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SORCERER
A Dazzling Mage Filled with Innate NY Gra TeCore SorcereR TRAITS
Primary Ability Charisma
Hit Point Die D6 per Sorcerer level
| Saving Throw Constitution and Charisma
Proficiencies
Skill Proficiencies Choose 2: Arcana, Deception,
Insight, Intimidation, Persua-
sion, or Religion
Weapon Proficiencies Simple weapons
‘Armor Training ‘None
Choose A or B: (A) Spear,
2 Daggers, Arcane Focus
(crystal), Dungeoneer’s Pack,
and 28 GP; or (8) 50 GP
Starting Equipment
stamped into their being. Some Sorcerers can't
name the origin of their power, while others
trace it to strange events in their personal or fa
history. The blessing of a dragon or a dryad at a
baby's birth or the strike of lightning from a clear
sky might spark a Sorcerer's gift. So too might the
silt ofa deity, exposure to the strange magic of
another plane of existence, ora glimpse into the
inner workings of reality. Whatever the origin,
the result is an indelible mark on the Sorcerer, a
‘churning magic that can be passed down through
generations.
Sorcerers don't learn magic: the raw, roiling
power of magic is part of them. The essential art of|
a Sorcerer is learning to harness and channel that
innate magic, allowing the Sorcerer to discover new
and staggering ways to unleash theit power. As Sor-
cerers master their innate magic, they grow more
attuned to its origin, developing distinct powers
that reflect its source.
Sorcerers are rare. Some fai
Saat WIELD INNATE MAGIC THAT IS
ines produce
exactly one Sorcerer in every generation, but most
of the time, the talents of sorcery appear as a fluke,
People who have this magical power soon discover
that it doesnt like to stay quiet. A Sorcerer's magic
wants to be wielded.
Ys
;COMING A SORCERER
As A Lever] CHARACTER
+ Gain all the traits in the Core Sorcerer Traits
table.
+ Gain the Sorcerer's level | features, which are
listed in the Sorcerer Features table.
As A Mutriciass CHARACTER
+ Gain the Hit Point Die from the Core Sorcerer
“Traits table.
+ Gain the Sorcerer's level | features, which are
listed in the Sorcerer Features table. See the mul-
ticlassing rules in chapter 2 to determine your
available spell slots.
SORCERER CLASS FEATURES
‘As a Sorcerer, you gain the following class features
‘when you reach the specified Sorcerer levels. These
features are listed in the Sorcerer Features table.
Levet I: SPELLCASTING
Drawing from your innate magic, you can cast
spells. See chapter 7 for the rules on spelicasting.
‘The information below details how you use those
rules with Sorcerer spells, which appear in the Sor-
ccerer spell list later in the class's description.
Cantrips. You know four Sorcerer cantrips of
your choice. Light, Prestidigitation, Shocking Grasp,
and Sorcerous Burst are recommended. Whenever
‘you gain a Sorcerer level, you can replace one of
‘your cantrips from this feature with another Sor-
cerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you
learn another Sorcerer cantrip of your choice, as
shown in the Cantrips column of the Sorcerer Fea-
tures table,
Spell Slots. The Sorcerer Features table shows
how many spel slots you have to cast your level 1~
spells. You regain all expended slots when you finish
a Long Rest.
Prepared Spells of Level f=. You prepare the list
of level 1+ spells that are available for you to cast
with this feature. To start, choose two level I Sor-
cerer spells. Burning Hands and Detect Magic are
recommended.
‘The number of spells on your list increases as
you gain Sorcerer levels, as shown in the Prepared
Spells column of the Sorcerer Features table
Whenever that number increases, choose additionalSORCERER FEATURES
Proficiency Sorta Prepared |—SPell Slots per Spell Level —
Level Bonus Class Features Points Cantrips Spells 1 2 3 4 5 6 7 8 9
1 +2 Spelicasting, - 4 2 2o--- 7-H
Innate Sorcery
2 42 Font of Magic, 2 4 403 —-------
Metamagic
3 42 Sorcerer Subclass 4 [aly fo pp ae
42 Ability Score 5 7 43 —-—----—-—
Improvement
5 +3 Sorcerous 5 5 9 43 2—------
Restoration
43 Subclass feature 6 5 wo 43 3—~—~————
43 Sorcery Incarnate 5 ia een
+3 Ability Score 8 5 wz 433 2—-—-—-——
Improvement
9 4S 9 5 (aaa =
10 +4 Metamagic 10 6 3 4333 2—-———
n 4 1 6 we 4333 21 -- =
12-44 Ability Score 2 6 6 433321-—-—
Improverient
asm ssa B 6 wo4aaa 2.1.
14 +5——_Subclass feature “4 6 w43°3°3 9217 ——
Boos 5 6 eae
16 +5 Ability Score 16 6 IR jot 4 23.93 Adlai ie clr
Improverent
46 Metamagic v 6 Ta wala
18 +6 Subclass feature 8 6 Bees Nes ta
19 +6 Epic Boon 19 6 sea
20 16 Arcane Apotheo: 20 ‘ ey are re ee
Sorcerer spells until the number of spells on your
list matches the number in the Sorcerer Features
table. The chosen spells must be ofa level for which
you have spell slots. For example, if vourre a level 3
Sorcerer, your list of prepared spells can include six
Sorcerer spells of level 1 or 2 in any combination.
Ifanather Sorcerer feature gives you spells that
you always have prepared, those spells don't count
against the number of spells you can prepare with
this feature, but those spells otherwise count as
Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you
gain a Sorcerer level, you can replace one spell on
‘your list with another Sorcerer spell for which you
have spell slots.
‘Spellcasting Ability. Charisma is your spelleasting
ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus
asa Spelleasting Focus for your Sorcerer spells.
CHAPTER 3 | CHARACTER CLASSES
LeveL |: INNATE SORCERY
‘An event in your past left an indelible mark on you,
infusing you with simmering magic. Asa Bonus
‘Action, you can unleash that magie for 1 mi
during which you gain the following benefits:
ste,
+ The spell save DC of your Sorcerer spells.
increases by 1.
+ You have Advantage on the attack rolls of
Sorcerer spells vou cast.
You can use this feature twice, and you regain all
expended uses of it when you finish a Long Rest
LeveL 2: Font oF Mote
‘You can tap into the wellspring of magic within
‘yourself. This wellspring Is represented by Sorcery
Points, which allow you to create a variety of magi-
cal effects.‘You have 2 Sorcery Points, and you gain more as
‘you reach higher levels, as shown in the Sorcery
Paints colimn af the Sorcerer Features tale Y
can't have more Sorcery Points than the number
shown in the table for your level. You regain all ex:
pended Sorcery Points when you finish a Long Rest.
‘You can use your Sorcery Points to fuel the
‘options below, along with other features, such as
Metamagic, that use those points.
Converting Spel Slots to Sorcery Points. You can
expend a spell slot to gain a number of Sorcery
Points equal to the slot’ level (no action required).
Creating Spell Slots. As a Bonus Action, you can
transform unexpended Sorcery Points into one spell
slot. The Creating Spell Slots table shows the cost
of creating a spel slot of a given level, and it lists
the minimum Sorcerer level yout must he ta create
a slot. You can create a spell slot no higher than
level 5
Any spell slot you create with this feature van
ishes when you finish a Long Rest.
Creating Spett Sots
Spell Slot Sorcery Point Min. Sorcerer
Level Cost Level
1
2
3
4
s
LeveL 2; METAMAGIC
Because your magic flows from within, you can
alter your spells to suit your needs; you gain two
Motamagic aptions af yore chaice from “Meta
‘magic Options’ later in this class's description. You
use the chosen options to temporarily modify spells
you cast. To use an option, you must spend the num
ber of Sorcery Points that it costs.
‘You can use only one Metamagic option on a spell
‘when you cast it unless otherwise noted in one of
those o}
‘Whenever you gain a Sorcerer level, you can re-
place one of your Metamagic options with one you
don't know. You gain two more options at Sorcerer
level 10 and two more at Sorcerer level 17
LEVEL 3: SORCERER SUBCLASS
You gain a Sorcerer subclass of your choice. The
Aberrant Sorcery, Clockwork Sorcery, Draconic
Sorcery, and Wild Magic Sorcery subclasses are
detailed after this class's deseription. A subelass is
a specialization that grants you features at certain
Sorcerer levels. For the rest of your career, you gain
‘cach of your subclass’ Features that are of your
Sorcerer level or lower.
LeveL 4; ApiLiTy Score IMPROVEMENT
‘You gain the Ability Score Improvement feat (see
chapter 5) or another feat of your choice for which
you qualify. You gain this feature again at Sorcerer
levels 8, 12, and 16.
LeveL 5: Sorcerous RESTORATION
When you finish a Short Rest, you can regain ex-
pended Sorcery Points, but no more than a number
equal to half your Sorcerer level (round down).
Once you use this feature, you can't do so again un-
tul you finish a Long Rest.
LeveL 7: SoRcERY INCARNATE
Ifyou have no uses of Innate Sorcery left, you can,
use it if you spend 2 Sorcery Points when you take
the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is
active, you can use up to two of your Metamagic
“options on each spell you cast.
LeveL 19: Epic Boon
You gain an Epic Boon feat (see chapter 5)
other feat of your choice for which you qui
Boon of Dimensional Travel is recommended.
LEVEL 20: ARCANE APOTHEOSIS
While your Innate Sorcery feature is active, you
can use one Metamagie option on each of your
turns without spending Sorcery Points on it.
METAMAGIC OPTIONS
are available to your Meta-
‘magic feature. The options are presented in alpha
betical order,
CAREFUL SPELL
Cost: Sorcery Point
‘When you cast.a spell that forces other creatures
to make a saving throw. you can protect some of
those creatures from the spell’ full force. To do so,
spend I Sorcery Point and choose a number of those
creatures up to your Charisma modifier (minimum.
‘of one creature). A chosen creature automatically
succeeds on its saving throw against the spell, and it
Lakes no dana if t would nor nally take half dam
age on a successful save.
Distant Srent
Cost: Sorcery Point
When you cast a spell that has a range of at least 5
feet, you can spend I Sorcery Point to double the
spell’s range. Or when you cast a spell that has a
range of Touch. you can spend I Sorcery Point to
make the spells range 30 feet.
CHAPTER S| CHARACTER CLASSES (141EMPOWERED SPELL
Cost: I Sorcery Point
‘When you roll damage for a spell, you can spend 1
Sorcery Point to reroll a number of the damage dice
up to your Charisma modifier (minimum of one),
and you must use the new rolls.
‘You can use Empowered Spell even if you've al-
ready used a different Metamagic option during the
casting of the spel.
EXTENDED SPELL
Cost: 1 Sorcery Point
When you cast a spell that has a duration off min-
ute or longer, you can spend I Sorcery Point to dou-
ble its duration to a maximum duration of 24 hours.
Ir the affected spell requires Concentration, you
have Advantage on any saving throw you make to
maintain that Concentration.
142) CHAPTER 5 | GHARACTER CLASSES
HEIGHTENED SPELL
Cost: 2 Sorcery Points
When you cast a spell that forces a creature to
make a saving throw, you can spend 2 Sorcery
Points to give one target of the spell Disadvantage
‘on saves against the spell.
QuickeNeD SPELL
Cost: 2 Sorcery Points
When you cast a spel that has a casting time of an
action, you can spend 2 Sorcery Points to change
the casting time to a Bonus Action for this casting.
You can't modify a spell in this way if you've already
cast a level I spell on the current turn, nor can you
cast a level I+ spell on this turn after modifying a
spell in this way.
SEEKING SPELL
Cost: Sorcery Point
Ifyou make an attack roll fora spell and miss, you
can spend 1 Sorcery Point to reroll the 20, and y
rust tse the new rll
You can use Seeking Spell even if you've already
used a different Metamagic option during the cast
ing of the spel.
SusrLe SPELL
Cost: 1 Sorcery Point
When you cast a spell, you can spend I Sorcery
Point to cast it without any Verbal, Somatic, or Ma
terial components, except Material components that
are consumed by the spell or that have a cost speci
fied in the spell
‘TRANSMUTED SPELL
Cost: I Sorcery Point
‘When you cast a spel that deals a type of damage
from the following list, you can spend I Sorcery
Point to change that damage type tw one of the
other listed types: Acid, Cold, Fire, Lightning, Poi-
son, Thunder.
‘Twinnep SPELL
Cost: I Sorcery Point
When you cast a spel, such as Charm Person, that
can be cast with a higher-level spell slot to target an
additional creature, you can spend | Sorcery Point
to increase the spell’ effective level by 1.
Sorcerer Spett. List _
This section presents the Sorcerer spell ist. The
spells are organized by spel level and then alpha-
betized, and each spell’s school of magic is listed.
In the Special column, C means the spell requires
Concentration, R means it’s a Ritual, and M means it
requires a specific Material component.CanTRIPS (LEVEL 0 SORCERER SPELLS) Spell School Special
Spel School Special Thunderwave Evocation ae
ee evocaiey ar Witch Bolt Evocation c
Blade Ward Abjuration
Chill Touch Nectomancy — — Levet 2 Sorcerer SpeLis
Dancing Lights Hlusion c Spell School Special
Elementalism Teansmutation Alter Self ‘ransmutation —C
Fire Bolt Evocation = Arcane Vigor Abjuration
Friends Enchantment € Blindness/Deafness Transmutation
Light Evocation = Blue Hlusion c
Mage Hand Counce Cloud of Daggers Conjuration —C
Mending TTareriations =e Crown of Madness Enchantment C
Message Transmutation Darkness Evocation e
Mind Sliver Enchantment — Darkvision Transmutation — —
Minor Illusion Hlusion 2 Detect Thoughts Divination 2g
Poison Spray Necromancy — — Dragon's Breath Transmutation —C
Prestdigitation Tare Enhance Ability Transmutation —C
Ray of Frost Evocation = Enlarge/Reduce Transmutation —C
Shocking Grasp Evocation = Flome Blade Evocation c
Sorcerous Burst Evocation = Flaming Sphere Evocation c
Thunderclap Evocation e Gust of Wind Evocation c
True Strike Divination — Hold Person Enchantment C
Invisibility Hlusion ie
LeveL 1 SoRCERER SPELIS ree TTAhaTEeeneen
seal eteoe Special —_Levitore Transmutation — ¢
ere ate evocation os Magic Weapon Transmutation = —
Charm Person Enchantment — Mind Spike Sean @
Chromatic Orb Evocation M Minealinoee iron it
oles Sere oa = Misty Step Conjuration = —
Comprehend Languages Divination R Pa ave Pace ican a
Detect Magic Divination CR Soe Evocation eer
ean a = See Invisibility Divination = —
Expeditious Retreat Transmutation —C cpa a =
eee Newromnhey 7= Spider Climb Teansmutation —C
Feather Fall Transmutation — — Seen GATES
Fog Cloud Conjuration Wes Conran
Grease Conjuration = —
Ice Knife Conjuration LeveL 3 SoRcERER SPELLS
ite Transmutation — Spell School Special
‘Mage Armor Abjuration = — Blink ‘Teansmutation — —
Magic Missile Evocation = Clairvoyance Divination CM
Ray of Sickness Necromancy = — ‘Counterspell Abjuration me
Shield Abjuration Daylight Evocation =
Silent image Ilusion z Dispel Magic Abjuration = —
Sleep Enchantment C Fear ilusion C;
CHAPTER 3| CHARACTER CLASSES / 143
> SS44
Spell
Fireball
Fly
Gaseous Form
Hoste
Hypnotic Pattern
Lightning Bolt
Major Image
Protection from Energy
Sleet Storm
Slow
Stinking Cloud
Tongues
Vampiric Touch
Water Breathing
Water Walk
School
Evocation
‘Transmutation
‘Transmutation
‘Transmutation
Illusion
vocation
Illusion
Abjuration
Conjuration
Transmutation
Conjuration
Divination
Necromancy
Transmutation
Transmutation
Lever 4 Soncrere Spriis
Spell
Banishment
Blight
‘Charm Monster
Confusion
Dimension Door
Dominate Beast
Fire Shield
Greater Invisibility
Ice Storm
alymarph
Stoneskin
Vitrolie Sphere
Wall of Fire
‘School
Abjuration
Necromancy
Enchantment
Enchantment
Conjuration
Enchantment
Evocation
Hlusion
Evocation
Trancmutation
‘Transmutation
Evocation
Evocation.
Leven 5 Sorcerer Sreuts
Spell
Animate Ohjects
Bighy's Hand
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Synaptic Static
‘Schoo!
‘Trancmutation
Evocation
Conjuration
Evocation
illusion
Enchantment
Enchantment
Conyuration
lilusion
Enchantment
CHAPTER 3 | CHARACTER CLASSES
Special
naan
nanan
e
R
R
Spell ‘School sp
Telekinesis Transmutation —C
Teleportation Circle Conjuration == M
Wall of Stone Evocation c
LeveL 6 SORCERER SPELLS
Spell ‘School Special
Arcane Gate Conjuration —C
Chain Lightning Evocation =
Gircle of Death Necromancy M
Disintegrate Transmutation — —
Eyebite Necromancy €
Flesh to Stone Transmutation —C
Globe of mouinerabity ——_Abjuratton a
Mass Suggestion Enchantment = —
Move Earth Tranemutation —C
Otilcke’s Freezing Sphere Evocation _
Sunbeam Evocation (S
True Seeing Divination M
LEVEL 7 SORCERER SPELLS
Spell School Speci
Delayed Blast Fireball Evocation €
Etherealness Conjuration = —
Finger nf Death Necromancy — —
Fire Storm Evocation =
Plane Shift Conjuration = M
Prismatic Spray Evocation =
Reverse Gravity Transmutation C
Teleport Conjuration = —
Levet 8 Sorcerer Sprits
Spell School Special
Demiplane Conjuration = —
Dominate Monster Enchantment C
Earthquake Transmutation —C
Incendiary Cloud Conjuration
Power Word Stun Enchantment —
Sunburst evocation -
LeveL 9 Sorcerer SPELLS
Spell School Special
Gate Conjuration —C,M.
Meteor Swarm Evocation 2
Power Word Kill Enchantment —
Time Stop Transmutation —
Wish Conjuration — —SORCERER SUBCLASSES
A Sorcerer subclass isa specialization that grants
you features at certain Sorcerer levels, as specified
in the subclass. This section presents the Aberrant
Sorcery, Clockwork Sorcery, Draconic Sorcery, and
Wild Magic Sorcery subclasses.
ABERRANT SORCERY
Wield Unnatural Psionic Power
An alien influence has wrapped its tendrils around
your mind, giving you psionic power. You can now
touch other minds with that power and alter the
world around you. Will this power shine from you
as a hopeful beacon to others? Or will you be a ter
ror to those who feel the stab of your mind?
Pethaps a psychic wind from the Astral Plane
carried psionic energy to vou, or you were exposed
to the Far Realm’s warping influence. Alternatively,
you were implanted with a mind flayer tadpole,
but your transformation into a mind flayer never
occurred; now the tadpole's psionic power is yours.
However you acquired this power, your mind is
aflame with it
LeveL 3: Psonic SPELLS
When you reach a Sorcerer level specified in the
Psionic Spells table, you thereafter always have the
listed spells prepared.
Psonic SpeLts
Sorcerer Level Spells
3 ‘Arms of Hadar, Calm Emotions,
Detect Thoughts, Dissonant Whis-
pers, Mind Sliver,
5 Hunger of Hadar, Sending
7 Evard’s Black Tentacles,
‘Summon Aberration
9 Rary's Telepathic Bond, Telekinesis
Lever 3: TeLerarHic SPEECH
You can forma telepathic connection between your
mind and the mind of another. As a Bonus Action,
choose one creature you can see within 30 feet of
yourself. You and the chosen creature can com-
municate telepathically with each other while the
two of you are within a number of miles of each
other equal to your Charisma modifier (minimum
‘of | mile). To understand each other, you each must
mentally use a language the other knows.
‘The telepathic connection lasts for a number of
minutes equal to your Sorcerer level. tends early
if you use this ability to form a connection with a
different creature146
LeveL 6: Pstonic SoRcERY
‘When you cast any level I+ spell from your Psionic
Spells feature, you can cast it by expending a spell
slot as normal or by spending a number of Sorcery
Points equal to the spell’ level. If you cast the spell
es nv Verbal or S0-
‘matic components, and it requires no Material com-
ponents unless they are consumed by the spell or
hhave a cost spectfied init.
Lever 6: Psycuic DrrENses
You have Resistance to Psychic damage, and you
have Advantage on saving throws to avoid or end
the Charmed or Frightened condition.
LeveL 14: REVELATION IN FLESH
‘You can unleash the aberrant truth hidden wi
yourself. As a Bonus Action, you can spend 1 Sor-
cery Point or more to magically alter your body for
10 minutes. For each Sorcery Point you spend, you
gain one of the following benefits of your choice,
the effects of which last until the alteration ends,
‘Aquatic Adaptation. You gain a Swim Speed equal
to twice your Speed, and you can breathe under-
‘water. Gills grow from your neck or flare behind
‘your cars, and your fingers become webbed or you
grow wriggling cilia.
Glistening Flight. You gain a Fly Speed equal to
your Speed, and you can hover. As you fly, your skin.
listens with mucus or otherworldly light.
See the Invisible. You can see any Invisible crea-
ture within 60 feet of yourself that isn't behind
Total Cover. Your eyes also turn black or become
“writhing sensory tendrils.
Wormlike Movement. Your body, along with any
‘equipment you are wearing or carrying, becomes
slimy and pliable. You can mave through any space
‘as narrow as 1 inch, and you can spend 5 feet of
‘movement to escape from nonmagical restraints or
the Grappled condition.
LeveL 18: WARPING IMPLOSION
‘You can unleach a pace warping anomaly. As a
Magic action, you teleport to an unoccupied space
you can see within 120 feet of yourself. Immediately,
aaler you disappear, each ereature within 30 feet
‘of the space you left must make a Strength saving
throw against your spell save DC. On a failed save,
a creature takes 5d10 Force damage and is pulled
straight toward the space you left, ending in an un-
‘occupied space as close to yout former space as pos-
sible, On a successful save, the creature takes half as
‘much damage only.
‘Once you use this feature. you can't do so again
‘until you finish a Long Rest unless you spend 5 Sor-
ery Points (no action required) to restore your use
of it.
CHAPTER 3 | CHARACTER CLASSES
CLocKWoRK SORCERY
Channel Cosmic Forces of Order
‘The cosmic force of order has suffused you with
magic. That power arises from Mechanus or a realm
Tike ita plane of existence shaped entirely hy clack-
‘work efficiency. You or someone from your lineage
right have become entangled in the machinations
cof modrona, the orderly beings who inhabit Mecha
nus. Perhaps your ancestor even took part in the
Great Modron March. Whatever its origin within
you, the power of order can seem strange to others,
bbut for you, it’s part of a vast and glorious system,
Lever 3: CLockworx Sretts
When you reach a Sorcerer level specified in the
Clockwork Spells table, you thereafter always have
the listed spells prepared.
Clockwork SPELLS
Sorcerer Level Spells
3 Aid, Alarm, Lesser Restoration,
Protection from Evil and Good
Dispel Magic, Protection from Energy
Freedom of Movoment, Summon
Construct
9 Greater Restoration, Wall of Force
In addition, consult the Manifestations of Order
table and choose or randomly determine a way your
connection to order manifests while you are casting
any of your Sorcerer spells,
MANIFESTATIONS OF ORDER
146 Manifestation
1. Spectral cogwheels hover behind you.
2. The hands of a clock spin in your eyes.
3. Your skin glows with a brassy sheen.
4 Floating equations and geometric objects
overlay your body,
5 Your Spelicasting Focus temporarily takes the
form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing ofa clock can
be heard by you and those affected by your
magic
Lever 3: RESTORE BALANCE
Your connection to the plane of absolute order
allows you to equalize chaotic moments. When
a creature you can see within 60 feet of yourself
is about to roll a d20 with Advantage or Dis-
advantage, you can take a Reaction to prevent
the roll from being affected by Advantage and
Disadvantage‘You can use this feature a number of times equal
to your Charisma modifier (minimum of once),
and you regain all expended uses when you Finish a
Long Rest.
Laver. 6: BASTION oF Law
You can tap into the grand equation of existence to
imbue a creature with a shimmering shield of order.
‘As a Magic action, you can expend I to 5 Sorcery
Points to create a magical ward around yourself
or another creature you can see within 30 feet of
yourself. The ward Is represented by a number of
8s equal to the number of Sorcery Points spent to
create it. When the warded creature takes damage,
itcan expend a number of those dice, rol them,
and reduce the damage taken by the total rolled on
those dice.
The ward lasts until you finish a Long Rest or un-
til you use this feature again
Luvel 14; TRANCE OF OxDER
You gain the ability to align your consciousness
with the endless calculations of Mechanus. As a
Bonus Action, you can enter this state for 1 minute
For the duration, attack rolls against you can't ben-
fit from Advantage, and whenever you make a D20
Test, you can treat a roll of 9 or lower on the 420 as
ald.
Once you use this feature, you can’t use it again
until you finish a Long Rest unless you spend 5 Sor
cery Points (no action required) to restore your use
oft
LeveL 18: CLocKWoRK CAVALCADE
You momentarily summon spirits of order to ex
punge disorder around you. As a Magic action, you
summon the spirits in a 30-foot Cube originating.
from you. The spirits look like modrons or other
Constructs of your choice. The spirits are intangible
and invulnerable. and they create the effects below
within the Cube before vanishing. Once you use this,
action, you can't use it again until you finish a Long
Rest unilece you spend 7 Sorcery Points (no action
required) to restore your use of it.
Heal. The spirits restore up to 100 Hit Points,
divided us you choose annoy any number of crea
tures of your choice in the Cube.
Repair. Any damaged objects entirely in the Cube
are repaired instantly.
Dispel. Every spell of level 6 and lower ends on
creatures and objects of your choice in the Cube.Draconic SORCERY
Breathe the Magic of Dragons
‘Your innate magic comes from the gift of a dragon.
Perhaps an ancient dragon facing death bequeathed
some of its magical power to you or your ancestor.
‘You might have absorbed magic from a site infused.
with dragons’ power: Or perhaps you handled a
treasure taken from a dragon's hoard that was
steeped in draconie power. Or you might have a
dragon for an ancestor.
LeveL 3: Draconic RestLieNcE
‘The magic in your body manifests physical traits
of your draconic gift. Your Hit Point maximum
increases by 3, and it increases by 1 whenever you
gain another Sorcerer level.
Parts of you are also covered by dragon-like
scales, While you aren't wearing armor, your base
Armor Class equals 10 plus your Dexterity and Cha-
risma modifiers
LEVEL 3: DRACONIC SPELLS
When you reach a Sorcerer level specified in the
Draconic Spells table, you thereafter always have
the listed spells prepared.
Draconic Spetis
Sorcerer Level Spells
3 Alter Self, Chromatic Orb, Command,
Dragon's Breoth
5 Fear, Fly
7 Arcane Eye, Charm Monster
9 Legend Lore, Summon Dragon
LeveL 6: ELEMENTAL AFFINITY
Your draconie magic has an affinity with a damage
type associated with dragons. Choose one of those
types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and
when you cast a spell that deals damage of that
type, you can add your Charisma modifier to one
damage rol of that spell.
LEVEL 14: DRAGON WrNos
As a Bonus Action, you can cause draconic wings
to appear on your back. The wings last for hour or
until you dismiss them (no action required). For the
duration, you have a Fly Speed of 60 feet
Once you use this feature, you can't use it again
until you finish a Long Rest unless you spend 3 Sor-
cery Points (no action required) to restore your use
oft,LeveL 18: DRAGON COMPANION
You can cast Summon Dragon without a Material
component. You can also cast it once without a spell
slot, and you regain the ability to cast it in this way
when you finish a Long Rest.
Whenever you start casting the spell, you can
modify itso that it doesn't require Concentration. If
you do so, the spell’s duration becomes 1 minute for
that casting.
WILD MAGic SORCERY
Unleash Chaotie Magic
Your innate magic stems from the forces of chaos
that underlie the order of creation. You or an
ancestor might have endured exposure to raw
‘magic, pethaps through a planar portal leading
to Limbo or the Elemental Planes. Perhaps you
were blessed by a fey being or marked by a de-
mon. Or your magic could be a fluke with no
apparent cause. Whatever its source, this magic
churns within you, waiting for any outlet.
Leven 3: Witp Maarc Surce
Your spelicasting can unleash surges of untamed
magic, Once per turn, you can roll 1420 imm«
ately after you cast a Sorcerer spell with a spell slot.
Ifyou roll a 20, roll on the Wild Magic Surge table
to create a magical effect.
If the magical effect is a spell, i
affected by your Metamagic.
100 wild to be
LeveL 3: TiDEs oF Caos
‘You can manipulate chaos itself to give yourself
Advantage on one D20 Test before you roll the
420. Once you do so, you must cast a Sorcerer
spell with a spell slot or finish a Long Rest be-~
fore you can use this feature again.
If you do cast a Sorcerer spell with a spell
slot before you finish a Long Rest, you auto-
matically roll on the Wild Magie Surge table.
LeveL 6: BEND Luck
You have the ability to twist fate using your
wild magic. Immediately after another creature
you can see rolls the d20 for a1D20 Test, you can
take a Reaction and spend I Sorcery Point to roll
1d4 and apply the number rolled as a bonus or
penalty (your choice) to the 420 roll
LeveL 14: CONTROLLED CHAOS
You gain a modicum of control over the surges of
your wild magic. Whenever you roll on the Wild
Magic Surge table, you can roll twice and use ei-
ther number.
49LeveL 18: TAMED SURGE
Immediately after you cast a Sorcerer spell with a
spell slot, you can create an effect of your choice
from the Wild Magic Surge table instead of rolling
‘on that table, You can choose any effect in the table
except for the final row, and if the chosen effect in-
volves a roll, you must make it
Once you use t
feature, you can't do so again
until you finish a Long Rest.
Wito Macic Surce
14100
01-04
05-08
09-12
B46
17-20
2-24
Effect
Roll on this table at the start of each of your
turns for the next minute, ignoring this re-
sult on subsequent rolls,
A creature that is Friendly toward you ap-
pears in a random unoccupied space within
60 feet of you. The creature is under the
DM's control and disappears 1 minute later.
Roll 1d4 to determine the creature: on a
11, a Modron Duodrone appears; on a2, a
Flumph appears; on @ 3, a Modron Mono-
drone appears; on a 4, a Unicorn appears
See the Monster Manual for the creature's
stat block.
For the next minute, you regain 5 Hit Points
at the start ofeach of your turns.
Creatures have Disadvantage on saving,
throws against the next spell you cast in the
next minute that involves a saving throw.
You are subjected to an effect that lasts for
11 minute unless its description says other-
wise, Roll 148 to determine the effect: on a
1, you're surrounded by faint, ethereal music
only you and creatures within 5 feet of you
can hear; on a 2, your size increases by one
size category; on @ 3, you grow a long beard
made of feathers that remains until you
sneeze, at which point the feathers explode
from your face and vanish; on a4, you must
shout when you speak; on a5, illusory but-
terflies utter in the air within 10 feet of you;
(on a 6, an eye appears on your forehead,
granting you Advantage on Wisdom (Per-