Sorcerer
The sorcerer class receives new features in this section.
Font of Magic Amendment
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot gained from the Spellcasting feature and gain a number of sorcery points
equal to the slot’s level.
Metamagic Options
3rd-level sorcerer feature
When you choose Metamagic options, you have access to the following additional options.
Expanded Spell
When you cast a spell with an effect area of a cone, cylinder, or sphere, you can spend 1 sorcery points to increase the length of a cone by 10 feet or the radius of a cylinder or sphere by 5 feet.
Fortified Spell
During your turn, when you cast a spell that has a casting time of 1 action, you can spend 1 sorcery point to gain 2 temporary hit points for each slot level expended to cast it.
Hexed Spell
When you cast a spell that requires its target to make a new saving throw during each of its turns, you can spend 3 sorcery points to cause one of its targets to have disadvantage on its saving throws against the spell during its turns for a number of rounds equal to your spellcasting ability modifier (minimum of 1 round).
Reclaimed Spell
If a target succeeds on its saving throw against your spell and suffers no effect from it, you can spend a number of sorcery points equal to half the spell’s level (rounded up) to regain the spell slot used to cast the spell. The spell can only target one creature and can’t deal damage.
You can use Reclaimed Spell even if you have already used a different Metamagic option during the casting of the spell.
Sorcerous Origin Spells
Sorcerous Origins receive additional spells in this section.
Divine Soul Spells
1st-level Divine Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Divine Soul Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an evocation spell from the cleric, sorcerer, or wizard spell list.
Divine Soul Spells
Sorcerer Level | Feature |
---|---|
1st | guiding bolt, shield of faith |
3rd | enthrall, zone of truth |
5th | beacon of hope, protection from energy |
7th | banishment, staggering smite |
9th | insect plague, planar binding |
Draconic Bloodline Spells
1st-level Draconic Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Draconic Bloodline Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.
Draconic Bloodline Spells
Sorcerer Level | Feature |
---|---|
1st | absorb elements*, cause fear* |
3rd | darkvision, suggestion |
5th | fear, protection from energy |
7th | Mordenkainen’s private sanctum, stoneskin |
9th | legend lore, steel wind strike* |
Shadow Magic Spells
1st-level Shadow Magic feature
You learn additional spells when you reach certain levels in this class, as shown on the Shadow Magic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a necromancy spell from the sorcerer, warlock, or wizard spell list.
Shadow Magic Spells
Sorcerer Level | Feature |
---|---|
1st | false life, silent image |
3rd | gentle repose, shadow blade* |
5th | enemies abound*, vampiric touch |
7th | blight, shadow of moil* |
9th | antilife shell, contagion |
Storm Sorcery Spells
1st-level Storm Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Storm Sorcery Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Storm Sorcery Spells
Sorcerer Level | Feature |
---|---|
1st | expeditious retreat, featherfall |
3rd | gust of wind, knock |
5th | call lightning, thunderstep* |
7th | freedom of movement, storm sphere* |
9th | conjure elemental, control winds* |
Wild Magic Spells
1st-level Wild Magic feature
You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list.
Wild Magic Spells
Sorcerer Level | Feature |
---|---|
1st | chaos bolt*, Tasha’s hideous laughter |
3rd | mirror image, Nystul’s magic aura |
5th | blink, hypnotic pattern |
7th | fabricate, polymorph |
9th | creation, mislead |
Wild Magic
The Wild Magic sorcerous origin receives the following new features.
Wild Magic Surge and Tides of Chaos Variants
For some groups, the Wild Magic table and system has too much variance, too great an impact at lower tiers of play, and too much reliance on DM fiat. These two feature variants
can address these concerns.
Wild Magic Surge Variant: Controlled Scope
1st-level Wild Magic feature which replaces Wild Magic Surge
You can unleash surges of raw magic. When you cast a sorcerer spell you know using a 1st-level spell slot or higher, you can choose to trigger a wild magic surge. When you trigger a wild magic surge roll 2d8 and choose one of the dice to determine the wild surge from the surge from the Wild Magic Surge Variant table. If both numbers are the same, you also trigger a Chaos Surge as indicated on the table.
You can use this feature twice, and regain all expended uses when you finish a long rest. When you reach certain levels in this class, you gain additional uses of this feature at: 6th level (three times), 14th level (four times), and 18th level (five times).
Wild Magic Surge Variant
d8 | Wild Surge | Chaos Surge |
---|---|---|
1 | A visual glamer activates on the target (you choose what it looks like). | You regain all expended sorcery points. |
2 | A visual glamer activates that obscures your space until the start of your next turn (you choose what it looks like). | You regain 5 hit points at the start of each of your turns for 1 minute or 2d10 hit points instantly (your choice). |
3 | You gain a cosmetic alteration until you finish a long rest (you choose what feature is altered and how). | Creatures have disadvantage on saving throws against this spell or the next spell you cast in the next minute that involves a saving throw (your choice). |
4 | An audible glamer sounds which can be heard up to 50 feet from the spell’s target for 1 round (you choose what sound it makes). | Treat a roll of 1 on a damage die for this spell or one you cast in the next minute that deals damage as the highest possible result on the die (your choice). |
5 | Two of your targets swap positions, provided they are within 30 feet of each other (you choose which targets). If the spell targets one creature, it can choose to swap places with you. | For each foe within 15 feet of your spell’s target, roll a d6. On a roll or 1 or 2, it takes 2d12 acid, cold, fire, lightning, or thunder damage (your choice, which applies to each target). |
6 | Visual and audible glamers activate across a 30-foot radius sphere centered on one of the spell’s targets for 1 minute (you choose what they look and sound like). Sounds can be heard from up to 100 feet away. | You transform one target of the spell into an inanimate object for 1 minute (you pick the object). An unwilling target must succeed on a Constitution saving throw against your spell save DC or become transformed. A transformed creature returns to its normal form when the object is reduced to 0 hit points. |
7 | You gain some trait that grants you advantage on one skill proficiency of your choice until you finish a short or long rest (you choose how this trait manifests). | You can take one additional action immediately. |
8 | The ground below a target has its terrain changed in a nonharmful way (you choose how that terrain changes). | You regain your lowest-level expended spell slot. |
Wild Magic Glamers
If your table enjoys wild and crazy visual and audio effects, instead of the sorcerer choosing the effects, allow each player at the table, including the DM, to choose the effects in a
round-robin fashion.
Tides of Chaos Variant
1st-level Wild Magic feature which replaces Tides of Chaos
You can manipulate the forces chance and chaos to gain advantage on one attack roll, ability check, or saving throw.
You can gain advantage this way once, and must finish a long rest to use it again, unless you trigger a Wild Magic Surge or Spell Surge, in which case you regain the use of this feature. In addition, when you cast a chaos spell (chaos barrier, chaos binding, chaos bolt, chaos mirage, chaos storm, chaos stream, chaos volley, chaos vortex, chaos wall), roll a d8. If the number rolled is less than the slot level expended to cast the spell, you regain the use of this feature.
Spell Surge
1st-level Wild Magic feature which replaces Wild Magic Surge
You can unleash surges of raw magic. When you cast a sorcerer spell you know using a 1st-level spell slot or higher, you can choose to trigger a spell surge. When you trigger a spell surge roll 2d8 and choose one of the dice to determine the effect of the surge from the Spell Surge table. If both numbers are the same, you fail to trigger a spell surge and gain no benefit; you still expend a use of this feature and don’t trigger your Tides of Chaos feature.
You can use this feature twice, and regain all expended uses when you finish a long rest. When you reach certain levels in this class, you gain additional uses of this feature at: 6th level (three times), 14th level (four times), and 18th level (five times).
Spell Surge
d8 | Spell Surge |
---|---|
1 | You gain a +2 bonus to the spell’s save DC or attack roll. |
2 | One of your targets regains hit points or takes force damage equal to four times your proficiency bonus (your choice). |
3 | The spell is cast as if using a spell slot that is one level higher than you expended to cast it. |
4 | The spell becomes psionic and doesn’t require verbal or somatic components, but still requires material components (if using psionic powers from the Psychic and Spiritual Handbook, the spell has the psychic and glow detections). |
5 | You gain 1 sorcery point which you must spend before the end of your next turn or lose it. |
6 | Until the start of your next turn, you have damage resistance to all damage. |
7 | You can teleport to an unoccupied space you can see within 30 feet. |
8 | You regain the use of your reaction if it’s not your turn or can cast one cantrip you know as a bonus action even if you can’t do so normally. |
Wild Magic Surge Variant: Controlled Usage
1st-level Wild Magic feature which replaces Wild Magic Surge
You can unleash surges of raw magic. Once per turn, you can choose to attempt to trigger a wild magic surge immediately after you cast a sorcerer spell of 1st level or higher. Roll a d20, and if the result is equal to or less than the spell slot level you expended or you expended at least 2 sorcery points to cast it, you trigger a wild magic surge and roll on the Wild Magic Surge table to determine its effects.
You can use this feature twice, and regain all expended uses when you finish a long rest. When you reach certain levels in this class, you gain additional uses of this feature at: 6th level (three times), 14th level (four times), and 18th level (five times).
Controlled Spell Surge
14th-level Wild Magic feature which replaces Controlled Chaos
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge or Spell Surge table, you can reroll one of the d8s, but you must keep the new roll.