the parentheses. Chaotic weapon (evocation)
Exhaust (necromancy)
Thornskin (transmutation)
Lightning ring (evocation)
Magnetize (transmutation)
Superior invisibility (illusion)
Whiteout (evocation)
Manyjaws (evocation)
Warlock Spells
Mind muddle (enchantment)
2nd Level
Noxious gale (conjuration)
Scourge of force (evocation)
Wind blade (evocation)
3rd Level
4th Level
Acid bolt (evocation)
Manyjaws (evocation)
Swiftbolt (evocation)
5th Level
Tirumael's energy spheres (evocation) Divert spell (abjuration)
5th Level
Exhaust (necromancy)
Blackfire (necromancy)
Venomous touch (transmutation)
Power word petrify (transmutation)
7th Level
Simbul's skeletal deliquescence (transmutation)
Flash freeze (evocation)
Galvanic blast (evocation)
Forcewave (evocation)
Toxic drop (conjuration)
Reconstructive word (transmutation)
9th Level
Repair damage (transmutation) Absorption (abjuration)
Magnetize (transmutation)
Malignant vortex (conjuration)
Manyjaws (evocation)
Superior invisibility (illusion)
slot of 5th level or higher, the radius of the sphere increases in the line must make a Constitution saving throw. Cons-
by 10 feet for each slot level above 4th. When you cast it tructs and undead aren't affected, and plants and water
using a 6th- or 7th-level spell slot, the teleportation is instead elementals make this saving throw with disadvantage. A
delayed by two rounds. When you cast it using a spell slot of creature takes 4d6 necrotic damage on a failed save, or half
8th level or higher, the teleportation is instead delayed by as much damage on a succesful one.
three rounds. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
Arc Lightning each slot level above 2nd.
5th-level conjuration
Casting Time: 1 action Blackfire
Range: 60 feet 8th-level necromancy
Components: V, S, M (two small iron rods) Casting Time: 1 action
Duration: Instantaneous Range: 300 feet
You draw a line in the air connecting two creatures you can Components: V, S, M (a pinch of dust from a vampire
see within range that are within 30 feet of each other and destroyed by sunlight)
conjure a bolt of lightning to arc between them. The targets Duration: Instantaneous
and each creature in a 5-foot-wide line between them must A ray of necromantic energy springs forth from your hand to
make a Dexterity saving throw. A creature takes 5d10 strike a creature you can see within range. Make a ranged
lightning damage on a failed save, or half as much damage on spell attack against the target. On a hit, the target takes 8d8
a successful one. necrotic damage and is incapacitated for 1 minute as it
At Higher Levels. When you cast this spell using a spell becomes engulfed in black flames that are eerily cold yet
slot of 6th level or higher, the damage increases by 1d10 for cause severe pain. The target's hit point maximum is also
each slot level above 5th. reduced by an amount equal to the damage taken. The
reduction lasts until the target finishes a long rest. The target
Arid Winds is reduced to a pile of black ashes if this effect reduces its hit
2nd-level conjuration point maximum to 0. The creature can be restored to life only
Casting Time: 1 action by means of a true resurrection or a wish spell.
Range: Self (30-foot line) At the end of each of the incapacitated target's turns, the
Components: V, S target must make a Constitution saving throw. If the target
Duration: Instantaneous succeeds on three of these saves, it is no longer incapacitated,
and the spell ends. On a failed save, it takes 8d8 necrotic
A line of dry, desiccating wind 30 feet long and 5 feet wide damage. The target's hit point maximum is also reduced by
blasts from your palm in a direction you choose, drawing out an amount equal to the damage taken. The reduction lasts
the moisture from within creatures in its path. Each creature until the target finishes a long rest. The target is reduced into
fire.
Blind Seeing
3rd-level transmutation
Range: Touch
Components: V, S
Duration: 1 hour
Bombardment
8th-level conjuration
Casting Time: 1 action Components: V, S
Range: 1,000 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a quartz crystal embedded in rock) You perform a drinking song, causing creatures within 15
Duration: Instantaneous feet of you that can hear you to become increasingly
You cause rocks to rain down from the skies in a 20-foot- intoxicated. Constructs, undead, and creatures immune to
radius circle centered on a point you can see on the ground being charmed aren't affected by this spell.
within range. Each target in the circle must make a Dexterity Each creature within range, except you, must make a
saving throw. On a failed save, a target takes 12d6 blud- Wisdom saving throw. On a failed save, a creature suffers
geoning damage, is knocked prone, and is buried in the effects for each succeeding round you maintain your
rubble, requiring a Strength (Athletics) check against your concentration on this spell. The spell ends if you use your
spell save DC as an action to escape. On a successful save, action to do anything other than continue your performance.
the creature takes half as much damage and doesn't fall Creatures remain affected even if they move out of the spell's
prone or become buried. A buried creature is subject to range, and creatures that enter the spell's range after the
suffocating. initial casting are unaffected.
Round 2. A creature that failed its saving throw has
Burning Blood
disadvantage on ability checks and saving throws using
4th-level necromancy Dexterity, Intelligence, and Wisdom.
Round 3. A creature that failed its saving throw becomes
Casting Time: 1 action incapacitated.
Range: 120 feet Round 4-10. A creature that failed its saving throw falls
Components: V, S, M (a drop of blood and pinch of saltpeter) unconscious. Taking damage or being shook or slapped by
Duration: Concentration, up to 1 minute another creature does not cause the target to regain
One creature you can see within range must make a Consti- consciousness.
tution saving throw. On a failed save, it takes 4d4 acid
damage and 4d4 fire damage as you taint its blood with a Caustic Whirlpool
burning infusion. At the end of each of its turns, the target 8th-level conjuration
must succeed on Constitution saving throw or take 4d4 acid Casting Time: 1 action
damage and 4d4 fire damage. On a success, the spell ends. Range: 300 feet
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 5th level or higher, the damage increases for each of its Duration: Concentration, up to 1 minute
effects by 1d4 for each slot level above 4th. A 10-foot-deep vortex of swirling, caustic fluid appears in a
Celebration 60-foot radius centered on a point you can see within range.
4th-level enchantment The point must be on the ground or in a body of water. Until
the spell ends, that area is difficult terrain, and any creature
Casting Time: 1 action that starts its turn there must succeed on a Constitution
Range: Self (15-foot radius)
CHAPTER 2 | MAGICAL MISCELLANY
87
saving throw or take 11d4 acid damage. It must also succeed Range: Touch
on a Strength saving throw or be pulled 10 feet toward the Components: V, S
center. Duration: Concentration, up to 1 hour
Chaos Orb You imbue a weapon you touch with anarchic power. Until the
5th-level evocation spell ends, the weapon emits bright light of rapidly changing
colors in a 30-foot radius and dim light for an additional 30
Casting Time: 1 action feet. If the weapon isn't already a magic weapon, it becomes
Range: 120 feet one for the duration. In addition, weapon attacks made with it
Components: V, S deal an extra 2d8 damage on a hit. Choose one of the d8s.
Duration: Instantaneous The number rolled on the d8 determines the attack's damage
You hurl a scintillating orb of raw, wild energy towards a type, as shown below.
creature you can see within range. Make a ranged spell attack Chaotic Weapon
against the target. On a hit, the creature takes 1d100 + 1d8 d8 Damage Type
damage. The number rolled on the d8 determines the attack's
damage type, as shown below. 1 Acid
2 Cold
Chaos Orb
d8 Damage Type 3 Fire
1 Acid 4 Force
2 Cold 5 Lightning
3 Fire 6 Poison
4 Force 7 Psychic
5 Lightning 8 Thunder
6 Poison
As a bonus action on your turn, you can dismiss this spell
7 Psychic and cause the weapon to emit a burst of prismatic light. Each
8 Thunder creature of your choice that you can see within 30 feet of the
weapon must make a Wisdom saving throw. On a failed save,
At Higher Levels. When you cast this spell using a spell a creature takes 4d8 damage, and it behaves as if under the
slot of 6th level or higher, the damage increases by 1d8 for effects of the confusion spell for 1 minute. On a successful
each slot level above 5th, and you can choose any one of the save, a creature takes half as much damage and suffers no
d8s when determining the attack's damage type. additional effect from the spell. Choose one of the d8s. The
number rolled on that die determines the spell's damage
Chaotic Weapon type, as shown in the Chaotic Weapon table. At the end of
5th-level evocation each of its turns, a creature that behaves as if under the
effects of the confusion spell can make a Wisdom saving
Casting Time: 1 bonus action throw, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 2nd level or higher, the initial damage increases by 1d4 Components: S
for each slot level above 1st. When you cast this spell using a Duration: Instantaneous
spell slot of 3rd level or higher, the later damage increases by You attempt to change the target of a spell that you can see
1d4 for every two slot levels above 1st.
being cast. The spell must have a range of 5 feet or greater, a
Dazzling Ray duration of instantaneous, and a single target.
1st-level evocation If a spell of 3rd level or lower is being cast, you divert the
spell. You can choose to divert it harmlessly into the ground
Casting Time: 1 action
or high up into the air. You can also choose to direct it
Range: 60 feet towards another creature or object it can target that is within
Components: V, S the spell's range. A diverted spell uses its caster's ranged
Duration: Instantaneous spell attack and spell save DC.
You direct a ray unnaturally bright light towards a creature If a spell of 4th level or higher is being cast, make an ability
you can see within range. The creature must make a check using your spellcasting ability. The DC equals 12 + the
Constitution saving throw. On a failed save, the creature spell's level. On a success, you divert the spell as described.
takes 3d6 radiant damage and has disadvantage on its next At Higher Levels. When you cast this spell using a spell
attack roll. On a successful save, the creature takes half as slot of 6th level or higher, the spell is diverted if its level is
much damage and suffers no additional effect from the spell. less than or equal to level of the spell slot you used − 2.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for Electrostatic Discharge
each slot level above 1st. 1st-level conjuration
Casting Time: 1 action
Dirge Range: 60 feet
6th-level evocation Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self (40-foot sphere) You conjure a small burst of electrical energy within the body
Components: V, S of a creature you can see within range, causing its muscles to
Duration: Concentration, up to 1 minute go into spasms. The creature must make a Constitution
saving throw. On a failed save, the target takes 2d8 lightning Range: 150 feet
damage, and during its next turn, the number of melee or Components: V, S
ranged attacks it can make is reduced by one regardless of its Duration: Instantaneous
abilities or magic items, to a minimum of one melee or You freeze the moisture around a target you can see within
ranged attack. On a successful save, the creature takes half range in a split-second. The target must make a Constitution
as much damage and suffers no additional effect from the saving throw. On a failed save, the target takes 8d8 cold
spell. A target also suffers no additional effect from the spell if damage and is restrained by a layer of ice. On a successful
it is immune to being paralyzed. save, it takes half as much damage and isn't restrained.
At Higher Levels. When you cast this spell using a spell The restrained target can make a Strength check against
slot of 2nd level or higher, the damage increases by 1d8 for your spell save DC at the end of each of its turns. On a suc-
each slot level above 1st. cess, it breaks free from the ice and is no longer restrained.
At Higher Levels. When you cast this spell using a spell
Exhaust slot of 8th level or higher, the damage increases by 1d8 for
5th-level necromancy each slot level above 7th.
Casting Time: 1 action
Range: 60 feet Force Whip
Components: V, S, M (a wet noodle) 2nd-level evocation
Duration: Instantaneous Casting Time: 1 bonus action
You send a wave of necrotic energy towards a creature you Range: Self
can see within range, sapping it of its strength. The creature Components: V, S, M (a small silk whip)
takes 2d8 necrotic damage and must succeed on a Constitu- Duration: Concentration, up to 10 minutes
tion saving throw or suffer one level of exhaustion. You evoke a whip made of magical force in your free hand.
The whip is similar in size and shape to a regular whip, and it
Flash Freeze lasts for the duration. If you let go of the whip, it disappears,
7th-level evocation but you can evoke the whip again as a bonus action.
Casting Time: 1 bonus action You can use your action to make a melee spell attack with
the whip. On a hit, the target takes 2d6 force damage.
CHAPTER 2 | MAGICAL MISCELLANY
90
A beast that takes damage from the whip must also suc- Range: 300 feet
ceed on a Wisdom saving throw or become frightened of you Components: V, S
for 1 minute. A frightened beast can make a Wisdom saving Duration: Instantaneous
throw at the end of each of its turns, ending the effect on You create a transient rift between your current plane and the
itself on a success. quasi-elemental plane of lightning, if you aren't there already.
At Higher Levels. When you cast this spell using a spell Through it, you conjure a stroke of lightning of unparalleled
slot of 4th level or higher, the damage increases by 1d6 for destructive power to smite a target within range. The target
every two slot levels above 2nd. must make a Dexterity saving throw. On a failed save, the
Forcewave target takes 15d10 lightning damage and is paralyzed. On a
1st-level evocation successful save, it takes half as much damage and isn't
paralyzed.
Casting Time: 1 action The paralyzed target can make a Constitution saving throw
Range: Self (15-foot cone) at the end of each of its turns. On a success, the paralysis
Components: V, S, M (a piece of string and a drop of water) ends.
Duration: Instantaneous
A wave of force ripples out from. Each creature in a 15-foot Galvanic Blast
cone must make a Constitution saving throw. On a failed 7th-level evocation
save, a creature takes 2d6 force damage and is pushed 10 Casting Time: 1 action
feet away from you. On a succesful save, it takes half as much Range: 150 feet
damage and isn't pushed. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 2nd level or higher, the damage increases by 1d6 for You cause a detonation of electrical energy that ripples out in
each slot level above 1st. a 30-foot-radius sphere centered on a point you choose within
Frost Blade Array range. Each creature in the sphere must make a Dexterity
8th-level evocation saving throw. A target takes 7d10 lightning damage on a
failed save, or half as much damage on a successful one.
Casting Time: 1 bonus action A creature that fails its saving throw by 5 or more becomes
Range: Self somewhat clumsy as its muscles spasm from the spell. Until
Components: V, S the end of your next turn, it has disadvantage on attack rolls,
Duration: 1 hour Dexterity checks, and Dexterity saving throws, and its speed
You evoke eight blades of ice, one of which can appear in your is halved. A creature that is immune to being paralyzed
free hand while the rest float around you in whatever configu- suffers no additional effect from the spell.
ration you wish. The blades are similar in size and shape to a A creature that fails its saving throw by 10 or more
longsword, and they last for the duration unless expended. becomes paralyzed until the end of your next turn as its
The floating blades deflect attacks aimed at you. If you muscles seize and lock in place.
have seven or more floating blades remaining, you get a +3 At Higher Levels. When you cast this spell using a spell
bonus to your AC. If you have four to six floating blades slot of 8th level or higher, the damage increases by 1d10 for
remaining, you get a +2 bonus to your AC. If you have one to each slot level above 7th.
three floating blades remaining, you get a +1 bonus to your
AC. Green-Flame Fist
You can use your action to make a melee spell attack while 7th-level evocation
holding a blade in your hand. On a hit, the target takes 11d6 Casting Time: 1 action
cold damage. Range: Touch
You can also use your action to send one of the blades Components: V, S
hurtling towards a target within 150 feet of you. You can use Duration: Concentration, up to 1 minute
either a blade in your hand or one of the blades floating Emerald flames engulf one of your hands. The flames shed
around you. Make a ranged spell attack against the target. On bright light in a 20-foot radius and dim light for an additional
a hit, the target takes 5d6 cold damage. Whether you hit or 20 feet.
miss, the blade is expended. It shatters on impact and sends a Until the spell ends, you can use an action on each of your
wave of cold energy outward. The target and each creature turns while your hand is aflame to make a melee spell attack
within 10 feet of it must succeed on a Dexterity saving throw against a target. On a hit, the target takes 6d12 fire damage
or take 6d6 cold damage. The spell ends early if you expend and must make a Constitution saving throw. On a failed save,
the last sword. the flames leap from your hand and engulf the target.
If you let go of a blade, it floats around you. Should you For the rest of the spell's duration, a target engulfed in
wish to arm yourself again, you can use a bonus action to will flames must succeed on a Constitution saving throw at the
a blade into one of your free hands. end of each of its turns or take 6d12 fire damage. On a
Fulgurant End success, the spell ends.
9th-level conjuration At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the damage increases by 1d12 for
Casting Time: 1 action each slot level above 7th.
CHAPTER 2 | MAGICAL MISCELLANY
91
Hallowed Lances You create two globs of acid, one in each hand, and hurl them.
9th-level evocation Each teardrop-shaped bolt hits a creature of your choice that
you can see within range. A target takes 4d4 acid damage and
Casting Time: 1 action another 2d4 acid damage at the end of its next turn. You can
Range: 150 feet direct the bolts to hit one creature or two. This spell has no
Components: V, S, M (a miniature platinum lance worth at effect on constructs or undead, as the spell can only home in
least 1,000 gp) on living targets.
Duration: Instantaneous
You create four lances of pure radiance and hurl them at Horizikaul's Versatile Vibration
targets within range. You can hurl them at one target or 5th-level evocation
several. Casting Time: 1 action
Make a ranged spell attack for each lance. On a hit, the Range: Self (60-foot cone)
target takes 4d12 radiant damage. You have advantage on the Components: V, S, M (a brass cone worth at least 50 gp)
attack roll against an aberration, fiend, ooze, or undead. On a Duration: Concentration, up to 1 minute
hit, the spell does maximum damage to it. A cone of loud, sustained humming audible up to 300 feet
Heat Leech away emanates from your hands. For the duration, you can
8th-level necromancy use your bonus action to direct the cone and modulate the
sound depending on whether you wish to use the cone to
Casting Time: 1 action attack or to simply push targets away from you.
Range: 60 feet Attack. Each creature in the cone must make a Dexterity
Components: V, S saving throw. A creature takes 3d8 thunder damage on a
Duration: Instantaneous failed save, or half as much damage on a successful one.
Chilling necromantic energy explodes in a 30-foot-radius Push. Each creature that is Huge or smaller must succeed
sphere centered at a point you choose within range, siphon- on a Strength saving throw or be pushed 30 feet away from
ing the life force of creatures in the area for your own use. you. Each object that weighs up to 1,000 pounds and isn't
Each creature in the sphere, except you, must succeed on a being worn or carried is automatically pushed 30 feet away
Constitution saving throw or take 11d6 cold damage. from you.
Provided at least one creature failed its saving throw against
the spell, you regain hit points equal to half the damage Ivy Whip
rolled. If this would cause you to exceed your hit point 5th-level conjuration
maximum, you gain temporary hit points equal to the excess. Casting Time: 1 bonus action
These temporary hit points last for 10 minutes. This spell has Range: Self
no effect on constructs or undead. Components: V, S, M (an ivy leaf)
Duration: Concentration, up to 10 minutes
Homing Bolts
4th-level evocation You conjure a whip made of twisted, poisonous vines in your
free hand. You are unaffected by the vines' poison. The whip
Casting Time: 1 action is similar in size and shape to a regular whip, and it lasts for
Range: 120 feet the duration. If you let go of the whip, it immediately withers,
Components: V, S but you can conjure another whip again as a bonus action.
Duration: Instantaneous You can use your action to make a melee spell attack with
the whip. On a hit, the target takes 3d8 poison damage and
3d8 slashing damage. half as much damage and suffers no additional effect from
At Higher Levels. When you cast this spell using a spell the spell. At the end of each of its turns, a creature that can't
slot of 7th level or higher, the poison damage or the slashing have advantage on d20 rolls and can't deal critical hits can
damage (your choice) increases by 1d8 for every two slot level make a Wisdom saving throw, ending the effect on itself on a
above 5th. success.
Lawful Weapon Lightning Ring
5th-level evocation 8th-level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S, M (a small glass ring and a bit of fur from
Duration: Concentration, up to 1 hour any animal)
You imbue a weapon you touch with axiomatic power. Until Duration: 1 minute
the spell ends, the weapon emits bright light in a 30-foot A ring of condensed lightning hovers around you at the level
radius and dim light for an additional 30 feet. In addition, of your chest. The ring doesn't provide cover. Until the spell
weapon attacks made with it deal an extra 2d8 force damage ends, you have resistance to lightning damage.
on a hit. If the weapon isn't already a magic weapon, it When you cast the spell and as an action during each of
becomes one for the duration. your turns, you can send two bolts of lightning in different
As a bonus action on your turn, you can dismiss this spell directions from the ring. Each bolt radiates from you in a
and cause the weapon to emit a burst of light. Each creature 100-foot-long, 5-foot-wide line. Each creature in those lines
of your choice that you can see within 30 feet of the weapon must make a Dexterity saving throw. A creature takes 6d6
must make a Wisdom saving throw. On a failed save, a lightning damage on a failed save, or half as much damage on
creature takes 4d8 force damage, and for 1 minute, it can't a successful one.
have advantage on d20 rolls and a critical hit it deals Alternatively, you can choose to end the spell immediately
becomes a normal hit. On a successful save, a creature takes after casting it, resulting in an instantaneous duration. When
less than 3, and you can't increase a target's ability score to Permanency
more than 24. 5th-level transmutation
At Higher Levels. When you cast this spell using a spell Casting time: 1 action
slot of 5th level or higher, the ability score change increases Range: Special
by 1 for each slot level above 4th. Components: V, S, M (a variable amount of gp, which the
spell consumes)
Noxious Gale Duration: Until dispelled
3rd-level conjuration
Casting Time: 1 action You prolong the effects of certain spells. Choose a spell with a
Range: Self (30-foot cone) duration of 1 minute or longer that you can cast. Immediately
Components: V, S, M (a skunk's tail) after casting the spell, cast permanency at one of the spell's
Duration: Instantaneous targets. Doing so will change the spell's duration to until
dispelled for that target. If the spell's duration is already until
A blast of wind that carries poisonous fumes fan out from you dispelled, permanency has no effect.
in a 30-foot cone. Each creature in the cone must make a Making a spell permanent requires great magical prowess
Constitution saving throw. On a failed save, a creature takes and consumes a variable number of gold pieces depending on
3d6 poison damage and 3d6 bludgeoning damage, and it is the spell's level. The minimum level at which you can make a
pushed 10 feet away from you. On a successful save, a spell permanent is six levels above the minimum level at
creature takes half as much damage and isn't pushed. which you can cast the spell, ranging from 9th level (to be
At Higher Levels. When you cast this spell using a spell able to cast permanency) up to 20th level, while the number
slot of 4th level or higher, the poison damage increases by of gold pieces permanency consumes is the spell's level
1d6 for each slot level above 3rd. squared × 500 gp, as shown below.
Orb of Force Permanency
4th-level evocation Spell Level Minimum Caster Level Cost
Casting Time: 1 action 1st 9th 500 gp
Range: 120 feet 2nd 9th 2,000 gp
Components: V, S
Duration: Instantaneous 3rd 11th 4,500 gp
4th 13th 8,000 gp
You hurl a 4-inch-diameter sphere of pure magical force at
one target you can see within range. Make a ranged spell 5th 15th 12,500 gp
attack against the target. On a hit, the target takes 9d8 force 6th 17th 18,000 gp
damage.
At Higher Levels. When you cast this spell using a spell 7th 19th 24,500 gp
slot of 5th level or higher, the damage increases by 1d8 for 8th 20th 32,000 gp
each slot level above 4th. 9th 20th 40,500 gp
Giant Spirit
Large giant, unaligned
Actions
Multiattack. The spirit makes a number of attacks
equal to half this spell's level (rounded down).
Greataxe (Frost Only). Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one creature.
Hit: 1d12 + 3 + the spell's level slashing damage.
Greatclub (Hill and Stone Only). Melee Weapon
Attack: your spell attack modifier to hit, reach 5 ft.,
one creature. Hit: 1d8 + 3 + the spell's level
bludgeoning damage.
Greatsword (Fire and Storm Only). Melee Weapon
Attack: your spell attack modifier to hit, reach 5 ft.,
one creature. Hit: 2d6 + 3 + the spell's level
slashing damage.
Morningstar (Cloud Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
creature. Hit: 1d8 + 3 + the spell's level piercing
damage.
Rock. Ranged Weapon Attack: your spell attack
modifier to hit, reach 30/120 ft., one creature. Hit:
1d10 + 3 + the spell's level bludgeoning damage.
Damage Resistances acid Armor Class 11 + the level of the spell (natural
Damage Immunities lightning (Black and Ochre armor)
only), slashing (Black and Ochre only) Hit Points 35 + 5 for each spell level above 2nd
Condition Immunities blinded, charmed, deafened, Speed 20 ft.
exhaustion, frightened, prone
Senses blindsight 30 ft. (blind beyond this radius), STR DEX CON INT WIS CHA
passive Perception 8
Languages understands the languages you speak 16 (+3) 8 (-1) 16 (+3) 10 (+2) 10 (+0) 6 (-2)
Challenge —
Damage Vulnerabilities. fire
Amorphous. The ooze can move through a space as Senses blindsight 30 ft. (blind beyond this radius),
narrow as 1 inch wide without squeezing. passive Perception 10
Languages understands the languages you speak
Corrode Metal (Black and Gray only). Any nonmagical Challenge —
weapon made of metal that hits the ooze corrodes.
After dealing damage, the weapon takes a perma-
nent and cumulative −1 penalty to damage rolls. If Actions
its penalty drops to −5, the weapon is destroyed. Multiattack. The spirit makes a number of attacks
Nonmagical ammunition made of metal that hits equal to half this spell's level (rounded down).
the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, non- Rake (Shrub Only). Melee Weapon Attack: your spell
magical metal in 1 round. attack modifier to hit, reach 5 ft., one creature. Hit:
1d8 + 3 + the spell's level slashing damage.
Actions Constrict (Vine Only). Melee Weapon Attack: your
Multiattack. The spirit makes a number of attacks spell attack modifier to hit, reach 10 ft., one
equal to half this spell's level (rounded down). creature. Hit: 1d6 + 3 + the spell's level
bludgeoning damage, and a Medium or smaller
Pseudopod. Melee Weapon Attack: your spell attack target is grappled (escape DC your spell save DC).
modifier to hit, reach 5 ft., one creature. Hit: 1d6 + Until this grapple ends, the target is restrained, and
3 + the spell's level acid damage. the plant can't grapple another target.
You call forth a plant spirit. It manifests in an unoccupied taste, can be seen by a creature with blindsight or truesight,
space that you can see within range. This corporeal form and can be detected by mundane conditions, such as the
uses the Plant Spirit stat block. When you cast the spell, creation of footprints.
choose Shrub or Vine. Your choice determines the creature's
attack in its stat block. The creature disappears when it Swiftbolt
drops to 0 hit points or when the spell ends. 4th-level evocation
The creature is an ally to you and your companions. In Casting time: 1 bonus action
combat, the creature shares your initiative count, but it takes Range: 60 feet
its turn immediately after yours. It obeys your verbal com- Components: V, S
mands (no action required by you). If you don't issue any, it Duration: Instantaneous
takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell A bolt of wild, accelerated magical lightning springs from
slot of 3rd level or higher, use the higher level wherever the your pointing finger, hitting a creature of your choice you can
spell's level appears in the stat block. see within range without chance of failure. It deals 6d4
lightning damage to its target.
Superior Invisibility At Higher Levels. When you cast this spell using a spell
9th-level illusion slot of 5th level or higher, the damage increases by 1d4 for
Casting Time: 10 minutes each slot level above 4th.
Range: Touch Thornskin
Components: V, S 3rd-level transmutation
Duration: 24 hours
Casting Time: 1 action
You or a creature you touch becomes invisible until the spell Range: Touch
ends. Anything the target is wearing or carrying is invisible as Components: V, S, M (a thorn)
long as it is on the target's person. Duration: Concentration, up to 1 hour
While invisible, the target exudes no scent and emanates a
5-foot-radius sphere within which no sound can be created, You touch a willing creature, causing sharp thorns to pro-
preventing detection by tremorsense and similar abilities, but trude from its skin. For the duration, the creature's unarmed
making the casting of spells that includes a verbal component attacks deal an additional 5 piercing damage. In addition, any
impossible. You smell scents and hear sounds as normal. creature takes 5 piercing damage if it attacks the target from
An invisible creature can still be sensed through touch and within 5 feet of it or if it touches the target.
5th-level evocation
Range: Touch
Components: V, S
You imbue a weapon you touch with unholy power. Until the
creature of your choice that you can see within 30 feet of the
Venomous Touch
6th-level transmutation
Range: Touch
Components: V, S Range: 120 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a clear cut gemstone)
Your touch becomes infused with a deadly venom. Until the Duration: Concentration, up to 10 minutes
spell ends, you can use an action on each of your turns to A wall comprised of twisting, translucent forms similar to
make a melee spell attack against a creature within your tortured souls appears at a point you choose within range.
reach. On a hit, the target takes 7d8 poison damage and must The wall appears in any orientation you choose: horizontally,
succeed on a Constitution saving throw or become poisoned vertically, or diagonally. It can be free floating, or it can rest
until the start of your next turn. on a solid surface. You can make the wall up to 60 feet long,
At Higher Levels. When you cast this spell using a spell 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in
slot of 7th level or higher, the damage increases by 1d8 for diameter, 20 feet high, and 1 foot thick. The wall blocks line
each slot level above 6th. of sight, but creatures and objects can pass through it.
When the wall appears, each creature within its area must
Wail of the Banshee make a Constitution saving throw. On a failed save, a creature
9th-level necromancy takes 5d8 necrotic damage, or half as much damage on a
Casting time: 1 action successful save. A creature takes the same damage when it
Range: Self (30-foot radius) enters the wall for the first time on a turn or ends its turn
Components: V there. Constructs and undead are unaffected.
Duration: Instantaneous One side of the wall, selected by you when you cast this
spell, emits a low groaning that can chill even the most brave
You emit a heart-rending wail that beckons the living to the adventurers to their cores. Each creature that ends its turn
grave. Each creature within range other than you that can within 60 feet of that side of the wall or inside the wall must
hear you must make a Constitution saving throw. On a failed make a Wisdom saving throw. On a failed save, the creature
save, a creature drops to 0 hit points. On a successful save, it becomes frightened for the duration. A frightened creature
takes 7d6 psychic damage. This spell has no effect on can repeat the saving throw at the end of each of its turns,
constructs and undead. ending the effect on itself on a success. Constructs and
undead are unaffected.
Wall of Spirits At Higher Levels. When you cast this spell using a spell
5th-level necromancy slot of 6th level or higher, the damage increases by 1d8 for
Casting Time: 1 action each slot level above 5th.
CHAPTER 2 | MAGICAL MISCELLANY
106
While wearing this amulet, your Constitution score changes Circlet of Celestial Wisdom
to a score granted by the amulet. If your Constitution is Wondrous item, rarity varies (requires attunement)
already equal to or greater than the amulet's score, the item While wearing this circlet, your Wisdom score changes to a
has no effect on you. score granted by the circlet. If your Wisdom is already equal
Three varieties of this amulet exist, corresponding with to or greater than the circlet's score, the item has no effect on
and having rarity according to the metal used to craft the you.
amulet. Three varieties of this circlet exist, corresponding with and
having rarity according to gemstone inlaid at the center of it.
Type Constitution Rarity
Silver 21 very rare Type Wisdom Rarity
a score granted by the bracers. If your Dexterity is already While wearing this circlet, your Intelligence score changes to
equal to or greater than the bracers's score, the item has no a score granted by the circlet. If your Intelligence is already
effect on you.
Cloak of Concentration
Wondrous item, very rare (requires attunement by a
spellcaster)
While wearing this elegant, fine-woven cloak, you can pull its
hood over your head to grant yourself unnatural focus. Unless
you are incapacitated or you die, you can't lose concentration
on a spell while the hood is over your head. Pulling the hood
up or down requires an action.
Deduct the time that you spent in concentration while the
cloak's hood is up, in increments of 1 minute, from the
cloak's maximum duration of 10 minutes. After 10 minutes of
use, the cloak ceases to function. For every uninterrupted
period of 12 hours the cloak goes unused, it regains 5
minutes of duration.
Ring of Acuity
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges You have resistance to acid damage while you hold this staff.
daily at dawn. When you fail a Wisdom saving throw while The staff has 10 charges. While holding it, you can use an
wearing it, you can use your reaction to expend 1 of its action to expend 1 or more of its charges to cast one of the
charges to succeed on that saving throw instead. following spells from it, using your spell save DC and spell
attack bonus: Melf's acid arrow (2 charges), Tasha's caustic
Rod of Raising brew (1 charge), or vitriolic sphere (4 charges).
Rod, very rare (requires attunement by a druid, cleric, or The staff regains 1d6 + 4 expended charges daily at dawn.
paladin)
If you expend the last charge, roll a d20. On a 1, the staff
The rod has 5 charges. While you hold it, you can use an melts into a pool of acid and is destroyed.
action to cast one of the following spells from it, using your
spellcasting ability modifier: cure wounds (4th-level version, Staff of Domination
expends 1 charge) or raise dead (expends 5 charges). Staff, very rare (requires attunement by a bard, sorcerer,
The rod regains 1 expended charge daily at dawn. If the warlock, or wizard)
rod is reduced to 0 charges, roll a d20. On a 1, the rod You get a +2 bonus to Wisdom saving throws while you wield
disappears in a burst of radiance. this staff.
The staff has 10 charges. While holding it, you can use an
Rod of Revivification action to expend 1 or more of its charges to cast one of the
Rod, rare (requires attunement by a druid, cleric, or paladin)
following spells from it, using your spell save DC: charm
The rod has 5 charges. While you hold it, you can use an monster (4 charges), charm person (1 charge), dominate
action to cast one of the following spells from it, using your beast (4 charges), or dominate person (5 charges).
This staff can be wielded as a magic quarterstaff that grants a This staff can be wielded as a magic quarterstaff that grants a
+2 bonus to attack and damage rolls made with it. +2 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack The staff has 10 charges. While holding it, you can use an
using it, you can expend up to 3 of its charges and choose a action to expend 1 or more of its charges to cast one of the
damage type from the following list: acid, cold, fire, lightning, following spells from it, using your spell save DC: earth
or thunder. For each charge you expend, the target takes an tremor (1 charge), erupting earth (3 charges), stone shape (4
extra 1d6 damage of the chosen type. The staff regains 1d6 + charges), or wall of stone (5 charges).
4 expended charges daily at dawn. If you expend the last The staff regains 1d6 + 4 expended charges daily at dawn.
charge, roll a d20. On a 1, the staff becomes a nonmagical If you expend the last charge, roll a d20. On a 1, the staff
quarterstaff. crumbles into dust and is destroyed.
Staff of Psyche Staff of Storms
Staff, very rare (requires attunement by a sorcerer, warlock, Staff, very rare (requires attunement by a druid, sorcerer,
or wizard)
warlock, or wizard)
You have resistance to psychic damage while you hold this This staff can be wielded as a magic quarterstaff that grants a
staff. +1 bonus to attack and damage rolls made with it. While
The staff has 10 charges. While holding it, you can use an holding it, you have a +1 bonus to spell attack rolls.
action to expend 1 or more of its charges to cast one of the The staff has 10 charges. While holding it, you can use an
following spells from it, using your spell save DC: dissonant action to expend 3 or more of its charges to cast one of the
whispers (1 charge), synaptic static (5 charges), or Tasha's following spells from it, using your spell save DC and spell
mind whip (2 charges). attack bonus: fire storm (7 charges), ice storm (4 charges),
The staff regains 1d6 + 4 expended charges daily at dawn. sleet storm (3 charges), or storm sphere (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. The staff regains 1d6 + 4 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the staff If you expend the last charge, roll a d20. On a 1, the staff
disappears in a burst of fire, ice, and lightning, and is turns into mud and is destroyed.
destroyed.
Staff of Water
Staff of Teleportation Staff, very rare (requires attunement by a druid, sorcerer,
Staff, very rare (requires attunement by a sorcerer, warlock, warlock, or wizard)
or wizard)
This staff can be wielded as a magic quarterstaff that grants a
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.
+1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an
The staff has 10 charges. It regains 1d6 + 4 expended action to expend 1 or more of its charges to cast one of the
charges daily at dawn. If you expend the last charge, roll a following spells from it, using your spell save DC: create or
d20. On a 1, the staff vanishes abruptly and is destroyed. destroy water (1 charge), maelstrom (5 charges), tidal wave (3
While holding the staff, you can use an action to expend 3 charges), or wall of water (3 charges).
or more of its charges to cast one of the following spells from The staff regains 1d6 + 4 expended charges daily at dawn.
it, using your spell save DC: dimension door (4 charges), If you expend the last charge, roll a d20. On a 1, the staff
teleport (7 charges), or thunder step (3 charges). melts into a pool of water and is destroyed.
You can also use a bonus action to expend 2 or more of its
charges to cast one of the following spells from it: far step (5 Staff of Whirlwinds
charges) or misty step (2 charges). Staff, rare (requires attunement by a druid, sorcerer, warlock,
or wizard)
Staff of Walls This staff can be wielded as a magic quarterstaff that grants a
Staff, rare (requires attunement by a druid, sorcerer, warlock, +2 bonus to attack and damage rolls made with it.
or wizard)
The staff has 10 charges. While holding it, you can use an
This staff can be wielded as a magic quarterstaff that grants a action to expend 2 or more of its charges to cast one of the
+2 bonus to attack and damage rolls made with it. following spells from it, using your spell save DC: control
The staff has 10 charges. While holding it, you can use an winds (5 charges), gust of wind (2 charges), or wind wall (3
action to expend 3 or more of its charges to cast one of the charges).
following spells from it: wall of force (5 charges), wall of sand The staff regains 1d6 + 4 expended charges daily at dawn.
(3 charges), wall of stone (5 charges), or wall of water (3 If you expend the last charge, roll a d20. On a 1, the staff
charges). dissipates into a gentle breeze and is destroyed.
one for each additional charge you expend. This wand has 7 charges. While holding it, you can use an
The wand regains 1d6 + 1 expended charges daily at dawn. action to expend 1 or more of its charges to cast the erupting
If you expend the wand's last charge, roll a d20. On a 1, the earth spell (save DC 15) from it. For 1 charge, you cast the
wand crumbles into ashes and is destroyed. 3rd-level version of the spell. You can increase the spell slot
level by one for each additional charge you expend.
Wand of Banishment The wand regains 1d6 + 1 expended charges daily at dawn.
Wand, very rare (requires attunement by a spellcaster) If you expend the wand's last charge, roll a d20. On a 1, the
This wand has 7 charges. While holding it, you can use an wand crumbles into ashes and is destroyed.
action to expend 1 of its charges to cast the banishment spell
(save DC 15) from it. For 1 charge, you cast the 4th-level Wand of Elemental Summoning
version of the spell. You can increase the spell slot level by Wand, very rare (requires attunement by a spellcaster)
one for each additional charge you expend. This wand has 7 charges. While holding it, you can use an
The wand regains 1d6 + 1 expended charges daily at dawn. action to expend 1 or more of its charges to cast the summon
If you expend the wand's last charge, roll a d20. On a 1, the elemental spell from it. For 1 charge, you cast the 4th-level
wand crumbles into ashes and is destroyed. version of the spell. You can increase the spell slot level by
one for each additional charge you expend.
Wand of Bestial Summoning The wand regains 1d6 + 1 expended charges daily at dawn.
Wand, uncommon (requires attunement by a spellcaster)
If you expend the wand's last charge, roll a d20. On a 1, the
This wand has 7 charges. While holding it, you can use an wand crumbles into ashes and is destroyed.
action to expend 1 of its charges to cast the summon beast
spell from it. For 1 charge, you cast the 2nd-level version of Wand of Enfeebling Rays
the spell. You can increase the spell slot level by one for each Wand, uncommon (requires attunement by a spellcaster)
additional charge you expend. This wand has 7 charges. While holding it, you can use an
The wand regains 1d6 + 1 expended charges daily at dawn. action to expend 1 of its charges to cast the ray of enfeeble-
If you expend the wand's last charge, roll a d20. On a 1, the ment spell (+5 to hit with ranged spell attack) from it.
wand crumbles into ashes and is destroyed. The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll a d20. On a 1, the
Wand of Blight wand crumbles into ashes and is destroyed.
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an Wand of Fey Summoning
action to expend 1 of its charges to cast the blight spell (save Wand, rare (requires attunement by a spellcaster)
DC 15) from it. For 1 charge, you cast the 4th-level version of This wand has 7 charges. While holding it, you can use an
the spell. You can increase the spell slot level by one for each action to expend 1 or more of its charges to cast the summon
additional charge you expend. fey spell from it. For 1 charge, you cast the 3rd-level version
The wand regains 1d6 + 1 expended charges daily at dawn. of the spell. You can increase the spell slot level by one for
If you expend the wand's last charge, roll a d20. On a 1, the each additional charge you expend.
wand crumbles into ashes and is destroyed. The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll a d20. On a 1, the
Wand of Compulsion wand crumbles into ashes and is destroyed.
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an Wand of Negation
action to expend 1 of its charges to cast the compulsion spell Wand, rare (requires attunement by a spellcaster)
(save DC 15) from it. This wand has 7 charges. It regains 1d6 + 1 expended
The wand regains 1d6 + 1 expended charges daily at dawn. charges daily at dawn. If you expend the wand's last charge,
If you expend the wand's last charge, roll a d20. On a 1, the roll a d20. On a 1, the wand crumbles into ashes and is
wand crumbles into ashes and is destroyed destroyed.
While holding the wand, you can use an action to expend 3
Wand of Construct Summoning or more of its charges to cast the dispel magic spell from it.
Wand, very rare (requires attunement by a spellcaster) You can also use a reaction, which you take when you see a
This wand has 7 charges. While holding it, you can use an creature within 60 feet of you casting a spell, to expend 3 or
action to expend 1 or more of its charges to cast the summon more of its charges to cast the counterpell spell from it. You
construct spell from it. For 1 charge, you cast the 4th-level use your spellcasting ability for both spells.
version of the spell. You can increase the spell slot level by For 3 charges, you cast the 3rd-level version of either spell.
one for each additional charge you expend. You can increase the spell slot level by one for each additional
charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges. While holding it, you can use an
If you expend the wand's last charge, roll a d20. On a 1, the action to expend 1 or more of its charges to cast the tidal
wand crumbles into ashes and is destroyed. wave spell (save DC 15) from it. For 1 charge, you cast the
3rd-level version of the spell. You can increase the spell slot
Wand of Pulse Waves level by one for each additional charge you expend.
Wand, rare (requires attunement by a spellcaster)
The wand regains 1d6 + 1 expended charges daily at dawn.
This wand has 7 charges. While holding it, you can use an If you expend the wand's last charge, roll a d20. On a 1, the
action to expend 1 or more of its charges to cast the pulse wand crumbles into ashes and is destroyed.
wave spell (save DC 15) from it. For 1 charge, you cast the
3rd-level version of the spell. You can increase the spell slot Wand of Time
level by one for each additional charge you expend. Wand, rare (requires attunement by a spellcaster)
The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges. While holding it, you can use an
If you expend the wand's last charge, roll a d20. On a 1, the action to expend some of its charges to cast one of the fol-
wand crumbles into ashes and is destroyed. lowing spells (save DC 15) from it: haste (3 charges) or slow
(3 charges).
Wand of Scouring The wand regains 1d6 + 1 expended charges daily at dawn.
Wand, rare (requires attunement by a spellcaster)
If you expend the wand's last charge, roll a d20. On a 1, the
This wand has 7 charges. While holding it, you can use an wand crumbles into ashes and is destroyed.
action to expend some of its charges to cast one of the fol-
lowing spells from it: locate animals or plants (2 charges), Wand of Undead Summoning
locate creature (4 charges), or locate object (2 charges). Wand, rare (requires attunement by a spellcaster)
The wand regains 1d6 + 1 expended charges daily at dawn. This wand has 7 charges. While holding it, you can use an
If you expend the wand's last charge, roll a d20. On a 1, the action to expend 1 or more of its charges to cast the summon
wand crumbles into ashes and is destroyed. undead spell from it. For 1 charge, you cast the 3rd-level
version of the spell. You can increase the spell slot level by
Wand of Shadowspawn Summoning one for each additional charge you expend.
Wand, rare (requires attunement by a spellcaster)
The wand regains 1d6 + 1 expended charges daily at dawn.
This wand has 7 charges. While holding it, you can use an If you expend the wand's last charge, roll a d20. On a 1, the
action to expend 1 or more of its charges to cast the summon wand crumbles into ashes and is destroyed.
Edits
I
t can be noted that aside from the class revision, all
existing sorcerous origins are included in this
homebrew, as the latter are all modified somehow.
The most common change is the addition of ten
"origin spells" to mirror the two latest sorcerous
origins printed in Tasha's Cauldron of Everything.
Listed below for reference are the class changes and
the differences between the existing subclass versions and
the versions included in this homebrew:
Sorcerer Class
Shifted Spellcasting to use a modified spell point system
(two 6th-level spells at 19th level and two 7th-level spells
at 20th level) and labeled spell points as sorcery points as
well to forgo conversion between points entirely.
Added Innate Focus to Spellcasting, which allows you to
ignore some material components for your sorcerer
spells.
Included Spellcasting's Spell Versatility and Font of
Magic's Imbuing Touch and Sorcerous Fortitude from the
Uneathed Arcana article Class Feature Variants.
Shifted Sorcerous Restoration to 2nd level with scaling
that caps out at 4 sorcery points at 20th level, like in the
original version.
Increased the number of Metamagic options learned from
four to five to mirror their previous status as feats.
Added nine new Metamagic options: Aimed Spell, Delayed
Spell, Explosive Spell, Maximized Spell, Potent Spell,
Ruinous Spell, Shifted Spell, Transdimensional Spell, and
Widened Spell.
Added a new capstone, Archsorcerer, which improves
Metamagic and Innate Focus.
Draconic Bloodline
Added options for gem dragons.
Added ten origin spells, labeled Draconic Magic.
Elemental Affinity's damage type resistance no longer
requires you to spend sorcery points.
Added an 18th level feature, Improved Elemental Affinity,
that grants immunity to the damage type associated with
your draconic ancestor.
Draconic Presence now affects ceatures of your choice,
not just hostile creatures, and has one free use between
long rests before needing to spend sorcery points.
Wild Magic
Added ten origin spells, labeled Wild Spells.
You may roll on the Wild Magic Surge table after you cast
a spell of 1st level or higher to regain use of Tides of
Chaos without having to consult your DM.
Increased the die for Bend Luck at higher levels.
Added a 1d6 multiplier to Spell Bombardment's extra
damage, both increasing damage output and adding
another element of randomness to the feature.
spells.
Storm Sorcery
action.
Shadow Magic
darkness.
Aberrant Mind
with aberrations.
APPENDIX B | CHANGELOG
117
College of Comedy
College of Dance
failed save.
College of Miming
Sorcerer
Draconic Bloodline
Wild Magic
Divine Soul
changed the damage type from a variable one that can't be Cosmic Sorcery
reduced in any way to force damage. Removed Soul of the Cosmic Cycle's Phase of the Sun
Shadow Magic damage when a creature ends its turn within 5 feet of you.
Allowed one free use of Umbral Form between long rests Decreased Soul of the Cosmic Cycle's Phase of the Moon
before needing to spend sorcery points. AC bonus by 1.
Clockwork Soul Fiendish Bloodline
Changed one of Touch of Nirvana's features from always Added a clause to Sadistic Soul that uses the creature's
dealing at least average damage to treating a roll of 1 on level if it doesn't have a challenge rating.
the d20 as a 10. Frost Sorcery
Stone Sorcery Changed Frozen Soul from decreasing movement speed
Adjusted Stone Aegis's damage reduction from 2 + your to 0 to restraining a creature.
sorcerer level divided by 4 to your proficiency bonus. This Genie Bloodline
decreases the damage reduction while at levels 4, 8, 12, Adjusted Minor Wish's parameters.
16, and 20 by 1, but makes the feature far less tedious.
Kraken Sorcery
Phoenix Sorcery Added a bonus action damage option to Arcane
Reinstated the Mantle of Flame feature and included a Constriction.
clause at 5th level that allows spending of sorcery points
to regain its use. Muscle Magic
Tweaked Form of the Phoenix to maintain balance Changed Unarmored Defense into Armor of Brawn, which
following the change to Mantle of Flames. uses an action to change base AC to 13 + your Strength
Blood Sorcery
modifier.
Changed the parameters of Crimson Infusion. Changed Arcane Strikes to allow two attacks when using
the Attack action, provided both are unarmed strikes.
APPENDIX B | CHANGELOG
118
Added a clause to Posing Oil that creatures can't have
advantage on saving throws against being charmed by v2.0
spells you cast that include a somatic component. Used a more formal format, including Credits, a Table of
Contents, an Introduction, the separation of content into
Royal Bloodline chapters, and Appendices.
Changed the number of times Royal Order can be used Added feats, spells, and magic items.
between long rests from your proficiency bonus to your
Charisma modifier. Bard
Clarified that charm person can be cast at will only as a
1st-level spell. To avoid roleplaying abuse, also removed College of Comedy
the clause wherein the creature remains unaware of the Changed the damage of Silly Spells from an initial 1d6
spell even on a successful saving throw. that scales with level to the roll of the Bardic Inspiration
die.
Tarrasquian Sorcery
Buffed Siege Sorcery to deal damage to creatures within College of Miming
5 feet of a structure you obliterate with a spell or effect. Increased the number of proficiencies acquired with
Mime Proficiencies from half your proficiency bonus,
Time Sorcery rounded up, to your proficiency bonus.
Removed Delayed Spell buffs from Adroit Metamagic, as it
is an optional Metamagic choice only offered in this Druid
document. Circle of Scales
Weaver Changed Bestow Breath from a free cast of a 2nd-level
Buffed Magicsense to include clauses that prevent both dragon's breath spell between rests to a free cast of a 3rd-
spell attacks against you from having advantage and you level dragon's breath spell between long rests.
from having disadvantage on saving throws against spells Clarified the mechanics of Dragonheart.
and magical effects. Changed Improved Draconic Forms from being usable
once after a short or long rest to being usable once after a
Ysgardian Bloodline long rest.
Changed Ysgardian Endurance to Battle Trance, a bonus
action buff during combat, in an attempt to make the Circle of the Sun
origin more unique. Changed the hit points restored with Synthesis from 2 +
Changed Feast for the Valiant to not require the costly the slot's level to 1d8 + the slot's level.
material component that heroes' feast consumes. To
balance this out, the feature now requires finishing 1d4 Sorcerer
long rests before it can be used again. Added the entire class revision.
Increased Rally the Einherjar's targets from your Added all the other subclasses as they are all tweaked
Charisma modifier to 2 + your Charisma modifier. somehow.
Increased the period after which Soul of Eternal Wrath
can be triggered again from 2d6 days to 30 days. Warlock
Warlock The Lady of Pain
Changed a few of the spells in the Expanded Spell List.
Added the Greatwyrm, One and the Prime, Warden, and Shifted the original 10th-level feature, Quietude, into the
Warlord otherworldly patrons. 1st-level feature. Added the drawback of rendering you
Added four new Eldritch Invocations: Battle Frenzy, Deny mute.
Extremes, No Escape, and Wyrm's Breath. Renamed Flaying Blades to Shadowflay, and its damage
was adjusted.
Feats Added two new 10th-level features as replacements for
Turning Adept the shifted Quietude: Wince and Anchor of Serenity.
Changed the rogue's turning ability from Dexterity to Changed the 14th-level feature from The Lady's Ire to
Intelligence. Heart of Pain, which allows a free cast of power word pain
between long rests.
Spells
Eldritch Invocations
Removed summon dragon, as its equivalent, summon Added an Eldritch Invocation unique to a warlock with the
draconic spirit appeared officially in Fizban's Treasury of Lady of Pain as their patron: The Lady's Intervention,
Dragons. which allows them to cast maze.
Added reworks of phantasmal killer and weird.
Added 46 new spells. Wizard
Magic Items Added the Universalist arcane tradition.
Decreased maximum ability score setting of magic items
to 25 due to balance concerns.
APPENDIX B | CHANGELOG
119