The Sorcerer, Revised v11.0

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THE SORCERER, REVISED

FermatMD (u/fpgmd)
james ryman
Credits
Lead Designer: u/fpgmd • Chris Rallis‘s Oko, the Trickster
• Chris Rallis’s Tevesh Szat, Doom of Fools
Writing: u/fpgmd • Michael Bierek‘s Frost Breath
Editing: u/fpgmd • Mike Jordana‘s Haughty Djinn
Template: u/Kaiburr_Kath-Hound • Izzy‘s Alabaster Mage
Cover Illustrator: Pauline Voss • Johann Bodin‘s Mindstatic
Interior Illustrators: The images used in this book and their • Jason Rainville‘s Separatist Voidmage
artists are listed below in order of appearance: • Raymond Swanland‘s Violent Ultimatum
• James Ryman’s Akroan Conscriptor • Mathias Kollros‘s Magma Spray
• Magali Villeneuve‘s Teyo, the Shieldmage • Chris Rahn‘s Time Walk
• Uncredited’s Calix (from Magic: the Gathering Online) • Scott M. Fischer‘s Telling Time
• Sara Winters‘s Rix Maadi Reveler • Taylor Ingvarsson‘s Doomskar Oracle
• Justin Sweet‘s Arcanis the Omnipotent • Eric Deschamps’s Venser, Shaper Savant
• Daarken‘s Form of the Dragon • Igor Kieryluk‘s Geosurge
• James Paick‘s The Maelstrom • Alayna Danner‘s Mistgate Pathway
• Mark Winters‘s Akroan Skyguard • Daarken’s Soul Separator
• Daarken’s Keranos, God of Storms • Eric Deschamps’s Embersmith
• Yongjae Choi‘s Dreamstealer • Kev Walker’s Damnation
• Eric Deschamps‘s Esper Sentinel • Noah Bradley’s Anger of the Gods
• Wesley Burt‘s Lunar Mystic • Chris Rallis’s Tyvar Kell
• Jason Chan’s Chandra • Lie Setiawan’s Rally the Ranks
• Lie Setiawan‘s Tide Shaper • Yongjae Choi’s Grand Master of Flowers
• James Ryman‘s Auriok Survivors • Mark Winters’s Pain Seer
• Adam Paquette‘s Fated Conflagration • Grzegorz Rutkowski‘s Sarkhan, Wanderer to Shiv
• Eric Deschamps’s Oloro, Ageless Ascetic • Mathias Kollros’s Avalanche Caller
• Kekai Kotaki‘s Bloodvial Purveyor

ON THE COVER
In the plane of Theros, the god Keranos bestows his gifts upon one
of his oracles in this painting by Pauline Voss.

Disclaimer: THE SORCERER, REVISED is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contents
Sorcerer 4
Raw Magic 4
Unexplained Powers 5
Creating a Sorcerer 5
Class Features 5
Spellcasting 6
Sorcerous Origin 6
Font of Magic 7
Sorcerous Restoration 7
Metamagic 7
Ability Score Improvement 9
Magical Guidance 10
Arcane Apotheosis 10
Sorcerous Origins 10
Draconic Bloodline 10
Wild Magic 13
Divine Soul 15
Storm Sorcery 16
Shadow Magic 17
Aberrant Mind 19
Clockwork Soul 20
Lunar Sorcery 21
Phoenix Sorcery 22
Sea Sorcery 24
Stone Sorcery 25
Pyromancer 26
Giant Bloodline 27
Blood Sorcery 28
Fey Bloodline 30
Fiendish Bloodline 31
Frost Sorcery 32
Genie Bloodline 34
Kraken Sorcery 35
Life Sorcery 36
Mixed Origin 37
Muscle Magic 39
Royal Bloodline 40
Sonic Sorcery 41
Tarrasquian Sorcery 43
Time Sorcery 44
Weaver 46
Ysgardian Bloodline 56
Changelog 58
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.
FERMATMD | THE SORCERER,
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4
The Sorcerer
Proficiency Cantrips Spells Sorcery Max Spell
Level Bonus Features Known Known Points Level
1st +2 Spellcasting, Sorcerous Origin 4 2 4 1st
2nd +2 Font of Magic, Sorcerous Restoration 4 4 8 1st
3rd +2 Metamagic 4 6 17 2nd
4th +2 Ability Score Improvement 5 7 21 2nd
5th +3 Magical Guidance 5 9 32 3rd
6th +3 Sorcerous Origin feature 5 10 38 3rd
7th +3 Metamagic 5 11 45 4th
8th +3 Ability Score Improvement 5 12 52 4th
9th +4 — 5 14 66 5th
10th +4 Metamagic 6 15 74 5th
11th +4 — 6 16 84 6th
12th +4 Ability Score Improvement 6 16 85 6th
13th +5 Metamagic 6 17 96 7th
14th +5 Sorcerous Origin feature 6 17 97 7th
15th +5 — 6 18 109 8th
16th +5 Ability Score Improvement 6 18 110 8th
17th +6 Metamagic 6 19 124 9th
18th +6 Sorcerous Origin feature 6 20 132 9th
19th +6 Ability Score Improvement 6 21 142 9th
20th +6 Arcane Apotheosis 6 22 153 9th

Unexplained Powers curse? Did you seek it out, or did it find you? Did you
have the option to refuse it, and do you wish you had?
Sorcerers are rare in the world, and it’s unusual to find What do you intend to do with it? Perhaps you feel like
a sorcerer who is not involved in the adventuring life in you’ve been given this power for some lofty purpose. ar
some way. People with magical power seething in their you might decide that the power gives you the right to
veins soon discover that the power doesn’t like to stay do what you want, to take what you want from those
quiet. A sorcerer’s magic wants to be wielded, and it has who lack such power. Perhaps your power links you to a
a tendency to spill out in unpredictable ways if it isn’t powerful individual in the world—the fey creature that
called on. blessed you at birth, the dragon who put a drop of its
Sorcerers often have obscure or quixotic motivations blood into your veins, the lich who created you as an
driving them to adventure. Some seek a greater experiment, or the deity who chose you to carry this
understanding of the magical force that infuses them, or power.
the answer to the mystery of its origin. Others hope to
find a way to get rid of it, or to unleash its full potential. Quick Build
Whatever their goals, sorcerers are every bit as useful to You can make a sorcerer quickly by following these
an adventuring party as wizards, making up for a suggestions. First, Charisma should be your highest
comparative lack of breadth in their magical knowledge ability score, followed by Constitution. Second, choose
with enormous flexibility in using the spells they know. the hermit background. Third, choose the light,
prestidigitation, ray of frost, and shocking grasp
Creating a Sorcerer cantrips, along with the 1st-level spells shield and magic
The most important question to consider when creating missile.
your sorcerer is the origin of your power. As a starting
character, you’ll choose an origin that ties to a draconic Class Features
bloodline or the influence of wild magic, but the exact As a sorcerer, you gain the following class features.
source of your power is up to you to decide. Is it a family
curse, passed down to you from distant ancestors? Or Hit Points
did some extraordinary event leave you blessed with Hit Dice:1d6 per sorcerer level
inherent magic but perhaps scarred as well? 6 + your Constitution modifier
Hit Points at 1st Level:
How do you feel about the magical power coursing Hit Points at Higher Levels:1d6 (or 4) + your
through you? Do you embrace it, try to master it, or Constitution modifier per sorcerer level after 1st
revel in its unpredictable nature? Is it a blessing or a
FERMATMD | THE SORCERER,
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Proficiencies Spells of 6th level and higher are particularly taxing
Armor: None to cast. You can use sorcery points to create one slot of
Weapons: Daggers, darts, slings, quarterstaffs, light each level of 6th or higher. You can't create another slot
crossbows of the same level until you finish a long rest.
Tools: None Starting at 19th level, you can create two 6th-level
Saving Throws: Constitution, Charisma
spell slots between long rests.
Skills: Choose two from Arcana, Deception, Insight,
At 20th level, you can create two 7th-level spell slots
Intimidation, Persuasion, and Religion between long rests.
Your sorcerer level determines the maximum-level
Equipment spell slot you can create. Even though you might have
You start with the following equipment, in addition to enough points to create a slot above this maximum, you
the equipment granted by your background: can’t do so.
Spells Known of 1st Level or Higher
(a) a light crossbow and 20 bolts or (b) any simple
weapon You know two 1st-level spells of your choice from the
A component pouch sorcerer spell list.
(a) a dungeoneer’s pack or (b) an explorer’s pack The Spells Known column of the Sorcerer table
Two daggers shows when you learn more sorcerer spells of your
choice. Each of these spells must be of a level for which
Spellcasting you can create spell slots. For instance, when you reach
3rd level in this class, you can learn two new spells of
1st-level sorcerer feature 1st or 2nd level.
An event in your past, or in the life of a parent or Additionally, when you gain a level in this class, you
ancestor, left an indelible mark on you, infusing you can choose one of the sorcerer spells you know and
with arcane magic. This font of magic, whatever its replace it with another spell from the sorcerer spell list,
origin, fuels your spells. In the Player’s Handbook, see which also must be of a level for which you can create
chapter 10 for the general rules of spellcasting and spell slots.
chapter 11 for the sorcerer spell list. Spellcasting Ability
Cantrips
You know four cantrips of your choice from the sorcerer Charisma is your spellcasting ability for your sorcerer
spell list. You learn additional sorcerer cantrips of your spells, since the power of your magic relies on your
choice at higher levels, as shown in the Cantrips Known ability to project your will into the world. You use your
column of the Sorcerer table. Whenever you gain a level Charisma whenever a spell refers to your spellcasting
in this class, you can replace one of your cantrips from ability. In addition. you use your Charisma modifier
this feature with another cantrip of your choice from the when setting the saving throw DC for a sorcerer spell
sorcerer spell list. you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
Sorcery Points your Charisma modifier
The Sorcerer table shows how many sorcery points you Spell attack modifier = your proficiency bonus +
have to cast your spells of 1st level and higher. To cast your Charisma modifier
one of these sorcerer spells, you must expend a number
of sorcery points to create a spell slot of a given level, Innate Focus
and then use that slot to cast a spell. The Sorcery Point The magic flowing within you precludes the need for a
Cost table summarizes the cost in sorcery points of slots spellcasting focus. You can ignore any material
from 1st to 9th level. Cantrips don’t require slots and components of your sorcerer spells that lack a cost and
therefore don’t require sorcery points. You can’t reduce aren’t consumed by a spell.
your sorcery points total to less than 0, and you regain
all spent sorcery points when you finish a long rest.
Variant: Spell Versatility
Sorcery Point Cost 1st-level sorcerer feature (enhances Spellcasting)
Spell Level Point Cost Spell Level Point Cost Whenever you finish a long rest, you can replace one spell
you learned from this Spellcasting feature with another spell
1st 2 5th 7
from the sorcerer spell list. The new spell must be of a level
2nd 3 6th 9 for which you can create spell slots.
3rd 5 7th 10
4th 6 8th 11
9th 13

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Sorcerous Origin and 17th level.
You can use only one Metamagic option on a spell
1st-level sorcerer feature when you cast it, unless otherwise noted.
Choose a sorcerous origin, which describes the source Whenever you gain a level in this class, you can
of your innate magical power: Draconic Bloodline, Wild replace one of your Metamagic options with one you
Magic, Divine Soul, Storm Sorcery, Shadow Magic, don’t know.
Aberrant Mind, Clockwork Soul, Lunar Sorcery,
Phoenix Sorcery, Sea Sorcery, Stone Sorcery, Aimed Spell
Pyromancer, Giant Bloodline, Blood Sorcery, Fey When you cast a spell that forces a creature to make a
Bloodline, Fiendish Bloodline, Frost Sorcery, Genie saving throw to resist its effects, you can spend 2
Bloodline, Kraken Sorcery, Life Sorcery, Mixed Origin, sorcery points to instead focus the spell’s energy into a
Muscle Magic, Royal Bloodline, Sonic Sorcery, spell attack. The spell must be incapable of targeting
Tarrasquian Sorcery, Time Sorcery, Weaver, or more than one creature at the spell’s current level. You
Ysgardian Bloodline each detailed at the end of the make a melee spell attack against the target if the spell
class description. has a range of touch and a ranged spell attack if the
Your choice grants you features when you choose it at spell has a range of 5 feet or greater. On a hit, the spell
1st level and again at 6th, 14th, and 18th level. takes effect as if the creature had failed its first saving
throw against the spell.
Font of Magic When you cast a spell that requires you to make a
2nd-level sorcerer feature spell attack, you can spend 2 sorcery points to instead
You tap into a deep wellspring of magic within yourself. force the creature to make a Dexterity saving throw
This wellspring is represented by the ability to use against it. The spell must be incapable of targeting more
sorcery points to create a variety of magical effects. than one creature at the spell’s current level. On a failed
save, the spell takes effect as if the creature had been hit
Imbuing Touch by the spell.
As an action, you can touch one nonmagical weapon Careful Spell
and spend 2 sorcery points to imbue it with magic for 1 When you cast a spell that forces other creatures to
minute. For the duration, the weapon is considered make a saving throw, you can protect some of those
magical for the purpose of overcoming immunity and creatures from the spell’s full force. To do so, you spend
resistance to nonmagical attacks. 1 sorcery point and choose a number of those creatures
Sorcerous Fortitude up to your Charisma modifier (minimum of one
As an action, you can spend a number of sorcery points creature). A chosen creature automatically succeeds on
up to your sorcerer level to roll a d4 for each point its saving throw against the spell, and it takes no
expended. You gain a number of temporary hit points damage if it would normally take half damage on a
equal to the total rolled. successful save.
Sorcerous Restoration Delayed Spell
When you cast a spell, you can delay its effects. To do
2nd-level sorcerer feature
You regain 1 expended sorcery point whenever you so, you spend 1 sorcery point and choose a number of
finish a short rest. This increases to 2 sorcery points at rounds up to your Charisma modifier (minimum of one).
8th level, 3 sorcery points at 14th level, and 4 sorcery At the beginning of your turn after the chosen number of
points at 20th level. rounds has passed, the spell takes effect. All
determinations for the spell that are made by you, such
as its targets, direction, or shape, are made when the
Variant: Sorcerous Restoration spell is cast, while determinations made by the spell’s
2nd-level sorcerer feature (replaces Sorcerous Restoration) targets, such as saving throws, are made when the spell
Once per day, you can spend 1 minute in concentration to takes effect. If the spell requires concentration, you only
regain a number of expended sorcery points equal to half begin concentrating on it once it has taken effect. If any
your sorcerer level, rounded up. of the spell’s parameters become invalid when it is
about to take effect, such as when none of its targets are
Metamagic within range, the spell fails. A delayed spell that has not
taken effect lingers in place as an intangible, glowing
3rd-level sorcerer feature bead of magic that can be the target of a dispel magic
You gain the ability to twist your spells to suit your spell. You can cause the spell to take effect earlier by
needs. You gain two of the following Metamagic options using your bonus action.
of your choice. You gain another one at 7th, 10th, 13th, When you cast a spell that has a casting time of 1
FERMATMD | THE SORCERER,
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7
bonus action, you can spend 1 sorcery point to change Extended Spell
the casting time to 1 action for this casting. When you cast a spell that has a duration of 1 minute or
Distant Spell longer, you can spend 1 sorcery point to double its
When you cast a spell that has a range of 5 feet or duration, to a maximum
greater, you can spend 1 sorcery point to double the If the affected spell requires concentration, you have
range of the spell. advantage on any saving throw you make to maintain
When you cast a spell that has a range of touch, you that duration of 24 hours.concentration.
can spend 1 sorcery point to make the range of the spell Heightened Spell
30 feet. When you cast a spell that forces a creature to make a
Empowered Spell saving throw to resist its effects, you can spend 2
When you roll damage for a spell, you can spend 1 sorcery points to give one target of the spell
sorcery point to reroll a number of the damage dice up disadvantage on its saving throws against the spell.
to your Charisma modifier (minimum of one). You must Maximized Spell
use the new rolls. When you roll damage for a spell of 1st level or higher,
You can use Empowered Spell even if you have you can spend a number of sorcery points equal to the
already used a different Metamagic option during the spell’s level to deal maximum damage to one target of
casting of the spell. the spell.
Explosive Spell Potent Spell
When you cast a spell that has an area of effect, has a When one or more creatures takes no damage following
duration of instantaneous, and forces a creature to a successful saving throw against a spell you cast either
make a Dexterity saving throw to resist its effects, you as part of the spell’s effect, a feature, or some other
can spend 1 sorcery point to blast an affected creature effect other than having immunity to all of the spell’s
off its feet. On a failed save, the spell has the additional damage types, you can spend sorcery points equal to the
effect of pushing a creature in a straight line towards spell’s level to deal half the spell’s damage to one of
the nearest edge of the spell’s area and knocking it those creatures (1 sorcery point if the spell is a cantrip).
prone. The creature suffers no additional effect from the spell.
FERMATMD | THE SORCERER,
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Quickened Spell two physical ability scores. Similarly, if the original
When you cast a spell that has a casting time of 1 saving throw uses a mental ability score (Intelligence,
action, you can spend 2 sorcery points to change the Wisdom, or Charisma), the new saving throw must be
casting time to 1 bonus action for this casting. You can’t chosen between the other two mental ability scores.
modify a spell in this way if you’ve already cast a spell of Subtle Spell
1st level or higher on the current turn, nor can you cast When you cast a spell, you can spend 1 sorcery point to
a spell of 1st level or higher spell on this turn after cast it without any components, except material
modifying a spell in this way. components that have a gold cost or are consumed by
Ruinous Spell the spell.
When you cast a spell of 1st level or higher that has an Transdimensional Spell
area of effect and a duration of instantaneous, you can When you cast a spell, you can spend 1 sorcery point to
spend 1 sorcery point to devastate the spell’s area, allow it to affect creatures that are in the Ethereal Plane
turning it into difficult terrain for a number of rounds or are in an extradimensional space such as one created
equal to half the spell’s level, rounded up. by a rope trick spell. A creature need not be visible to
Seeking Spell you to be affected unless the spell requires you to target
If you make an attack roll for a spell and miss, you can the creature.
spend 1 sorcery point to reroll the d20, and you must Transmuted Spell
use the new roll. When you cast a spell that deals a type of damage from
You can use Seeking Spell even if you have already the following list, you can spend 1 sorcery point to
used a different Metamagic option during the casting of change that damage type to one of the other listed types:
the spell. acid, cold, fire, lightning, thunder.
Shifted Spell
Twinned Spell
When you cast a spell that forces a creature to make a When you cast a spell that is incapable of targeting
saving throw to resist its effects and has a duration of more than one creature at the spell’s current level and
instantaneous, you can spend 2 sorcery points to doesn’t have a range of self, you can spend a number of
change the saving throw for one target of the spell from sorcery points equal to the spell’s level to target a
one ability score to another of your choice. The second creature in range with the same spell (1 sorcery
appearance of the spell changes to reflect this, as point if the spell is a cantrip).
appropriate. If the original saving throw uses a physical
ability score (Strength, Dexterity, or Constitution), the Widened Spell
new saving throw must be chosen between the other When you cast a spell that has an area of effect, you can

FERMATMD | THE SORCERER,


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9
spend a number of sorcery points up to half the spell’s Sorcerous Origins
level, rounded up, to increase each of the area’s
dimensions by 5 feet for each sorcery point spent (1 Draconic Bloodline
sorcery point if the spell is a cantrip).
Ability Score Improvement
Your innate magic comes from draconic magic that was
mingled with your blood or that of your ancestors. Most
4th-level sorcerer feature often, sorcerers with this origin trace their descent back
When you reach 4th level, and again at 8th, 12th, 16th, to a mighty sorcerer of ancient times who made a
and 19th level, you can increase one ability score of bargain with a dragon or who might even have claimed
your choice by 2, or you can increase two ability scores a dragon parent. Some of these bloodlines are well
of your choice by 1. As normal, you can’t increase an established in the world, but most are obscure. Any
ability score above 20 using this feature. given sorcerer could be the first of a new bloodline, as a
result of a pact or some other exceptional circumstance.
Proficiency Versatility
Dragon Ancestor
When you gain the Ability Score Improvement feature
from your class, you can also replace one of your skill 1st-level Draconic Bloodline feature
You choose one type of dragon as your ancestor. The
proficiencies with a skill proficiency offered by your damage type associated with each dragon is used by
class at 1st level (the proficiency you replace needn’t be features you gain later.
from the class).
This change represents one of your skills atrophying
as you focus on a different skill. Draconic Ancestry
Dragon Damage Type
Magical Guidance Amethyst (gem) Force
5th-level sorcerer feature Black (chromatic) Acid
You can tap into your inner wellsping of magic to try to Blue (chromatic) Lightning
conjure success from failure. When you make an ability Brass (metallic) Fire
check that fails, you can spend 1 sorcery point to reroll Bronze (metallic) Lightning
the d20, and you must use the new roll, potentially Copper (metallic) Acid
turning the failure into a success. Crystal (gem)
Emerald (gem)
Radiant
Psychic
Arcane Apotheosis Gold (metallic) Fire
Green (chromatic) Poison
20th-level sorcerer feature
You gain all Metamagic options. Red (chromatic) Fire

In addition, you can ignore any material components Sapphire (gem) Thunder

of your sorcerer spells that costs less than 1,000 gp, Silver (metallic) Cold

including those that are consumed by a spell. Topaz (gem)


White (chromatic)
Necrotic
Cold

FERMATMD | THE SORCERER,


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You can speak, read, and write Draconic. Additionally, 5th call lightning
whenever you make a Charisma check when interacting 7th storm sphere
with dragons, your proficiency bonus is doubled if it 9th wall of stone
applies to the check. Brass Dragon Spells
Draconic Magic
Sorcerer Level Spells
1st-level Draconic Bloodline feature
You learn additional spells when you reach certain 1st sleep

levels in this class, as shown in the Draconic Spells 3rd Aganazzar’s scorcher

table as well as the succeeding tables for each dragon 5th Melf’s minute meteors

type. Each of these spells counts as a sorcerer spell for 7th fire shield (warm shield only)
flame strike
you, but it doesn’t count against the number of sorcerer 9th

spells you know. Bronze Dragon Spells


Whenever you gain a sorcerer level, you can replace
one spell you gained with this feature with another spell Sorcerer Level Spells

of the same level. The new spell must be an evocation or 1st witch bolt

a transmutation spell from the sorcerer, warlock, or 3rd gust of wind

wizard spell list. 5th


7th
water breathing
storm sphere
Draconic Spells 9th control winds

Sorcerer Level Spells Copper Dragon Spells


cause fear (chromatic and metallic
1st Sorcerer Level Spells
only), charm person (gem only)
1st Tasha’s caustic brew
3rd dragon’s breath*
3rd Melf’s acid arrow
5th fly
5th slow
elemental bane* (chromatic only),
7th 7th vitriolic sphere
polymorph (gem and metallic only)
9th transmute rock
9th summon draconic spirit**

* Unless you gain these spells from another source, Crystal Dragon Spells
you can only deal the damage type associated with your Sorcerer Level Spells
draconic ancestry with them, even if that damage type is 1st guiding bolt
not among the spells' options. 3rd moonbeam
** Unless you gain this spell from another source, you 5th hypnotic pattern
can only summon a draconic spirit of your ancestor’s 7th divination
type with it. 9th dawn

Amethyst Dragon Spells Emerald Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
1st magic missile 1st dissonant whispers
3rd spiritual weapon 3rd invisibility
5th water breathing 5th major image
7th control water 7th Raulothim’s psychic lance
9th Bigby’s hand 9th synaptic static

Black Dragon Spells Gold Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
1st Tasha’s caustic brew 1st burning hands
3rd Melf’s acid arrow 3rd ray of enfeeblement
5th water breathing 5th water breathing
7th vitriolic sphere 7th fire shield (warm shield only)
9th insect plague 9th flame strike

Blue Dragon Spells Green Dragon Spells


Sorcerer Level Spells Sorcerer Level Spells
1st witch bolt 1st ray of sickness
3rd dust devil

FERMATMD | THE SORCERER,


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3rd protection from poison Elemental Affinity
5th water breathing 6th-level Draconic Bloodline feature
7th grasping vine You gain resistance to the damage type associated with
9th cloudkill your draconic ancestry.
Additionally, when you cast a spell that deals that
Red Dragon Spells
damage type, add your Charisma modifier to one of the
Sorcerer Level Spells spell’s damage rolls.
1st hellish rebuke
3rd Ashardalon’s stride Dragon Wings
5th fireball 14th-level Draconic Bloodline feature
7th wall of fire You gain the ability to sprout a pair of dragon wings
9th immolation from your back, gaining a flying speed equal to your
current speed. You can create these wings as a bonus
Sapphire Dragon Spells action on your turn. They last until you dismiss them as
Sorcerer Level Spells a bonus action on your turn.
1st thunderwave You can’t manifest your wings while wearing armor
3rd spider climb unless the armor is made to accommodate them, and
5th thunder step clothing not made to accommodate your wings might be
7th stone shape destroyed when you manifest them.
9th destructive wave Improved Elemental Affinity
Silver Dragon Spels 18th-level Draconic Bloodline feature
You gain immunity to the damage type associated with
Sorcerer Level
1st
Spells
frost fingers
your draconic ancestry.
3rd hold person Draconic Presence
5th sleet storm 18th-level Draconic Bloodline feature
7th fire shield (chill shield only) You can channel the dread presence of your dragon
9th hold monster ancestor, causing those around you to become
awestruck or frightened. As a bonus action, you can
Topaz Dragon Spells
draw on this power and exude an aura of awe or fear
Sorcerer Level Spells (your choice) to a distance of 60 feet. For 1 minute or
1st inflict wounds until you become incapacitated, each creature of your
3rd ray of enfeeblement choice that starts its turn in this aura must succeed on a
5th water breathing Wisdom saving throw or be charmed (if you chose awe)
7th blight or frightened (if you chose fear) until the creature is
9th negative energy flood outside the aura.
Once you use this feature, you can’t use it again until
White Dragon Spells you finish a long rest, unless you spend 5 sorcery points
Sorcerer Level Spells to use it again.
1st frost fingers
3rd Rime’s binding ice
Variant: Form of the Dragon
5th sleet storm
18th-level Draconic Bloodline feature (replaces Draconic
7th ice storm Presence)
9th cone of cold You can use your action to transform into an adult dragon of
your ancestor’s type as if you had cast the shapechange spell,
Draconic Resilience with the following differences:
1st-level Draconic Bloodline feature
As magic flows through your body, it causes physical It doesn’t require concentration.
traits of your dragon ancestors to emerge. Your hit point The transformation lasts for 1 minute. It ends early if you
maximum increases by 1 and increases by 1 again are incapacitated, you die, or if you dismiss it as a bonus

whenever you gain a level in this class. action.


You can’t use your action to assume a different form.
Additionally, parts of your skin are covered by a thin
sheen of dragon-like scales. When you aren’t wearing Once you use this feature, you can’t use it again until you
armor, your AC equals 10 + your Dexterity modifier + finish a long rest.
your Charisma modifier.

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12
Wild Magic
Your innate magic comes from the wild forces of chaos
that underlie the order of creation. You might have
endured exposure to some form of raw magic, perhaps
through a planar portal leading to Limbo, the Elemental
Planes, or the mysterious Far Realm. Perhaps you were
blessed by a powerful fey creature or marked by a
demon. Or your magic could be a fluke of your birth,
with no apparent cause or reason. However it came to
be, this chaotic magic churns within you, waiting for any
outlet.
Wild Spells
1st-level Wild Magic feature
You learn additional spells when you reach certain
levels in 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 against the number of sorcerer
spells you know.
Whenever you gain a sorcerer level, you can replace
one spell you gained with this feature with another spell
of the same level. The new spell must be a conjuration Bend Luck
or a transmutation spell from the sorcerer, warlock, or 6th-level Wild Magic feature
wizard spell list. You have the ability to twist fate using your wild magic.
When another creature you can see makes an attack
Wild Spells roll, an ability check, or a saving throw, you can use
Sorcerer Level Spells your reaction and spend 1 sorcery point to roll 1d4 and
1st chaos bolt, color spray apply the number rolled as a bonus or penalty (your
3rd enlarge/reduce, mirror image choice) to the creature’s roll. You can do so after the
5th blink, enemies abound creature rolls but before any effects of the roll occur.
7th confusion, polymorph This roll changes to 1d6 at 11th level and to 1d8 at 17th
9th animate objects, mislead level.
Wild Magic Surge Controlled Chaos
1st-level Wild Magic feature 14th-level Wild Magic feature
Your spellcasting can unleash surges of untamed magic. You gain a modicum of control over the surges of your
Immediately after you cast a sorcerer spell of 1st level wild magic. Whenever you roll on the Wild Magic Surge
or higher, roll a d20. If you roll a 1, roll on the Wild table, you can roll twice and use either number.
Magic Surge table to create a random magical effect. If Spell Bombardment
the effect is a spell, it’s too wild to be affected by
Metamagic. If it normally requires concentration, it 18th-level Wild Magic feature
The harmful energy of your spells intensifies. When you
doesn’t require concentration in this case; the spell lasts roll damage for a spell and roll the highest number
for its full duration. possible on any of the dice, choose one of those dice,
Tides of Chaos roll it again, and add 1d6 times that roll to the damage.
1st-level Wild Magic feature You can use the feature only once per turn.
You can manipulate the forces of chance and chaos to
gain advantage on one attack roll, ability check, or Variant: Wild Bombardment
saving throw. Once you do so, you must finish a long 18th-level Wild Magic feature (replaces Spell Bombardment)
rest before you can use this feature again. If you would roll on the Wild Magic Surge table, you can
Any time before you regain the use of this feature, you choose the magical effect you create instead. If you choose to
can roll on the Wild Magic Surge table immediately regain expended sorcery points using this feature, you can
after you cast a sorcerer spell of 1st level or higher. You only regain up to 13 sorcery points.
then regain the use of this feature. Once you use this feature, you can’t do so again until you
finish a long rest.

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13
Wild Magic Surge
d100 Effect d100 Effect
Roll on this table at the start of each of your turns for 45–46 You cast levitate on yourself.
01–02 the next minute, ignoring this result on subsequent A unicorn controlled by the DM appears in a space
47–48
rolls. within 5 feet of you, then disappears 1 minute later.
For the next minute, you can see any invisible creature You can’t speak for the next minute. Whenever you try,
03–04 49–50
if you have line of sight to it. pink bubbles float out of your mouth.
A modron chosen and controlled by the DM appears in A spectral shield hovers near you for the next minute,
05–06 an unoccupied space within 5 feet of you, then 51–52 granting you a +2 bonus to AC and immunity to magic
disappears 1 minute later. missile.
You cast fireball as a 3rd-level spell centered on You are immune to being intoxicated by alcohol for the
07–08 53–54
yourself. next 5d6 days.
09–10 You cast magic missile as a 5th-level spell. 55–56 Your hair falls out but grows back within 24 hours.
Roll a d10. Your height changes by a number of inches For the next minute, any flammable object you touch
11–12 equal to the roll. If the roll is odd, you shrink. If the roll 57–58 that isn’t being worn or carried by another creature
is even, you grow. bursts into flame.
13–14 You cast confusion centered on yourself. 59–60 You regain up to 2 expended sorcery points.
For the next minute, you regain 5 hit points at the start 61–62 For the next minute, you must shout when you speak.
15–16
of each of your turns. 63–64 You cast fog cloud centered on yourself.
You grow a long beard made of feathers that remains Up to three creatures you choose within 30 feet of you
65–66
17–18 until you sneeze, at which point the feathers explode take 4d10 lightning damage.
out from your face. You are frightened by the nearest creature until the end
67–68
19–20 You cast grease centered on yourself. of your next turn.
Creatures have disadvantage on saving throws against Each creature within 30 feet of you becomes invisible
21–22 the next spell you cast in the next minute that involves 69–70 for the next minute. The invisibility ends on a creature
a saving throw. when it attacks or casts a spell.
Your skin turns a vibrant shade of blue. A remove curse 71–72 You gain resistance to all damage for the next minute.
23–24
spell can end this effect. A random creature within 60 feet of you becomes
73–74
An eye appears on your forehead for the next minute. poisoned for 1d4 hours.
25–26 During that time, you have advantage on Wisdom You glow with bright light in a 30-foot radius for the
(Perception) checks that rely on sight. 75–76 next minute. Any creature that ends its turn within 5
For the next minute, all your spells with a casting time feet of you is blinded until the end of its next turn.
27–28
of 1 action have a casting time of 1 bonus action. You cast polymorph on yourself. If you fail the saving
77–78
You teleport up to 60 feet to an unoccupied space of throw, you turn into a sheep for the spell’s duration.
29–30
your choice that you can see. Illusory butterflies and flower petals flutter in the air
79–80
You are transported to the Astral Plane until the end of within 10 feet of you for the next minute.
your next turn, after which time you return to the space 81–82 You can take one additional action immediately.
31–32
you previously occupied or the nearest unoccupied Each creature within 30 feet of you takes 1d10 necrotic
space if that space is occupied. 83–84 damage. You regain hit points equal to the sum of the
Maximize the damage of the next damaging spell you necrotic damage dealt.
33–34
cast within the next minute. 85–86 You cast mirror image.
Roll a d10. Your age changes by a number of years 87–88 You cast fly on a random creature within 60 feet of you.
35–36 equal to the roll. If the roll is odd, you get younger You become invisible for the next minute. During that
(minimum 1 year old). If the roll is even, you get older. 89–90 time, other creatures can’t hear you. The invisibility
1d6 flumphs controlled by the DM appear in ends if you attack or cast a spell.
37–38 unoccupied spaces within 60 feet of you and are If you die within the next minute, you immediately
91–92
frightened of you. They vanish after 1 minute. come back to life as if by the reincarnate spell.
39–40 You regain 2d10 hit points. Your size increases by one size category for the next
93–94
You turn into a potted plant until the start of your next minute.
turn. While a plant, you are incapacitated and have You and all creatures within 30 feet of you gain
41–42 95–96
vulnerability to all damage. If you drop to 0 hit points, vulnerability to piercing damage for the next minute.
your pot breaks, and your form reverts. You are surrounded by faint, ethereal music for the next
97–98
For the next minute, you can teleport up to 20 feet as a minute.
43–44
bonus action on each of your turns. 99–00 You regain up to 20 expended sorcery points.

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14
Divine Soul You learn additional spells when you reach certain
levels in this class. Choose a cleric divine domain
Sometimes the spark of magic that fuels a sorcerer associated with your god. If your god has no clerics,
comes from a divine source that glimmers within the consult your DM as to which divine domain is
soul. Having such a blessed soul is a sign that your appropriate. Starting at 1st level, and again when you
innate magic might come from a distant but powerful reach 3rd, 5th, 7th, and 9th levels in the sorcerer class,
familial connection to a divine being. Perhaps your birth you learn your domain's spells that become available to
might align with an ancient prophecy, marking you as a clerics at those levels.
servant of the gods or a chosen vessel of divine magic. Whenever you gain a sorcerer level, you can replace
A Divine Soul, with a natural magnetism, is seen as a one spell you gained with this feature with another spell
threat by some religious hierarchies. As an outsider who of the same level. The new spell must be an evocation or
commands sacred power, a Divine Soul can undermine a necromancy spell from the cleric, sorcerer, warlock, or
an existing order by claiming a direct tie to the divine. wizard spell list.
In some cultures, only those who can claim the power
of a Divine Soul may command religious power. In Favored by the Gods
these lands, ecclesiastical positions are dominated by a 1st-level Divine Soul feature
few bloodlines and preserved over generations. Divine power guards your destiny. If you fail a saving
throw or miss with an attack roll, you can roll 2d4 and
Divine Magic add it to the total, possibly changing the outcome.
1st-level Divine Soul feature You can use this feature a number of times equal to
Your link to the divine allows you to learn spells your proficiency bonus, and you regain all expended
normally associated with the cleric class. When your uses when you finish a long rest.
Spellcasting feature lets you learn a sorcerer cantrip or
a sorcerer spell of 1st level or higher, you can choose Unearthly Recovery
the new spell from the cleric spell list, in addition to the 6th-level Divine Soul feature
sorcerer spell list. You must otherwise obey all the You gain the ability to overcome light to moderate
restrictions for selecting the spell, and it becomes a injuries. As a bonus action, you can regain hit points
sorcerer spell for you. equal to twice your sorcerer level.
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15
Once you use this feature, you can’t use it again until Storm Sorcery
you finish a long rest.
Your innate magic comes from the power of elemental
Empowered Healing air. Many with this power can trace their magic back to
6th-level Divine Soul feature a near-death experience caused by the Great Rain, but
The divine energy coursing through you can empower perhaps you were born during a howling gale so
your healing spells. Whenever you roll dice to determine powerful that folk still tell stories of it, or your lineage
the number of hit points a spell restores, you can spend might include the influence of potent air creatures such
1 sorcery point to reroll any number of those dice once, as djinn. Whatever the case, the magic of the storm
provided you aren’t incapacitated. You can use this permeates your being.
feature only once per turn. Storm sorcerers are invaluable members of a ship’s
Otherworldly Wings crew. Their magic allows them to exert control over
wind and weather in their immediate area. Their
14th-level Divine Soul feature
You can use a bonus action to manifest a pair of spectral abilities also prove useful in repelling attacks by
wings from your back. While the wings are present, you sahuagin, pirates, and other waterborne threats.
have a flying speed of 30 feet. The wings last until Wind Speaker
you’re incapacitated, you die, or you dismiss them as a 1st-level Storm Sorcery feature
bonus action. The arcane magic you command is infused with
Your god’s alignment determines the appearance of elemental air. You can speak, read, and write
the spectral wings: eagle wings for good, bat wings for Primordial. Knowing this language allows you to
evil, and dragonfly wings for neutral. understand and be understood by those who speak its
Wrath of God
dialects: Aquan, Auran, Ignan, and Terran.
18th-level Divine Soul feature Storm Magic
You can implore your god to reach from beyond the 1st-level Storm Sorcery feature
Prime Material Plane and smite those who stand in You learn additional spells when you reach certain
your way with pure magical might. When a creature levels in this class, as shown in the Storm Spells table.
fails its saving throw against a spell you cast that deals Each of these spells counts as a sorcerer spell for you,
damage, you can have the spell deal an extra 12d10 but it doesn’t count against the number of sorcerer
force damage to the target. spells you know.
Once you use this feature, you can’t use it again until Whenever you gain a sorcerer level, you can replace
you finish a long rest. one spell you gained with this feature with another spell

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16
of the same level. The new spell must be a conjuration You also gain a magical flying speed of 60 feet. As an
or an evocation spell from the sorcerer, warlock, or action, you can reduce your flying speed to 30 feet for 1
wizard spell list. hour and choose a number of creatures within 30 feet of
you equal to 3 + your Charisma modifier. The chosen
Storm Spells creatures gain a magical flying speed of 30 feet for 1
Sorcerer Level Spells hour. You can use this special action a number of times
1st fog cloud, thunderwave equal to your Charisma modifier (minimum of once),
3rd gust of wind, levitate and you regain all expended uses when you finish a long
5th call lightning, sleet storm rest. While you have no uses available, you can spend 5
7th storm sphere, summon elemental (air only) sorcery points to use this special action again.
9th cone of cold, control winds
Shadow Magic
Tempestuous Magic You are a creature of shadow, for your innate magic
1st-level Storm Sorcery feature comes from the Shadowfell itself. You might trace your
Immediately before or after you expend a spell slot to lineage to an entity from that place, or perhaps you were
cast a spell, whirling gusts of elemental air briefly exposed to its fell energy and transformed by it.
surround you, allowing you to fly up to a number of feet The power of shadow magic casts a strange pall over
equal to 5 times your proficiency bonus without your physical presence. The spark of life that sustains
provoking opportunity attacks. You also gain a number you is muffled, as if it struggles to remain viable against
of temporary hit points equal to 4 + the slot’s level. the dark energy that imbues your soul. At your option,
you can pick from or roll on the Shadow Sorcerer
Heart of the Storm
6th-level Storm Sorcery feature
Quirks table to create a quirk for your character.
You gain resistance to lightning and thunder damage. In Shadow Sorcerer Quirks
addition, whenever you start casting a spell of 1st level
or higher that deals lightning or thunder damage, d6 Quirk

stormy magic erupts from you. This eruption causes 1 You are always icy cold to the touch.

creatures of your choice that you can see within 10 feet 2


When you are asleep, you don’t appear to breathe

of you to take 2d4 lightning or thunder damage (choose (though you must still breathe to survive).

each time this ability activates). This damage increases 3 You barely bleed, even when badly injured.

to 3d4 at 11th level and 4d4 at 17th level. 4


Your heart beats once per minute. This event some-
times surprises you.
Storm Guide You have trouble remembering that living creatures and
5
corpses should be treated differently.
6th-level Storm Sorcery feature
You gain the ability to subtly control the weather around 6 You blinked. Once. Last week.
you. Eyes of the Dark
If it is raining, you can use an action to cause the rain
to stop falling in a 20-foot-radius sphere centered on 1st-level Shadow Magic feature
You have darkvision out to a range of 120 feet. If you
you. You can end this effect as a bonus action. already have darkvision, its range increases by 120 feet.
If it is windy, you can use a bonus action each round When you reach 3rd level in this class, you learn the
to choose the direction that the wind blows in a 100- darkness spell, which doesn’t count against your
foot-radius sphere centered on you. The wind blows in number of sorcerer spells known. In addition, you can
that direction until the end of your next turn. This cast it by spending 2 sorcery points and you can see
feature doesn’t alter the speed of the wind. through the darkness created by the spell.
Storm’s Fury
Shadow Spells
14th-level Storm Sorcery feature
When you are hit by a melee attack, you can use your 1st-level Shadow Magic feature
You learn additional spells when you reach certain
reaction to deal lightning damage to the attacker. The levels in this class, as shown in the Shadow Spells
damage equals your sorcerer level. The attacker must table. Each of these spells counts as a sorcerer spell for
also succeed on a Strength saving throw against your you, but it doesn’t count against the number of sorcerer
sorcerer spell save DC or be restrained by strong winds spells you know.
until the end of your next turn. Whenever you gain a sorcerer level, you can replace
Wind Soul one spell you gained with this feature with another spell
18th-level Storm Sorcery feature of the same level. The new spell must be an illusion or a
You gain immunity to lightning and thunder damage. necromancy spell from the sorcerer, warlock, or wizard
spell list.
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17
Shadow Spells It appears with a number of temporary hit points
equal to half your sorcerer level.
Sorcerer Level Spells
It can move through other creatures and objects as if
1st cause fear, inflict wounds
force damage if it ends its turn inside an object.
3rd ray of enfeeblement, shadow blade
At the start of its turn, the hound automatically
5th animate dead, summon shadowspawn
knows its target’s location. If the target was hidden,
7th
9th
blight, shadow of Moil
danse macabre, negative energy flood it is no longer hidden from the hound.
The hound appears in an unoccupied space of your
Strength of the Grave
choice within 30 feet of the target. Roll initiative for the
1st-level Shadow Magic feature hound. On its turn, it can move only toward its target by
Your existence in a twilight state between life and death the most direct route, and it can use its action only to
makes you difficult to defeat. When damage reduces you attack its target. The hound can make opportunity
to 0 hit points, you can make a Charisma saving throw attacks, but only against its target. Additionally, while
(DC 5 + the damage taken). On a success, you instead the hound is within 5 feet of the target, the target has
drop to 1 hit point. You can’t use this feature if you are disadvantage on saving throws against any spell you
reduced to 0 hit points by radiant damage or by a cast. The hound disappears if it is reduced to 0 hit
critical hit. points, if its target is reduced to 0 hit points, or after 5
After the saving throw succeeds, you can’t use this minutes.
feature 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 Ill Omen)
You gain the ability to call forth a howling creature of The shadows that surround you bleed into your spells, biting
darkness to harass your foes. As a bonus action, you can at your targets with malice. When you cast a spell that deals
spend 3 sorcery points to magically summon a hound of damage when you are in dim light or darkness, it deals an
ill omen to target one creature you can see within 120 extra 2d6 necrotic damage. This damage increases to 2d8 at
feet of you. The hound uses the dire wolf’s statistics (see 11th level and 2d10 at 17th level.

the Monster Manual or appendix C in the Player’s


Handbook), with the following changes: Shadow Walk
14th-level Shadow Magic feature
The hound is size Medium, not Large, and it counts You gain the ability to step from one shadow into
as a monstrosity, not a beast. another. When you are in dim light or darkness, as a
FERMATMD | THE SORCERER,
REVISED
18
bonus action, you can magically teleport up to 120 feet Psionic Spells
to an unoccupied space you can see that is also in dim 1st-level Aberrant Mind feature
light or darkness. You learn additional spells when you reach certain
Umbral Form levels in this class, as shown on the Psionic Spells table.
Each of these spells counts as a sorcerer spell for you,
18th-level Shadow Magic feature
As a bonus action, you magically transform yourself into but it doesn’t count against the number of sorcerer
a shadowy form. In this form, you have resistance to all spells you know.
damage except force and radiant damage, and you can Whenever you gain a sorcerer level, you can replace
move through other creatures and objects as if they one spell you gained from this feature with another spell
were difficult terrain. You take 5 force damage if you of the same level. The new spell must be a divination or
end your turn inside an object. an enchantment spell from the sorcerer, warlock, or
You remain in this form for 1 minute. It ends early if wizard spell list.
you are incapacitated, if you die, or if you dismiss it as a Psionic Spells
bonus action.
Once you use this feature, you can’t use it again until Sorcerer Level Spells
you finish a long rest, unless you spend 6 sorcery points 1st arms of Hadar, dissonant whispers, mind sliver
to use it again. 3rd
5th
calm emotions, detect thoughts
hunger of Hadar, sending
Aberrant Mind 7th Evard’s black tentacles, summon aberration

An alien influence has wrapped its tendrils around your 9th Rary’s telepathic bond, telekinesis

mind, giving you psionic power. You can now touch Eldritch Tongue
other minds with that power and alter the world around
you by using it to control the magical energy of the 1st-level Aberrant Mind feature
The arcane magic you command is infused with the
multiverse. Will this power shine from you as a hopeful strangeness of the Far Realm. You can speak, read, and
beacon to others? Or will you be a source of terror to write Deep Speech and Undercommon. Whenever you
those who feel the stab of your mind and witness the make a Charisma check when interacting with
strange manifestations of your might? aberrations, your proficiency bonus is doubled if it
As an Aberrant Mind sorcerer, you decide how you applies to the check.
acquired your powers. Were you born with them? Or did
an event later in life leave you shining with psionic Telepathic Speech
awareness? Consult the Aberrant Origins table for a 1st-level Aberrant Mind feature
possible origin of your power. You can form a telepathic connection between your
mind and the mind of another. As a bonus action,
Aberrant Origins choose one creature you can see within 30 feet of you.
d6 Origin You and the chosen creature can speak telepathically
You were exposed to the Far Realm’s warping with each other while the two of you are within a
1 influence. You are convinced that a tentacle is now number of miles of each other equal to your Charisma
growing on you, but no one else can see it. modifier (minimum of 1 mile). To understand each
A psychic wind from the Astral Plane carried psionic other, you each must speak mentally in a language the
2 energy to you. When you use your powers, faint motes other knows.
of light sparkle around you. The telepathic connection lasts for a number of
You once suffered the dominating powers of an minutes equal to your sorcerer level. It ends early if you
3
aboleth, leaving a psychic splinter in your mind. are incapacitated or die or if you use this ability to form
You were implanted with a mind flayer tadpole, but a connection with a different creature.
the ceremorphosis never completed. And now its
4
psionic power is yours. When you use it, your flesh Psionic Sorcery
shines with a strange mucus. 6th-level Aberrant Mind feature
As a child, you had an imaginary friend that looked When you cast any spell of 1st level or higher from your
like a flumph or a strange platypus-like creature. One Psionic Spells feature, you can cast it by spending a
5
day, it gifted you with psionic powers, which have number of sorcery points equal to the spell’s level. The
ended up being not so imaginary. spell requires no verbal or somatic components, and it
Your nightmares whisper the truth to you: your requires no material components, unless they are
6 psionic powers are not your own. You draw them from consumed by the spell.
your parasitic twin!

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19
Psychic Defenses
6th-level Aberrant Mind feature
You gain resistance to psychic damage, and you have
advantage on saving throws against being charmed or
frightened.
Revelation in Flesh
14th-level Aberrant Mind feature
You can unleash the aberrant truth hidden within
yourself. As a bonus action, you can spend 1 or more
sorcery points to magically transform your body for 10
minutes. For each sorcery point you spend, you can gain
one of the following benefits of your choice, the effects
of which last until the transformation ends:
You can see any invisible creature within 60 feet of
you, provided it isn’t behind total cover. Your eyes
also turn black or become writhing sensory tendrils.
You gain a flying speed equal to your walking speed,
and you can hover. As you fly, your skin glistens with
mucus or shines with an otherworldly light.
You gain a swimming speed equal to twice your
walking speed, and you can breathe underwater.
Moreover, gills grow from your neck or fan out from
behind your ears, your fingers become webbed, or
you grow writhing cilia that extend through your
clothing.
Your body, along with any equipment you are
wearing or carrying, becomes slimy and pliable. You
can move through any space as narrow as 1 inch
without squeezing, and you can spend 5 feet of
movement to escape from nonmagical restraints or
being grappled.
Warping Implosion Clockwork Soul
18th-level Aberrant Mind feature Refer to chapter 1 of Tasha’s Cauldron of Everything for
You can unleash your aberrant power as a space- this sorcerous origin.
warping anomaly. As an action, you can teleport to an
unoccupied space you can see within 120 feet of you. Touch of Nirvana
Immediately after you disappear, each creature within 1st-level Clockwork Soul feature (enhances Sorcerous
30 feet of the space you left must make a Strength Origin)
You can speak, read, and write Modron. Whenever you
saving throw against your spell save DC. On a failed make a Charisma check when interacting with
save, a creature takes 3d10 force damage and is pulled modrons, your proficiency bonus is doubled if it applies
straight toward the space you left, ending in an to the check.
unoccupied space as close to your former space as Additionally, you favor the average when extremes of
possible. On a successful save, the creature takes half as chance result in potentially disastrous outcomes. When
much damage and isn’t pulled. you roll a 1 on an attack roll, ability check, or saving
Once you use this feature, you can’t do so again until throw, you can treat that roll as a 10.
you finish a long rest, unless you spend 5 sorcery points
to use it again.
Variant: Steel Mind
Variant: Aberrant Locus 6th-level Clockwork Soul feature (replaces Bastion of Law)
18th-level Aberrant Mind feature (replaces Warping Implosion) As a being of pure logic, you find effects that attemtpt to
You can concentrate on two spells at the same time. How- alter your emotions to be inconsequential. You can use your
ever, when you do so, you suffer a penalty to Constitution action to end any number of effects on yourself that is
saving throws you make to maintain concentration on a spell causing you to be charmed or frightened. You spend 1
equal to the level of the other spell being concentrated on. sorcery point for each effect you choose to end.

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Lunar Sorcery Metamagic on a spell of a school of magic associated
with your current Lunar Embodiment phase, you can
On many worlds, the moon is a revered celestial body reduce the sorcery points spent by 1 (minimum 0). You
with magical properties. On Krynn, the gods of magic can reduce the sorcery points spent for your Metamagic
are associated with the world’s three moons. On the a number of times equal to your proficiency bonus, and
world of Toril, the god Selûne uses the light of the moon you regain all expended uses when you finish a long
to battle darkness. On Eberron, scholars of the Draconic rest.
Prophecy decipher ancient secrets from the waxing and
waning of that world’s twelve moons. Waxing and Waning
You or someone from your lineage has been exposed 6th-level Lunar Sorcery feature
to the concentrated magic of the moon (or moons) of You gain greater control over the phases of your lunar
your world, imbuing you with lunar magic. Perhaps your magic. As a bonus action, you can spend 1 sorcery point
ancestor was involved in a druidic ritual involving an to change your current Lunar Embodiment phase to a
eclipse, or maybe a mystical fragment of a moon different one.
crashed near you. However you came to have your You can now cast one 1st-level spell from each lunar
magic, your connection to the moon is obvious when phase of the Lunar Spells table once without expending
you cast sorcerer spells—perhaps making your pupils a spell slot, provided your current phase is the same as
glow with the color of a moon from your world, causing the lunar phase spell. Once you cast a lunar phase spell
spectral manifestations of lunar phases to orbit you, or in this way, you can’t do so again until you finish a long
some other effect. rest.
Lunar Embodiment Lunar Empowerment
1st-level Lunar Sorcery feature 14th-level Lunar Sorcery feature
You learn additional spells when you reach certain The power of a lunar phase saturates your being. While
levels in this class, as shown on the Lunar Spells table. you are in a Lunar Embodiment phase, you also gain the
Each of these spells counts as a sorcerer spell for you, following benefit associated with that phase:
but it doesn’t count against the number of sorcerer Full Moon. You can use a bonus action to shed bright
spells you know. light in a 10-foot radius and dim light for an additional
Each Lunar Embodiment phase is associated with 10 feet or to douse the light. In addition, you and
certain schools of magic, as shown here: creatures of your choice have advantage on Intelligence
Full Moon. Abjuration and divination spells (Investigation) and Wisdom (Perception) checks while
New Moon. Enchantment and necromancy spells within the bright light you shed.
Crescent Moon. Illusion and transmutation spells New Moon. You have advantage on Dexterity (Stealth)
Whenever you gain a sorcerer level, you can replace checks. In addition, while you are entirely in darkness,
one spell you gained from this feature with another spell attack rolls have disadvantage against you.
of the same level. The new spell must be from a school Crescent Moon. You have resistance to necrotic and
associated with that Lunar Embodiment phase from the radiant damage.
sorcerer, warlock, or wizard spell list.
Whenever you finish a long rest, you can choose what Lunar Phenomenon
lunar phase manifests its power through your magic: 18th-level Lunar Sorcery feature
As a bonus action, you can tap into a special power of
Full Moon, New Moon, or Crescent Moon. While in the your current Lunar Embodiment phase. Alternatively, as
chosen phase, you can cast one 1st-level spell of the part of the bonus action you take to change your lunar
associated phase in the Lunar Spells table once without phase using the Waxing and Waning feature, you can
expending a spell slot. Once you cast a spell in this way, immediately use the power of the lunar phase you are
you can’t do so again until you finish a long rest. entering:
Lunar Boons Full Moon. You radiate moonlight for a moment. Each
6th-level Lunar Sorcery feature creature of your choice within 30 feet of you must
The current phase of your Lunar Embodiment can succeed on a Constitution saving throw against your
affect your Metamagic feature. Whenever you use spell save DC or be blinded until the end of its next turn.
Lunar Spells
Sorcerer Level Full Moon Spells New Moon Spells Crescent Moon Spells
1st sanctuary, shield dissonant whispers, ray of sickness color spray, silent image
3rd lesser restoration, moonbeam blindness/deafness, darkness alter self, moonbeam
5th dispel magic, remove curse bestow curse, vampiric touch hypnotic pattern, phantom steed
7th death ward, freedom of movement confusion, shadow of Moil hallucinatory terrain, polymorph
9th Rary’s telepathic bond, scrying hold monster, modify memory dream, mislead

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In addition, one creature of your choice in that area most comfortable while holding a lit torch or sitting in
regains 3d8 hit points. front of a campfire.
New Moon. You momentarily emanate gloom. Each Phoenix sorcerers can use their powers to pull
creature of your choice within 30 feet of you must themselves back from the brink of death, and all too
succeed on a Dexterity saving throw against your spell often their own rash nature or reliance on destructive
save DC or take 3d10 necrotic damage and have its magic is what puts them there in the first place. Such
speed reduced to 0 until the end of its next turn. In sorcerers are wanderers by necessity. The volatile
addition, you become invisible until the end of your next nature of their magic makes other folk nervous. If a fire
turn, or until immediately after you make an attack roll breaks out in town, a phoenix sorcerer had best flee,
or cast a spell. whether guilty or not. Fire is a dangerous force, and
Crescent Moon. You can magically teleport to an phoenix sorcerers have a reputation (deserved or not)
unoccupied space you can see within 60 feet of yourself. for reckless behavior, confident that the essence of the
You can bring along one willing creature you can see phoenix can save them.
within 5 feet of yourself. That creature teleports to an
unoccupied space of your choice that you can see within Phoenix Magic
5 feet of your destination space. In addition, you and 1st-level Phoenix Sorcery feature
that creature gain resistance to all damage until the You learn additional spells when you reach certain
start of your next turn. levels in this class, as shown in the Phoenix Spells
Once you use one of these bonus action benefits, you table. Each of these spells counts as a sorcerer spell for
can’t use that benefit again until you finish a long rest, you, but it doesn’t count against the number of sorcerer
unless you spend 5 sorcery points to use it again. spells you know.
Whenever you gain a sorcerer level, you can replace
Phoenix Sorcery one spell you gained with this feature with another spell
Your power draws from the immortal flame that fuels of the same level. The new spell must be an evocation or
the legendary phoenix. You or your ancestors perhaps a necromancy spell from the sorcerer, warlock, or
rendered a phoenix a great service, or you were born in wizard spell list.
its presence. Whatever the cause, a shard of the Phoenix Spells
phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical Sorcerer Level Spells
creature, you can invoke fiery energy and gain the ability 1st burning hands, feather fall, produce flame
to cheat death itself. This power comes at a cost. The 3rd continual flame, heat metal
fire within you seethes, demanding to be unleashed. You 5th fly, revivify
sometimes find yourself absentmindedly feeding fires. 7th death ward, summon elemental (fire only)
You can’t bear to allow a fire to sputter out. You feel 9th flame strike, raise dead

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Ignite points, you can use your reaction to draw on the spark
1st-level Phoenix Sorcery feature of the phoenix. You are instead reduced to 1 hit point,
You gain the ability to start fires with a touch. As an and each creature within 10 feet of you takes fire
action, you can magically ignite a flammable object you damage equal to half your sorcerer level + your
touch with your hand—an object such as a torch, a piece Charisma modifier. If you use this feature while under
of tinder, or the hem of drapes. the effects of your Mantle of Flame feature, this feature
instead deals fire damage equal to your sorcerer level +
Mantle of Flame twice your Charisma modifier, and your Mantle of
1st-level Phoenix Sorcery feature Flame immediately ends. Once you use this special
You can unleash the phoenix fire that blazes within you. reaction, you can’t use it again until you finish a long
As a bonus action, you magically wreathe yourself in rest.
swirling fire, as your eyes glow like hot coals. For 1 Nourishing Fire
minute, you gain the following benefits: 14th-level Phoenix Sorcery feature
You shed bright light in a 30-foot radius and dim Your fire spells soothe and restore you. When you
light for an additional 30 feet. expend a spell slot to cast a spell that includes a fire
Any creature takes fire damage equal to your damage roll, you regain hit points equal to the slot’s
Charisma modifier if it hits you with a melee attack level + your Charisma modifier.
from within 5 feet of you or if it touches you.
Whenever you roll fire damage on your turn, the roll Form of the Phoenix
gains a bonus to equal to your Charisma modifier. 18th-level Phoenix Sorcery feature
You finally master the spark of phoenix fire that dances
Once you use this feature, you can’t use it again until within you. You gain immunity to fire damage.
you finish a long rest. Additionally, while under the effects of your Mantle of
Starting when you reach 2nd level in this class, while Flame feature, you gain the following additional
you have no use of this feature available, you can spend benefits:
5 sorcery points to use it again .
You have a flying speed of 40 feet and can hover.
Phoenix Spark You can choose to gain resistance to all damage
6th-level Phoenix Sorcery feature types except fire damage until your Mantle of Flame
You gain resistance to fire damage. ends. You can’t do so again until you finish a long
In addition, the fiery energy within you grows restless rest.
and vengeful. In the face of defeat, it surges outward to If you use your Phoenix Spark feature, it deals an
preserve you in a fiery roar. If you are reduced to 0 hit extra 20 fire damage to each creature.

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Sea Sorcery Sea Spells
The power of water is the strength of flexibility, Sorcerer Level Spells

resilience, and a relentless nature. Water parts to allow 1st create or destroy water, witch bolt

a ship to sail over it or a diver to plunge into it, but their 3rd misty step, gust of wind

passing leaves no mark. Water flowing down a 5th tidal wave, water walk

mountain reaches the sea. It might bend and turn 7th control water, summon elemental (water only)

across valleys and down hillsides, but it slowly and 9th cone of cold, maelstrom

steadily returns to the waves. Those whose souls are Curse of the Sea
touched by the power of elemental water command a
similar power. 1st-level Sea Sorcery feature
You learn the secret of infusing your spells with a
Your heritage ties to powerful creatures of the sea, watery curse.
such as nereids, the lords of the merfolk, and elemental When you hit a creature with or when a creature fails
powers. Like a river, you feel the call of the ocean. The a saving throw against a cantrip or a spell from your
call is ever present in your heart, and you are never Sea Magic feature, you can curse the target until the
completely at peace until you are near the sea. end of your next turn or until you curse a different
Soul of the Sea creature with this feature.
1st-level Sea Sorcery feature Once per turn when you cast a spell, you can trigger
Your tie to the sea grants you the ability to breathe the curse if that spell deals cold or lightning damage to
underwater, and you have a swimming speed equal to the cursed target or forces it to move. Doing so subjects
your walking speed. the target to the appropriate additional effect below, and
then the curse ends if the spell isn’t a cantrip or a spell
Sea Magic from your Sea Magic feature (you choose the effect to
1st-level Sea Sorcery feature use if more than one effect applies):
You learn additional spells when you reach certain Cold Damage. If the affected target takes cold
levels in this class, as shown in the Sea Spells table. damage from your spell, the target’s speed is also
Each of these spells counts as a sorcerer spell for you, reduced by 15 feet until the end of your next turn. If the
but it doesn’t count against the number of sorcerer spell already reduces the target’s speed, use whichever
spells you know. reduction is greater.
Whenever you gain a sorcerer level, you can replace Lightning Damage. If the affected target takes
one spell you gained with this feature with another spell lightning damage from your spell, the target takes
of the same level. The new spell must be an evocation or additional lightning damage equal to your Charisma
a transmutation spell from the sorcerer, warlock, or modifier.
wizard spell list. Forced Movement. If the target is moved by your

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spell, increase the distance it is moved by 15 feet.
Watery Defense
6th-level Sea Sorcery feature
You gain resistance to fire damage.
You also gain the ability to defend yourself by
momentarily assuming a watery form. As a reaction
when you are hit by an attack and take bludgeoning,
piercing, or slashing damage from it, you can reduce
that damage by an amount equal to your sorcerer level +
your Charisma score, and then you can move up to 30
feet without provoking opportunity attacks. You use this
special reaction a number of times equal to your
proficiency bonus, and you regain all expended uses
when you finish a long rest.
Shifting Form
14th-level Sea Sorcery feature
You gain the ability to enter a liquid state while moving.
When you move on your turn, you take only half
damage from opportunity attacks, and you can move
through any enemy’s space but can’t willingly end your
move there.
On your turn, you can move through any space that is
at least 1 inch in diameter and do so without squeezing.
When you stop moving, the regular squeezing rules
apply if you’re in a space one size smaller than you. You
can’t willingly stop in a space smaller than that, and if
you’re forced to do so, you immediately flow to the
nearest space that can fit you, back along the path of
your movement.
Water Soul Bonus Proficiencies
18th-level Sea Sorcery feature 1st-level Stone Sorcery feature
Your being is altered by the power of the sea. You gain You gain proficiency with shields, simple weapons, and
the following benefits: martial weapons.
You no longer need to eat, drink, or sleep. Stone Magic
A critical hit against you becomes a normal hit. 1st-level Stone Sorcery feature
You have resistance to bludgeoning, piercing, and You learn additional spells when you reach certain
slashing damage. levels in this class, as shown in the Stone Spells table.
Each of these spells counts as a sorcerer spell for you,
Stone Sorcery but it doesn’t count against the number of sorcerer
Your magic springs from a mystical link between your spells you know.
soul and the magic of elemental earth. You might trace Whenever you gain a sorcerer level, you can replace
a distant ancestor to the Plane of Earth, or your family one spell you gained with this feature with another spell
might have earned a mighty boon in return for a service of the same level. The new spell must be an abjuration
to the dao lords. Whatever your past, the magic of or a transmutation spell from the sorcerer, warlock, or
elemental earth is yours to command. wizard spell list.
Your link to earth magic grants you extraordinary Stone Spells
resilience, and stone sorcerers have a natural affinity for
combat. A steel blade feels like a natural extension of Sorcerer Level Spells
your body, and sorcerers with this origin have a knack 1st compelled duel, earth tremor
for wielding both shields and weapons. In combat your 3rd earthbind, magic weapon
place is amid the fray. You rely on your elemental nature 5th elemental weapon, meld into stone
to shield you from harm and your magic and metal 7th stone shape, summon elemental (earth only)
weapons to overwhelm your foes. 9th steel wind strike, transmute rock

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Stone’s Durability that deals damage, choose one creature damaged by
1st-level Stone Sorcery feature that spell on the round you cast it. That creature takes
Your connection to stone gives you extra fortitude. Your extra force damage equal to half your sorcerer level.
hit point maximum increases by 1, and it increases by 1 This feature can be used only once per casting of a spell.
again whenever you gain a level in this class. Earth Master’s Aegis
As an action, you can gain a base AC of 10 + your
Constitution modifier + your Charisma modifier if you 18th-level Stone Sorcery feature
When you use your Stone Aegis feature to protect
aren’t wearing armor, and your skin assumes a stony yourself or an ally, you can choose up to two additional
appearance. This effect lasts until you end it as a bonus creatures to gain its benefits.
action, you are incapacitated, or you don armor other
than a shield. Pyromancer
Stone Aegis Refer to Plane Shift: Kaladesh for this sorcerous origin.
6th-level Stone Sorcery feature
Your command of earth magic grows stronger, allowing Fire Magic
you to harness it for protection. 1st-level Pyromancer feature (enhances Sorcerous
As a bonus action, you can grant an aegis to yourself Origin)
or one allied creature you can see within 60 feet of you. You learn additional spells when you reach certain
The aegis is a dim, gray aura of earth magic that levels in this class, as shown in the Fire Spells table.
protects the target. Any bludgeoning, piercing, or Each of these spells counts as a sorcerer spell for you,
slashing damage the target takes is reduced by your but it doesn’t count against the number of sorcerer
proficiency bonus. This effect lasts for 1 minute, until spells you know.
you use it again, or until you are incapacitated. Whenever you gain a sorcerer level, you can replace
In addition, when a creature you can see within 60 one spell you gained with this feature with another spell
feet of you hits the protected target with a melee attack, of the same level. The new spell must be a conjuration
you can use your reaction to teleport to an unoccupied or an evocation spell from the sorcerer, warlock, or
space you can see within 5 feet of the attacker. You can wizard spell list.
teleport only if you and the attacker are on the same
surface. You can then make one melee weapon attack Fire Spells
against the attacker. If that attack hits, it deals an extra Sorcerer Level Spells
1d10 force damage. This extra damage increases to burning hands, hellish rebuke,
2d10 at 11th level and 3d10 at 17th level. 1st
produce flame
3rd Aganazzar’s scorcher, pyrotechnics
Stone’s Edge 5th fireball, Melf’s minute meteors
14th-level Stone Sorcery feature 7th fire shield (warm shield only), wall of fire
Your mastery of earth magic allows you to add the force 9th flame strike, immolation
of elemental earth to your spells. When you cast a spell

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Giant Bloodline with giants, your proficiency bonus is doubled if it
applies to the check.
The giants once dwelled in a fabled realm known as
Ostoria, a paradise for their folk that reflected their Giant Magic
mastery of the mortal realm. In time, Ostoria fell, and 1st-level Giant Bloodline feature
the giants were scattered and broken. During that You learn additional spells when you reach certain
mythic era, the giants granted a few chosen individuals levels in this class, as shown in the Giant Spells table.
among the small folk a shard of their great power. Each of these spells counts as a sorcerer spell for you,
These favored people were caught in the same tragedy but it doesn’t count against the number of sorcerer
that sundered Ostoria. Since that time, they have spread spells you know.
across the many worlds of the multiverse. Now and Whenever you gain a sorcerer level, you can replace
again, one of their descendants manifests the gifts one spell you gained with this feature with another spell
imparted by the giants, granting them sorcerous magic of the same level. The new spell must be a conjuration
that allows them to command the elements and gain the or a transmutation spell from the sorcerer, warlock, or
might of a giant. wizard spell list.
Mark of the Ordning Jotun Resilience
1st-level Giant Bloodline feature 1st-level Giant Bloodline feature
You choose one type of giant as your ancestor. You gain The resilience of giants flows through your body. Your
one tool proficiency depending on your choice. hit point maximum increases by 1, and it increases by 1
again whenever you gain a level in this class.
Bonus Proficiency
Soul of Lost Ostoria
Giant Tool Proficiency
6th-level Giant Bloodline feature
Cloud one type of gaming set
You gain a benefit whenever you cast a spell from your
Fire smith’s tools
Giant Magic feature.
Cloud Giant. Immediately after you cast a spell from
Frost leatherworker’s tools
Hill brewer’s supplies
your Giant Magic feature, you can magically teleport to
Stone mason’s tools
an unoccupied space you can see that is no farther away
Storm one type of gaming set that can be played alone
than a number of feet equal to 5 times your Constitution
You can speak, read, and write Giant. Additionally, modifier (minimum of 5 feet).
whenever you make a Charisma check when interacting Fire Giant. You gain a bonus to the damage rolls of

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Giant Spells
Sorcerer Giant Cloud Giant Fire Giant Frost Giant Hill Giant Stone Giant Storm Giant
Level Spells Spells Spells Spells Spells Spells Spells
fog cloud, burning hands, armor of Agathys, heroism, entangle, shocking grasp,
1st catapult
minor illusion fire bolt ray of frost shillelagh resistance thunderwave
flaming
3rd enlarge/reduce invisibility hold person earth tremor spike growth gust of wind
sphere
conjure create food meld into
5th gaseous form fireball sleet storm lightning bolt
barrage and water stone
greater
7th fabricate fire shield ice storm stone shape stoneskin storm sphere
invisibility
9th legend lore telekinesis immolation hold monster wall of stone transmute rock cone of cold

spells from your Giant Magic feature equal to 2 + your You gain a bonus to the damage rolls of your melee
Constitution modifier (minimum of 1). weapon attacks equal to your Constitution modifier
Frost Giant. Immediately after you cast a spell from (minimum of +1).
your Giant Magic feature, you gain temporary hit points You can use this feature a number of times equal to
equal to 2 + your Constitution modifier (minimum of 1). your proficiency bonus, and you regain all expended
If the spell is armor of Agathys, you instead increase its uses when you finish a long rest.
temporary hit points by an amount equal to 2 + your
Constitution modifier (minimum of 1). Blessing of the All-Father
Hill Giant. Immediately after you cast a spell from
your Giant Magic feature, you can target up to two 18th-level Giant Bloodline feature
Your Constitution score increases by 2, up to a
creatures within 5 feet of you that you can see. Each maximum of 22.
target must succeed on a Strength saving throw against In addition, you can now use your Rage of Fallen
your sorcerer spell save DC or be pushed a number of Ostoria feature a number of times equal to twice your
feet away from you equal to 5 times your Constitution proficiency bonus between long rests. You can also use
modifier (minimum of 5 feet). A target can choose to fail the feature one additional time while already under its
this save. effects, but not on the same turn. When you do so, its
Stone Giant. Immediately after you cast a spell from
your Giant Magic feature, you gain a bonus to AC equal increases to your size, hit points, reach, and walking
to 2 + your Constitution modifier (minimum of +1) until speed are cumulative.
the end of your next turn. Blood Sorcery
Storm Giant. Immediately after you cast a spell from
your Giant Magic feature, up to three creatures of your Your innate magic manifests through your command
choice that you can see within 30 feet of you take over blood. You use your own blood to fuel and
lightning damage equal to 2 + your Constitution empower your spells. Later on, your magic extends to
modifier (minimum of 1). your foes, allowing you to siphon vitality and cause your
opponents to bleed out more rapidly from their wounds.
Rage of Fallen Ostoria Over time, a sangromancer’s body learns to adapt to
14th-level Giant Bloodline feature the frequent exsanguination required to fuel their
You gain the ability to channel the souls of your sorcery. One can easily recognize a blood sorcerer from
ancestors into your physical form. When you start their ruddy complexion, at least out of combat. The
casting a sorcerer spell on your turn and expend a spell numerous scars over their hands and forearms are also
slot, you can increase your size by one category—from quite telling, unless concealed by robes or magic. Some
Medium to Large, for example. sangromancers have such an increased level of blood
This increase lasts for 1 minute. It ends early if you production that they must do regular phlebotomies lest
die or are incapacitated. Until it ends, you enjoy the it result in health problems.
following benefits: Blood Magic
Your current hit points and your hit point maximum 1st-level Blood Sorcery feature
both increase by 1 per sorcerer level. You learn additional spells when you reach certain
Your reach increases by 5 feet. levels in this class, as shown in the Blood Spells table.
Your walking speed increases by 5 feet. Each of these spells counts as a sorcerer spell for you,
You have advantage on Strength checks and but it doesn’t count against the number of sorcerer
Strength saving throws. spells you know.

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Whenever you gain a sorcerer level, you can replace Sanguine Conversion
one spell you gained with this feature with another spell 6th-level Blood Sorcery feature
of the same level. The new spell must be a necromancy If you would spend sorcery points and have less than
or a transmutation spell from the sorcerer, warlock, or half your maximum sorcery points left, you may spend
wizard spell list. your hit points instead. You spend 15 hit points per
Blood Spells
sorcery point.
Sorcerer Level Spells Blood Siphon
1st ice knife, inflict wounds 14-level Blood Sorcery feature
3rd cloud of daggers, spike growth Once on each of your turns, when you deal damage to a
5th conjure barrage, vampiric touch creature that doesn’t have all its hit points with a spell
7th giant insect, Mordenkainen’s faithful hound of 1st level or higher or when you deal damage to a
9th conjure volley, insect plague creature with a spell of 1st level or higher that includes
a piercing or slashing damage roll, you can spend a
Sangromancer’s Fortitude number of sorcery points equal to the spell’s level to
1st-level Blood Sorcery feature regain hit points equal to half the damage dealt. You
Your body changes to accommodate the demands of can’t use this feature against constructs or undead.
your magic. Your hit point maximum increases by 1 and Arcane Exsanguination
increases by 1 again whenever you gain a level in this
class. 18th-level Blood Sorcery feature
When you score a critical hit on a creature with a spell
Crimson Infusion of 1st level or higher that deals damage or when a
1st-level Blood Sorcery feature creature fails its saving throw against a spell you cast of
You learn to amplify your spells using your blood. When 1st level or higher that deals damage by 5 or more, if it
you cast a spell that deals damage, you can choose one doesn’t have all its hit points or if the spell includes a
of the spell’s damage types, then spend and roll a piercing or slashing damage roll, the creature takes
number of your hit dice up to your proficiency bonus. extra damage at the end of its next turn equal to half the
The spell deals extra damage of the chosen type equal initial damage. Constructs and undead are unaffected by
to the total. this feature.

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Fey Bloodline You learn additional spells when you reach certain
levels in this class, as shown in the Fey Spells table.
Your innate magic comes from the Feywild. An ancestor Each of these spells counts as a sorcerer spell for you,
may have been given a boon by an archfey to whom he but it doesn't count against the number of sorcerer
or she had done a great service. Perhaps a pixie cast a spells you know.
spell on you as an infant as part of making mischief. Whenever you gain a sorcerer level, you can replace
Maybe you were simply touched by the plane’s magic, one spell you gained with this feature with another spell
which is much more potent and free-flowing than in the of the same level. The new spell must be an enchant-
Prime Material Plane. ment or an illusion spell from the druid, sorcerer,
While fey sorcerers learn nature-based spells because warlock, or wizard spell list.
of their affinity to it, their forte lies in beguiling their
foes, making them prime targets for crime syndicates to Fey Spells
either hire or exploit. Naturally, working extensively Sorcerer Level Spells
with such magics have made the most powerful fey faerie fire, sleep
sorcerers immune to similar mind-altering effects. 1st
3rd Nathair’s mischief, misty step
Fey Ancestor 5th plant growth, summon fey
7th dominate beast, greater invisibility
1st-level Fey Bloodline feature
You have advantage on saving throws against being 9th dominate person, modify memory

charmed, and magic can’t put you to sleep. Gladewalker


You can speak, read, and write Sylvan. Whenever you
make a Charisma check when interacting with fey, your 1st-level Fey Bloodline feature
Your ancestor’s affinity to nature allows you to pass
proficiency bonus is doubled if it applies to the check. through nonmagical plants without being slowed by
Fey Magic them and without taking damage from them if they have
1st-level Fey Bloodline feature thorns, spines, or a similar hazard.
Your link to nature allows you to learn spells normally Cunning Step
associated with the druid class. When your Spellcasting
feature lets you learn a sorcerer cantrip or a sorcerer 6th-level Fey Bloodline feature
When a creature you can see makes an attack roll
spell of 1st level or higher, you can choose the new spell against you, you can use your reaction to cause another
from the druid spell list, in addition to the sorcerer spell creature you can see within 30 feet of you to make a
list. You must otherwise obey all the restrictions for Wisdom saving throw. On a failed save, you and that
selecting the spell, and it becomes a sorcerer spell for creature both teleport, swapping places.
you.
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You can use this feature a number of times equal to Fiendish Bloodline
your proficiency bonus, and you regain all expended
uses when you finish a long rest. Your innate magic comes from the Abyss or from the
Nine Hells. Aside from direct contact with either plane’s
Fey Wakefulness foul energies, fiends of great power are known to have
14th-level Fey Bloodline feature the capacity to awaken such bloodlines. As such, most
You no longer need to sleep and can’t be forced to sleep parties are wary of welcoming these sorcerers into their
by any means. To gain the benefits of a long rest, you fold.
can spend all 8 hours doing light activity, such as Infernal sorcerers frequently find themselves to be
reading and keeping watch. pieces of a devil’s grand scheme. Abyssal bloodlines are
Vindictive Clarity
often less premeditated, but no less dangerous. Perhaps
your ancestry traces back to a high priest of the cult of
14th-level Fey Bloodline feature
You become immune to being charmed, and when Asmodeus, to whom the lesser god himself bestowed a
another creature attempts to charm you, you can use boon, or are a fruit of Graz’zt’s endless carnal pursuits,
your reaction to conjure magical vines around them. intentional or otherwise.
The creature takes 5d6 piercing damage and must Fiends have come to realize that awakening
succeed on a Strength saving throw or be restrained for sorcerous bloodlines can be quite the gamble, as there
1 minute or until you become incapacitated. While is always the element of free will. For every sorcerer
restrained, the target takes 5d6 piercing damage at the who follows a diabolical master plan to the letter, there
start of each of its turns. A creature restrained by the is another who defies their intended purpose to their
vines or one that can touch the creature can use its last breath.
action to make a Strength check against your sorcerer Fiendish Ancestor
spell save DC. On a success, the target is freed. 1st-level Fiendish Bloodline feature
Once you use this special reaction, you can’t use it You have advantage on saving throws against poison,
again until you finish a long rest, unless you spend 5 and you have resistance against poison damage.
sorcery points to use it again. Additionally, choose between demon and devil. This
Deadly Deceit
choice will be used by features you will gain later.
Demon. When you are hit by a melee attack, you can
18th-level Fey Bloodline feature
Your magic is a study in meticulous spellcraft—a use your reaction to lash out with a wave of disorienting
tapestry of trickery from which none can escape madness. The attacker takes 1d4 psychic damage. This
unscathed. When a creature succeeds on a saving throw damage increases to 2d4 at 5th level, 3d4 at 11th level,
against an enchantment or illusion spell you cast of 1st and 4d4 at 17th level. The attacker must also succeed
level or higher, or if it succeeds on an Intelligence on a Wisdom saving throw against your sorcerer spell
(Investigation) check against an illusion spell you cast of save DC or subtract 1d6 from the next saving throw it
1st level or higher, it takes psychic damage equal to the makes before the end of your next turn that uses
spell’s level + your Charisma modifier. Intelligence, Wisdom, or Charisma.
You can speak, read, and write Abyssal. Additionally,

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whenever you make a Charisma check when interacting sorcerer spells known. Unless you learn it from another
with demons, your proficiency bonus is doubled if it source, you can only summon a fiendish spirit of the
applies to the check. type associated with your fiendish ancestry with it. You
Devil. You have darkvision out to a range of 120 feet. can cast it as a 6th-level spell without expending a spell
If you already have darkvision, its range increases by slot or material components.
120 feet. Once you cast summon fiend in this way, you can’t do
When you reach 3rd level in this class, you learn the so again until you finish a long rest, though you can still
darkness spell, which doesn’t count towards your cast it normally using available sorcery points.
number of sorcerer spells known. In addition, you can
cast it by spending 2 sorcery points and you can see Sadistic Soul
through the darkness created by the spell. 18th-level Fiendish Bloodline feature
You can speak, read, and write Infernal. Additionally, The magic within you surges maniacally as you
whenever you make a Charisma check when interacting decimate your foes. When you reduce a hostile creature
with devils, your proficiency bonus is doubled if it of challenge rating 1 or higher to 0 hit points with a
applies to the check. spell, you regain expended sorcery points equal to its
challenge rating (or its level, if the target doesn’t have a
Fiendish Magic challenge rating). You can regain sorcery points in this
1st-level Fiendish Bloodline feature way only once per casting of a spell.
You learn additional spells when you reach certain Frost Sorcery
levels in this class, as shown in the Fiendish Spells
table. Each of these spells counts as a sorcerer spell for Your innate magic stems from a blizzard contained
you, but it doesn’t count against the number of sorcerer within your soul. Perhaps you were touched by the
spells you know. essence of the para-elemental plane of ice as a child, or
Whenever you gain a sorcerer level, you can replace are a descendant of one of Auril’s chosen.
one spell you gained with this feature with another spell Cryomancers understandably thrive in arctic or
of the same level. The new spell must be an enchant- subarctic conditions and openly express discomfiture
ment or an evocation spell from the sorcerer, warlock, when exposed to warmer weather for extended periods
or wizard spell list. of time. Their innate hardiness against the cold coupled
Profane Spellcasting with their ability to further bolster their defenses with
their frosty magic has made them invaluable as guides
6th-level Fiendish Bloodline feature
Your bloodline taints your magic with unholy power. for adventuring parties who brave gelid regions.
Demon. Your spells are infused with the maddening Frostborn
energies of the Abyss. When you expend a spell slot to 1st-level Frost Sorcery feature
cast a spell that deals damage, it deals extra psychic The arcane magic you command is infused with
damage equal to 2 + the slot’s level. elemental ice. You can speak, read, and write
Devil. Your spells are infused with flames or poison, Primordial. (Knowing this language allows you to
not unlike most devils’ weapons. When you expend a understand and be understood by those who speak its
spell slot to cast a spell that deals damage, it deals extra dialects: Aquan, Auran, Ignan, and Terran.)
fire or poison damage (your choice) equal to 2 + the Additionally, you can use your action to touch and
slot’s level. freeze freestanding water inside an area that is a cube
Pernicious Adaptation up to your sorcerer level in feet on a side.
14th-level Fiendish Bloodline feature Frost Magic
You become immune to poison. 1st-level Frost Sorcery feature
Unhallowed Aid You learn additional spells when you reach certain
levels in this class, as shown in the Frost Spells table.
14th-level Fiendish Bloodline feature
You learn . It counts as a sorcerer spell Each of these spells counts as a sorcerer spell for you,
summon fiend
for you, but it doesn’t count against your number of but it doesn’t count against the number of sorcerer
spells you know.
Fiendish Spells
Sorcerer Level Fiendish Spells Demon Spells Devil Spells
1st burning hands dissonant shispers command
3rd scorching ray blindness/deafness suggestion
5th stinking cloud fear fireball
7th wall of fire phantasmal killer fire shield
9th flame strike insect plague geas
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Whenever you gain a sorcerer level, you can replace Creeping Chill
one spell you gained with this feature with another spell 6th-level Frost Sorcery feature
of the same level. The new spell must be an evocation or You can manipulate your cold magic at an infinitesimal
a transmutation spell from the sorcerer, warlock, or level, insinuating arcane icicles within specific parts of a
wizard spell list. foe’s form to hamper movement. When a spell or effect
you create deals cold damage to a creature or when a
Frost Spells
creature hits you with a melee attack from within 5 feet
Sorcerer Level Spells of you while under the effects of your Glacial Armor, the
1st armor of Agathys, frost fingers, frostbite creature must succeed on a Constitution saving throw
3rd Rime’s binding ice, Snilloc’s snowball swarm against your sorcerer spell save DC or have its speed
5th elemental weapon (cold only), sleet storm halved until the end of your next turn.
7th fire shield (chill shield only), ice storm
9th cone of cold, control winds Gelid Blast
14th-level Frost Sorcery feature
Glacial Armor The cold magic that provides you with your Glacial
1st-level Frost Sorcery feature Armor radiates outward with much greater potency,
You can fashion an ephemeral armor of ice from damaging all those who dare come close to you. When
residual frigid magic that erupts from your hands. When you cast a spell of 1st level or higher that deals cold
you expend a spell slot to cast a spell that includes a damage, creatures of your choice that you can see
cold damage roll, if you aren’t wearing armor, you get a within 10 feet of you take cold damage equal to your
bonus to your AC equal to 2 + slot’s level. This effect sorcerer level.
lasts for 1 minute. It ends early if you are incapacitated, Frozen Soul
if you don armor, or if you dismiss it as a bonus action.
If you cast another spell before the effect ends, only the 18th-level Frost Sorcery feature
You become an avatar of winter itself. You gain the
highest bonus applies while the effects overlap. following benefits:
Wintry Adaptation
You are immune to cold damage.
6th-level Frost Sorcery feature
You gain resistance to cold damage. Spells and effects you create treat immunity to cold
In addition, moving through difficult terrain damage as resistance to cold damage.
composed of ice and snow costs you no extra When a creature fails its saving throw against your
movement. Creeping Chill feature, it instead becomes restrained
by ice formations until the end of your next turn.
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Genie Bloodline starting at 11th level.
Your innate magic can be traced to the proud rulers of Genie Ancestry
the elemental planes—the genies. Although some Genie Language Elemental
sorcerers claim direct magical inheritance by being the
offspring of a mortal and a genie who has a strong Dao Terran earth

connection to its mortal soul, such individuals are Djinni Auran wind

exceedingly rare. A few can trace their bloodline to an Efreeti Ignan fire

ancestor who was granted a wish by a noble genie, the Marid Aquan water

powerful, reality-altering magic leaving a mark on their You can read, speak, and write the dialect of
soul. Others claim distant relations to the soul that gave Primordial shown in the Genie Ancestry table.
birth to a genie, their souls allegedly resonating with the Additionally, whenever you make a Charisma check
genie’s, thereby granting them elemental power. when interacting with elementals, your proficiency
Should they grow strong enough to use it, sorcerers bonus is doubled if it applies to the check.
of this bloodline are known to be bolder when pushing
the limits of the reality-altering wish, as it is rumored Genie Magic
that their ancestry somehow protects them from the 1st-level Genie Bloodline feature
strain of wielding such powerful magic. You learn additional spells when you reach certain
levels in this class, as shown in the Genie Spells table.
Genie Ancestor Each of these spells counts as a sorcerer spell for you,
1st-level Genie Bloodline feature but it doesn’t count against the number of sorcerer
Choose one type of genie as your ancestor. This choice spells you know.
will be used by features you will gain later. Whenever you gain a sorcerer level, you can replace
Dao. You have advantage on Strength and Dexterity one spell you gained with this feature with another spell
saving throws you make against effects that would of the same level. The new spell must be a conjuration
knock you prone. Starting at 11th level, unless you or an evocation spell from the sorcerer, warlock, or
allow it, you cannot be knocked prone. wizard spell list.
Djinni. Your speed increases by 5 feet. This increases
to 10 feet starting at 11th level. Elemental Reprisal
Efreeti. Once per turn, you can deal an additional 1d4 1st-level Genie Bloodline feature
fire damage to one target you damage with an attack or When you are hit with a melee attack, you can use your
spell. This increases to 2d4 starting at 11th level. reaction to send out a blast of elemental power based on
Marid. You can breathe underwater, and you have a your genie ancestry: a volley of boulders for dao, a
swimming speed equal to your walking speed. Your thunderous boom for djinni, a burst of flame for efreeti,
swimming speed increases to twice your walking speed or a wave of freezing water for marid. Each creature

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Genie Spells
Sorcerer Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st disguise self earth tremor thunderwave burning hands create or destroy water
3rd invisibility earthbind warding wind enlarge/reduce misty step
create food and water
5th gaseous form meld into stone (can create wine major image water walk
instead of water)
7th summon elemental* stone shape storm sphere wall of fire control water
9th Bigby’s hand passwall creation immolation maelstrom

* Unless you learn this spell from another source, you can only summon an elemental spirit of the type associated
with your genie ancestry.
within 10 feet of you takes bludgeoning (dao), thunder a column of swirling sand for dao, a column of swirling
(djinni), fire (efreeti), or cold (marid) damage equal to air for djinni, a column of smoke and embers for efreeti,
half your sorcerer level (minimum of 1) and must and a column of foamy water for marid.
succeed on a Strength saving throw against your In addition, you learn wish. It doesn’t count against
sorcerer spell save DC or be pushed 10 feet away from your number of sorcerer spells known. When you
you. produce any effect other than duplicating another spell
with wish, you can make a Constitution saving throw
Minor Wish (DC 25), suffering none of the stress associated with the
6th-level Genie Bloodline feature act on a success. On a failed save, you have advantage
You gain the ability to conjure magic that similar to, but on the roll you make to maintain the ability to cast wish.
far weaker than, the earth-shaking wish. As an action,
you can speak aloud and duplicate the effect of one spell Kraken Sorcery
that is 2nd level or lower and has a casting time of 1 Your innate magic comes from the fearsome
action. The spell can be from any class’s spell list, and monstrosity that lurks in the deepest parts of the ocean
you don’t need to meet the requirements in that spell, —the kraken.
including costly components; the spell simply takes Krakens communicate telepathically in several
effect as part of this action. languages, but not in Common, so tales of pacts are
Once you use this feature, you can’t use it again until quite rare save for those races that speak the languages
you finish a long rest. known by krakens, say tieflings who know Abyssal or
Planar Protector Infernal, or those with religious backgrounds who know
Celestial. Rarer still are those who are bestowed boons,
14th-level Genie Bloodline feature
Your magical ties to your elemental plane are as it is not a kraken’s nature to be benevolent. Most
subconsciously invoked when you are at you most pacts are those of servitude.
vulnerable. If you are reduced to 0 hit points or are Perhaps the rarest, though, are those sorcerers who
incapacitated against your will, you can immediately tell stories of an ancestor’s blood being awakened after
gain the benefits of summon elemental cast at 9th level, slaying a kraken, as such feats are the stuff of legends—
summoning an elemental spirit of the type associated perhaps next only to those that speak of similar feats
with your genie ancestry. A conjured elemental spirit against ancient dragons or the mythical tarrasque.
appears within 20 feet of you. If it receives no Touch of the Depths
commands from you, it protects you from harm and
attacks your foes. The spell lasts for 1 hour, requiring 1st-level Kraken Sorcery feature
You can breathe underwater, and you have a swimming
no concentration, or until you dismiss it (no action speed equal to your walking speed.
required).
Once you use this feature, you can’t use it again until Kraken Magic
you finish a long rest. 1st-level Kraken Sorcery feature
Noble Soul You learn additional spells when you reach certain
levels in this class, as shown in the Kraken Spells table.
18th-level Genie Bloodline feature
You gain a magical flying speed of 60 feet. In flight, your Each of these spells counts as a sorcerer spell for you,
lower body transforms into a column of raw elemental but it doesn’t count against the number of sorcerer
magic, giving you a +2 bonus to AC and Dexterity saving spells you know.
Whenever you gain a sorcerer level, you can replace
throws as you become harder to hit. The appearance one spell you gained with this feature with another spell
your lower body takes depends on your genie ancestry: of the same level. The new spell must be a conjuration
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or a transmutation spell from the sorcerer, warlock, or Static Soul
wizard spell list. 18th-level Kraken Sorcery feature
You gain immunity to lightning damage.
Kraken Spells
Additionally, when you cast a spell of 1st level or
Sorcerer Level Spells higher that deals lightning damage, choose one creature
catapult, entangle (conjures tentacles instead of damaged by that spell on the round you cast it. That
1st
vines) creature takes an extra 3d12 lightning damage. This
3rd blindness/deafness, hold person feature can be used only once per casting of a spell.
5th call lightning, tidal wave
7th Evard’s black tentacles, freedom of movement Life Sorcery
9th cloudkill, maelstrom Your innate magic comes from a font of positive energy
Blot that flows within you. Perhaps you were exposed to the
energies of the Positive Energy Plane for a prolonged
1st-level Kraken Sorcery feature
When you are attacked by a creature within 30 feet of period, or maybe you were stillborn, was revived with a
true resurrection spell, and this font is a remnant of the
you that you can see, you can use your reaction to powerful magic that was used. Channeling this energy,
impose disadvantage on the roll by conjuring an inky you can heal wounds, make your allies hardier, and
cloud around the creature. An attacker that doesn’t rely revive the fallen. You can also channel this energy
on sight, as with blindsight, is immune to this feature. offensively, particularly against undead.
You can use this feature a number of times equal to Life sorcerers find employ easily. Those who are
your proficiency bonus, and you regain all expended particularly religious can be seen alongside clerics at
uses when you finish a long rest. temples. Others join the military to heal the wounded.
Insulation Those who don’t like being tied down to institutions,
however, work as hired companions for adventuring
6th-level Kraken Sorcery feature
You gain resistance to lightning damage. parties, boasting that their abilities will ensure that the
party can grapple the most dangerous of quests and live
Slippery Form to tell the tale.
6th-level Kraken Sorcery feature Potent Invigoration
Like a slimy tentacle, you become difficult to pin down.
You have advantage on saving throws against being 1st-level Life Sorcery feature
Your healing spells are more powerful than the average
restrained. You also have advantage on any Strength caster. You add your proficiency bonus to the number of
(Athletics) or Dexterity (Acrobatics) check you make to hit points a spell of yours restores and to the number of
escape from being grappled temporary hit points a spell of yours grants.
Arcane Constriction
Life Magic
14th-level Kraken Sorcery feature
You pay homage your ancestor’s penchant for 1st-level Life Sorcery feature
The positive energy within you allows you to learn spells
immobilizing its foes. normally associated with other classes. When your
Spectral tentacles spring from your arms when you Spellcasting feature lets you learn a sorcerer cantrip or
use your Attack action to grapple a creature. You use a sorcerer spell of 1st level or higher, you can choose
your Charisma score to resolve a grapple instead of the new spell from any class, including this one, as long
your Strength score and you add your proficiency bonus as it restores hit points, increases maximum and/or
to your checks. You can also use your Distant Spell current hit points, grants temporary hit points, restores
Metamagic option as if you were casting a spell, a creature to life, or deals radiant damage. You must
increasing its range to 30 feet. otherwise obey all the restrictions for selecting the spell,
If you choose to move a grappled creature that is and it becomes a sorcerer spell for you.
more than 5 feet from you, you must use your bonus You learn additional spells when you reach certain
action to do so. You can move the creature a number of levels in this class, as shown in the Life Spells table.
feet up to half your Charisma score unless it is two or Each of these spells counts as a sorcerer spell for you,
more sizes smaller than you, in which case you can but it doesn’t count against the number of sorcerer
move it a number of feet up to your Charisma score. spells you know.
As a bonus action, you can cause a pulse of electricity Whenever you gain a sorcerer level, you can replace
to travel down a tentacle towards a grappled creature. one spell you gained with this feature with another spell
The creature must make a Constitution saving throw. of the same level. The new spell can be from any class,
The creature takes 3d6 lightning damage on a failed including this one, as long as it restores hit points,
save, or half as much damage on a successful one.
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increases maximum and/or current hit points, grants following benefits:
temporary hit points, returns a creature to life, or deals You have advantage on death saving throws.
radiant damage. A nonhostile, living creature with 0 hit points
Life Spells becomes stable when it starts its turn within 10 feet
of you.
Sorcerer Level Spells
When you would normally roll one or more dice to
1st cure wounds, healing word
restore hit points or grant temporary hit points with
3rd aid, prayer of healing
a sorcerer spell of 5th level or lower, you instead use
5th mass healing word, revivify
the highest number possible for each die.
7th aura of life, guardian of faith
You can ignore the material component of the
revivify spell.
9th animate objects, raise dead

Positive Energy Flood


6th-level Life Sorcery feature
Mixed Origin
As an action, you send ribbons of positive energy at one Your innate magic comes from two different sources
creature you can see within 60 feet of you. If the target that somehow manage to find balance within you.
is undead, it must make a Constitution saving throw, Being gifted with a single source of innate arcane
taking 7d6 radiant damage on a failed save, or half as prowess, whether at birth or sometime later through
much damage on a successful one. some cosmic circumstance, is rare enough. It is,
If you target a creature that isn’t undead with this therefore, no real shock to learn that such mixed
feature, the target doesn’t make a saving throw. Instead, bloodlines are exceedingly rare. There are rumors that a
roll 7d6. The target gains the total as temporary hit sorcerer can even have more than two origins, but such
points. dilution often results in a single bloodline manifesting
Once you use this feature, you can’t use it again until over the others.
you finish a long rest. Stories of how a sorcerer with a mixed origin came to
Antithetical Conversion be are truly quite fantastical. Perhaps you have
descended from an ancient sorcerer with draconic
14th-level Life Sorcery feature
When a creature hits you with an attack, you can use blood but later became exposed to the chaotic forces of
your reaction to infuse the attack with positive energy. Limbo, causing your draconic magic to have
The attack deals no damage and you instead restore a unpredictable properties. Maybe a diabolical creature
number of hit points equal to half the damage the attack had exposed you to the fell energies of the Shadowfell
would have dealt. in an attempt to gain a pawn, but you were later touched
Once you use this feature, you can’t use it again until by the divine for a heroic purpose.
you finish a long rest. Primary Origin
1st-level Mixed Origin feature
Vital Soul
Choose a sorcerous origin other than this one. You gain
18th-level Life Sorcery feature
Your body overflows with positive energy. You gain the that sorcerous origin’s 1st-level benefits.

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Secondary Origin Secondary Progression
6th-level Mixed Origin feature 14th-level Mixed Origin feature
Choose a sorcerous origin other than this one and the You gain the 14th-level benefits of the sorcerous origin
sorcerous origin you chose for your Primary Origin you chose for your Secondary Origin feature.
feature. You gain that sorcerous origin’s 6th-level
benefits. Primary Incarnation
18th-level Mixed Origin feature
Mixed Magic You gain the 18th-level benefits of the sorcerous origin
6th-level Mixed Origin feature you chose for your Primary Origin feature.
If each of the sorcerous origins you chose for your
Primary Origin and Secondary Origin features has 1st-
level features that allow you to learn additional spells Disclaimer
when you reach certain levels in this class, for each level This sorcerous origin can prove to be a troublesome one
that you learned spells from your Primary Origin’s 1st- because individual origins are designed to have at least some

level feature, replace half of the spells with spells you degree of synergy between its features. There are features
that gain additional effects at higher levels, and there are
can learn from your Secondary Origin’s 1st-level even features that directly refer to or are entirely dependent
feature. on other features gained at lower levels. As such, the final
When you reach a level in this class that allows you to outcome for this sorcerous origin will be heavily reliant on
learn additional spells from your Primary Origin’s 1st- your collaboration with your DM.
level features, you instead learn half of them from your Immediately inform your DM that you plan to take up this
Primary Origin and the other half from your Secondary sorcerous origin, as they need to ensure that the acquisition
Origin. of a second sorcerous origin makes narrative sense. Plan out

If a feature allows you to replace any of these spells, how the features will associate with one another as needed,

you follow the rules that apply to a spell depending on so that the final result will be a cohesive and balanced
sorcerous origin.
the source that allowed you to learn it. Trying out this sorcerous origin could prove to be
challenging for both you and your DM, but it could certainly
result in some fun and interesting combinations.

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Muscle Magic strike. This die changes to a d6 at 5th level, a d8 at 9th
level, a d10 at 13th level, and a d12 at 17th level.
Your innate magic emanates from your muscles. Maybe In addition, you learn some non-sorcerer spells that
you were the subject of a magical experiment, or focus on weapon attacks. When your Spellcasting
perhaps you inherited the traits from a soldier parent feature lets you learn a sorcerer spell of 1st level or
whose frequent use of physical enhancement spells for higher, you can select the spell from the following list of
combat made the effects permanent. Perhaps you even spells, in addition to the sorcerer spell list. You must
gained the favor of Kord or some other god of athletics otherwise obey all the restrictions for selecting the spell,
and sport due to your prowess. and it becomes a sorcerer spell for you. Unless you
Due to the amount of raw magic suffusing their learn these spells from other sources, you can only use
muscles, myomancers maintain an impressive physique them with unarmed strikes.
even without exercise. Despite this, they tend to be very
mindful of their fitness level. Myomancers boast greater Spell Level Spells
hardiness compared to their peers and wade in the searing smite, thunderous smite, wrathful
frontlines, devastating foes with a combination of 1st
smite
magical strikes and spells. The flex of their muscles as 2nd branding smite
they perform somatic components can not only augment 3rd blinding smite
destructive power, but also entrance even the most 4th staggering smite
strong-willed of foes. 5th banishing smite
Typically underclothed, adventuring parties cunningly
use muscle sorcerers as the “face” of the group. Their Muscle Spells
glistening muscles only serve to augment their 1st-level Muscle Magic feature
charisma, leading to an almost hypnotic effect to all You learn additional spells when you reach certain
those who interact with them. levels in this class, as shown in the Muscle Spells table.
Each of these spells counts as a sorcerer spell for you,
Fistcaster but it doesn’t count against the number of sorcerer
1st-level Muscle Magic feature spells you know.
Your magical affinity for martial arts gives you mastery Whenever you gain a sorcerer level, you can replace
of combat styles that use unarmed strikes. You can roll one spell you gained with this feature with another spell
a d4 in place of the normal damage of your unarmed of the same level. The new spell must be an enchant-

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.

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ment or a transmutation spell from the sorcerer, Royal Bloodline
warlock, or wizard spell list.
Your innate magic comes from your imperial blood.
Muscle Spells Whether through leading conquests themselves or
Sorcerer Level Spells through cunning and subterfuge, it is unquestionable
charm person, command that your ancestors possessed something extraordinary
1st
enhance ability, enlarge/reduce that allowed them to establish and maintain an empire
3rd
hypnotic pattern, tongues —talents that you have come to inherit.
5th
charm monster, dominate beast Political ploys and power plays make for a more
7th
dominate person, skill empowerment diverse splay of characters than one would imagine.
9th
Some openly declare themselves as protectors of the
Armor of Brawn realm. Others who were born out of illicit affairs actively
1st-level Muscle Magic feature seek anonymity, knowing their existence may threaten
Your rippling muscles add to your defense in two ways: those in power and lead to threats to their well-being.
physically impeding blows and providing a distraction. Among those who survive such threats, a few become
As an action, you can gain a base AC of 10 + your host to deep-seated hatred and find themselves the
Strength modifier + your Charisma modifer if you aren’t center of ploys to usurp the governing body.
wearing armor, and your muscles become steely with Knowing the ever-present danger to their lives, royal
magic. This effect lasts until you end it as a bonus sorcerers who are aware of their bloodline are rarely
action, you are incapacitated, or you don armor. seen alone and have become accustomed to wearing
defensive implements beneath their cloaks. Their
Arcane Strikes unnatural eloquence and air of authority make them
6th-level Muscle Magic feature ideal party leaders, though the latter can also cause
You gain the following benefits: some friction with other dominant party members.
Your unarmed strikes count as magical for the Bonus Proficiencies
purpose of overcoming resistance and immunity to 1st-level Royal Bloodline feature
nonmagical attacks and damage. Keenly aware of threats to your well-being, you have
You can attack twice, instead of once, whenever you grown accustomed to gearing yourself defensively
take the Attack action on your turn, provided that underneath your lavish robes. You gain proficiency with
both attacks are unarmed strikes. light armor, medium armor, and heavy armor.
In addition, you are gifted with an uncanny sense of
Posing Oil tact and verbal finesse. You gain proficiency in the
14th-level Muscle Magic feature Persuasion skill. If you are already proficient in the skill,
Your skin naturally secretes an oil-like substance that you add double your proficiency bonus to checks you
makes your muscles appear even more enthralling. You make with it.
gain the following benefits: Royal Magic
Spells you cast that include a somatic component 1st-level Royal Bloodline feature
ignore immunity to the charmed condition as long as You learn additional spells when you reach certain
the target can see. Creatures also can’t have levels in this class, as shown in the Royal Spells table.
advantage on saving throws against such spells. Each of these spells counts as a sorcerer spell for you,
You add your Strength modifier to Charisma but it doesn’t count against the number of sorcerer
(Deception), Charisma (Persuasion), and Charisma spells you know.
(Intimidation) checks you make against a target that Whenever you gain a sorcerer level, you can replace
can see. one spell you gained with this feature with another spell
You are immune to being restrained with of the same level. The new spell must be an abjuration
nonmagical restraints and being grappled. or an enchantment spell from the sorcerer, warlock, or
Strapping Soul
wizard spell list.
18th-level Muscle Magic feature Royal Spells
Your Strength score increases by 2, up to a maximum of
22. Sorcerer Level Spells

Additionally, the strength behind your flexing biceps 1st command, detect poison and disease

amplifies the power of your spells. When you cast a 3rd calm emotions, suggestion

spell of 1st level or higher that deals damage and 5th counterspell, tongues

includes a somatic component, it deals extra force 7th charm monster, death ward

damage equal to 3d6 + your Strength modifier. 9th dominate person, modify memory

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Royal Order Sonic Sorcery
1st-level Royal Bloodline feature
When you use your action to cast a spell of 1st level or Your innate magic manifests itself in your arcane
higher on your turn, you can use your bonus action to mastery of sound—a feat that extends from mere sound
direct one of your companions. When you do so, choose perception to the advanced magical infusion of your
a friendly creature who can see or hear you. That own voice. You might trace your ancestry to a legendary
creature can immediately use its reaction to do one of bard whose magical secrets had etched themselves into
the following: their very soul and passed down through the
Attack. The creature makes one weapon attack.
generations. Perhaps you have been blessed by a deity
Fall Back. The creature uses the Disengage action.
of sound or music upon birth, or were perhaps born
Move. The creature moves up to half its movement.
amid the rumbles of a magical thunderstorm.
You can use this feature a number of times equal to With their unparalleled hearing, sorcerers of this
your Charisma modifier (minimum of once), and you bloodline are invaluable to adventuring parties. They
regain all expended uses once you finish a long rest. are never helpless, as even the spoken incantation of a
spell not meant to cause harm is a potential weapon.
Inspiring Aura There are even rumors that these sorcerers, with
6th-level Royal Bloodline feature enough practice, can condense the entire act of
When a friendly creature within 10 feet of you makes an spellcasting into a single sound.
attack roll, ability check, or saving throw, they can roll a Sonic Magic
d4 and add the number rolled to the total. You must be
conscious to grant this bonus. 1st-level Sonic Sorcery feature
You learn additional spells when you reach certain
At 18th level, the range of this aura increases to 30 levels in this class, as shown in the Sonic Spells table.
feet. Each of these spells counts as a sorcerer spell for you,
Arcane Diplomacy but it doesn’t count against the number of sorcerer
14th-level Royal Bloodline feature spells you know.
Your skill in affecting others’ thoughts and emotions Whenever you gain a sorcerer level, you can replace
through arcane means has reached a level that it has one spell you gained with this feature with another spell
become both effortless and untraceable. You can cast of the same level. The new spell must be an enchant-
charm person as a 1st-level spell at will without any ment or an evocation spell from the sorcerer, warlock,
components, and the creature doesn’t learn that you or wizard spell list.
charmed it when the spell ends. Sonic Spells
Cogent Decree Sorcerer Level Spells
18th-level Royal Bloodline feature 1st dissonant whispers, thunderclap, thunderwave
You have fully harnessed the authority that your 3rd knock, shatter
bloodline possesses. When you use your Royal Order 5th silence, thunder step
feature, you can direct the creature to do one of the 7th dimension door, elemental bane (thunder only)
following: 9th destructive wave, geas
Attack. The creature makes up to two weapon
attacks. Soundsmith
Cast a Spell. The creature casts a spell of 2nd level or 1st-level Sonic Sorcery feature
lower. If a spell or effect you create would produce a sound
Fall Back. The creature uses the Disengage action that is audible more than 5 feet away, you can reduce
then moves up to half its movement. the distance up to which it is audible to as close as 5
Help. The creature moves up to half its movement feet from its point of origin. If the spell or effect deals
then uses the Help action. thunder damage within an area, you can reduce the
Take Cover. The creature moves up to half its distance up to which the sound is audible no closer than
movement then uses the Hide action. the farthest distance at which it deals damage.
Search. The creature moves up to half its movement
then uses the Search action. Aural Prowess
Use an Object. The creature moves up to half its 1st-level Sonic Sorcery feature
movement then uses the Use an Object action. You have advantage on Wisdom (Perceptions) checks
Move. The creature moves up to its movement. that rely on hearing.

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Reverberation Radius Shatterproof
6th-level Sonic Sorcery feature 18th-level Sonic Sorcery feature
You gain resistance to thunder damage and have You gain immunity to thunder damage. You also
advantage on saving throws against being deafened. become immune to being deafened.
In addition, when you cast a spell of 1st level or
higher that includes a verbal component, you can Words of Power
choose to magically magnify your voice, creating a 18th-level Sonic Sorcery feature
thunderous sound that is audible up to 300 feet away. You learn to condense the very essence of a spell into a
Doing so causes creatures of your choice within 10 feet single sound, allowing it to be cast with the barest
of you to take 1d6 thunder damage. This damage utterance—a power word. When you cast a spell that is
increases to 2d6 at 11th level, and 3d6 at 17th level. If incapable of targeting more than one creature at its
the spell already includes a thunder damage roll, a current level and either has no material components or
chosen creature must also succeed on a Strength saving has a material component that lacks a cost, you can
throw or be pushed 10 feet away from you. choose to ignore its somatic and material components;
you can cast the spell by uttering a single word that you
Echosense associate with the spell. If the spell requires you to
14th-level Sonic Sorcery feature make one or more attack rolls against the creature, the
As long as you can hear, you can sense the location of first roll automatically hits. If the spell forces the
hidden and invisible creatures and objects in an area by creature to make a saving throw to resist its effects, the
analyzing sound as it bounces off them. The smaller the creature automatically fails its first saving throw against
creature or object, the harder it is to sense. When you the spell. If the spell includes both, the first one to occur
cast a spell or create a magical effect that produces a uses this feature’s effects.
loud sound, you can use your bonus action to make a If you cast a 9th-level spell in this way, the spell has
Wisdom (Perception) check. Based on the roll, you can no effect if the creature has more than 100 hit points. If
sense all hidden and invisible creatures and objects of a you cast a spell of 6th to 8th level in this way, the spell
certain size in the area within which the spell or effect has no effect if the creature has more than 150 hit
was audible. points. If you cast a spell of 3rd to 5th level in this way,
the spell has no effect if the creature has more than 200
DC Creatures and Objects Sensed hit points. If you cast a cantrip or a spell of 1st or 2nd
10 gargantuan level in this way, the spell has no effect if the creature
13 huge or larger has more than 250 hit points.
16 large or larger You can use this feature a number of times equal to
19 medium or larger your Charisma modifier (minimum of once), and you
22
25
small or larger
tiny or larger
regain all expended uses when you finish a long rest.

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Tarrasquian Sorcery Intimidation skill. If you are already proficient in
theskill, you add double your proficiency bonus to
Your innate magic comes from the singular creature checks you make with it.
with such destructive potential that it has been tied in
religious texts to the end of the world—the tarrasque. Siege Sorcery
Understandably the rarest of all sorcerous origins, 6th-level Tarrasquian Sorcery feature
most consider its existence a myth and those who claim Spells and effects you create deal double damage to
having the origin frauds. Detailed chronicles, however, objects and structures.
tell accounts of sorcerers who waded in the frontlines Additionally, a creature within 5 feet of a structure
with their unparalleled fortitude, their potent magic that is destroyed by a spell you cast or an effect you
piercing the most fortified of walls and the staunchest of create must succeed on a Dexterity saving throw or take
magical defenses. bludgeoning damage equal to 3 + the spell’s level as it is
pelted by the structure’s fragments that explode
Tarrasquian Magic outward.
1st-level Tarrasquian Sorcery feature
You learn additional spells when you reach certain Reflective Scales
levels in this class. At 1st level, and again when you 14th-level Tarrasquian Sorcery feature
reach 3rd, 5th, 7th, and 9th level in this class, choose Thick crimson scales that ward off hostile magic appear
two spells that deal damage from any class, including to cover certain areas of your body. You have advantage
this one. A spell you choose must be of a level you can on saving throws against spells.
cast, as shown on the Sorcerer table. Each of these In addition, when you are targeted with a magic
spells counts as a sorcerer spell for you, but it doesn’t missile spell, a line spell, or a spell that requires a
count against the number of sorcerer spells you know. ranged attack roll, you can use your reaction to roll a d6.
Whenever you gain a sorcerer level, you can replace On a 6, you are unaffected and the effect is reflected
one spell you gained with this feature with another spell back at the caster as though it originated from you,
of the same level. The new spell must be a spell that turning the caster into the target. After you roll a 6, you
deals damage from any class, including this one. can’t use this special reaction again until you finish a
Legendary Origin
long rest.
1st-level Tarrasquian Sorcery feature Soul of Destruction
You display a level of fortitude unmatched by any other 18th-level Tarrasquian Sorcery feature
origin. Your hit point maximum increases by 2 and Your destructive prowess has become nigh unstoppable.
increases by 2 again whenever you gain a level in this Any spell or effect you create that deals damage ignores
class. damage resistance and treats damage immunity as
In addition, you exude the demeanor of one who is damage resistance.
not to be trifled with. You gain proficiency in the
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43
Time Sorcery Time Spells
Your innate magic comes from the fabric of time. Sorcerer Level Spells

Perhaps you were exposed to very powerful temporal 1st feather fall, longstrider

magic, leaving its arcane signature upon your very being 3rd hold person, kinetic jaunt

and making you attuned to similar effects. Maybe 5th haste, slow

Amaunator or another deity of time chose you for 7th dimension door, freedom of movement

reasons unknown and bestowed upon you a boon. 9th hold monster, steel wind strike

Due to their innate ability of warping time to escape Acceleration


harm, chronomancers tend to survive encounters that
prove fatal to their companions despite their best efforts 1st-level Time Sorcery feature
Slivers of time magic are ever-present around you,
to impart these protective effects, and a good fraction granting you a boost during combat. You can give
become struck with survivor guilt. Most of those who do yourself a bonus to your initiative rolls equal to your
develop this guilt embrace solitude and give up Charisma modifier.
adventuring entirely, while others continue exploring Additionally, your unnatural swiftness makes you
the world but are wary of accepting companionship, harder to hit. When you aren’t wearing armor, your AC
should similar events happen again. equals 10 + your Dexterity modifier + your Charisma
Time Magic modifier.
1st-level Time Sorcery feature Time Ebb
You learn additional spells when you reach certain
levels in this class, as shown in the Time Spells table. 6th-level Time Sorcery feature
When you or a creature you can see within 30 feet of
Each of these spells counts as a sorcerer spell for you, you suffers a critical hit, you can use your reaction to
but it doesn’t count against the number of sorcerer slow down the blow, turning that hit into a normal hit.
spells you know. Any effects triggered by a critical hit are canceled.
Whenever you gain a sorcerer level, you can replace You can use this feature a number of times equal to
one spell you gained with this feature with another spell proficiency bonus, and you regain all expended uses
of the same level. The new spell must be an enchant- when you finish a long rest.
ment or a transmutation spell from the sorcerer,
warlock, or wizard spell list.
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Chronal Resilience Timewalker
6th-level Time Sorcery feature 18th-level Time Sorcery feature
You have advantage on saving throws against time- Your control over the flow of time reaches its pinnacle.
altering spells and magical effects that force you to You gain the following benefits:
make a saving throw to resist their effects.
You stop aging and can’t die from old age.
Adroit Metamagic You can take up to three reactions per round, but
14th-level Time Sorcery feature only one per turn.
You gain a greater understanding of your time-based You learn time stop. It doesn’t count against your
Metamagic options. You gain the following benefits: number of sorcerer spells known. You can cast it
normally as an action, or you can cast it as a reaction
Instead of doubling it to a maximum of 24 hours, when a creature makes an attack roll against you or
your Extended Spell Metamagic option extends a when you see a creature casting a spell.
spell’s duration as shown on the Extended Spell Unless you choose to be affected, you are immune to
table. time-altering spells and magical effects.
You spend only 1 sorcery point when you use your
Quickened Spell Metamagic option. In addition, it
modifies the casting time of certain spells as shown Variant: Time Duplicate
on the Quickened Spell table.
You can use Extended Spell and/or Quickened Spell 18th-level Time Sorcery feature (replaces Timewalker)

even if you have already used a different Metamagic You can use your bonus action to pluck yourself from 1
round in the future to aid your present self. This act collapses
option during the casting of a spell. probability, and the possible future from which you snatch
yourself becomes the definite future.
Extended Spell Your future self appears in an unoccupied space you can
Base Duration Extended Duration see within 30 feet of you and takes their turn alongside yours.
Your future self has your hit points, sorcery points, and
1 minute 10 minutes
resources. Any changes to these over the course of the round
10 minutes 1 hour don’t take effect immediately as your future self is still only a
1 to 7 hours 8 hours possibility; thus, all changes to them are also only
8 hours 24 hours possibilities. Your future self can’t be surprised and has
1 to 9 days 10 days advantage on attack rolls, ability checks, and saving throws.
10 days 30 days Additionally, other creatures have disadvantage on attack
30 days 1 year rolls against them.
1 year or longer Until dispelled At the beginning of your next turn, your future self
vanishes, as the round it spends with you is a round it
Quickened Spell misses in its own future. You vanish as well as the time
stream attempts to rearrange itself. You appear where your
Base Casting Time Quickened Casting Time future self vanished at the beginning of the following turn in
1 minute 1 action the state they were in. Any possible changes to your future
10 minutes 1 minute self’s hit points, sorcery points, and resources finally take
1 hour 10 minutes effect.
8 to 23 hours 1 hour Once you use this feature, you can’t use it again until you
24 hours 8 hours finish a long rest.

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Weaver Weave: abjuration, conjuration, divination,
enchantment, evocation, illusion, necromancy, and
Your innate magic stems from the Weave. More transmutation. This will be used by features you gain
specifically, through some circumstance, you are later.
exceptionally talented in manipulating the Weave in a When your Spellcasting feature lets you learn a
certain way. Some sorcerers of this origin find early on sorcerer cantrip or a sorcerer spell of 1st level or
that they can glimpse the Weave with greater ease than higher, you can choose the new spell from any class,
some learned diviners. Others find smoothing the including this one, as long as it falls under your chosen
Weave to be as easy as breathing, nullifying harmful school of magic. You must otherwise obey all the
magic around them that even some abjurers have restrictions for selecting the spell, and it becomes a
trouble with. Due to their specific Weave-altering sorcerer spell for you.
abilities, these sorcerers came to be known as weavers. You learn additional spells when you reach certain
Despite the similarity of having an affinity for a school levels in this class, as shown in the succeeding tables.
of magic, weavers couldn’t be more different from Each of these spells counts as a sorcerer spell for you,
wizards. Wizards learn skills specific to their arcane but it doesn’t count against the number of sorcerer
tradition in a predetermined, complexity-based order as spells you know.
taught at their academies. Weavers don’t gain such Whenever you gain a sorcerer level, you can replace
school-specific skills. Rather, their affinity to the Weave one spell you gained with this feature with another spell
grants them unprecedented access to a broad range of of the same level. The new spell can be from any class,
spells upon which to practice their trademark spell including this one, as long as it falls under your chosen
manipulation skills on. Over time, their skills develop to school of magic.
the point where such manipulations require minimal
effort. The most powerful weavers, however, are Abjuration Spells
regarded not for their metamagic, but for their rumored Sorcerer Level Spells
ability to occasionally bypass Mystra’s Ban. 1st resistance, sanctuary, shield of faith
One with the Weave 3rd lesser restoration, pass without a trace
5th beacon of hope, intellect fortress
1st-level Weaver feature
Choose which one among the eight schools of magic 7th death ward, freedom of movement

best represents your innate talent in manipulating the 9th dispel evil and good, greater restoration

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Conjuration Spells Arcane Intuition
Sorcerer Level Spells 1st-level Weaver feature
1st entangle, produce flame, unseen servant Your tie to the Weave grants you the ability to
3rd healing spirit, summon beast instinctually discern things that are magical in nature.
5th call lightning, spirit guardians You gain proficiency in the Arcana skill. If you are
7th grasping vine, guardian of faith already proficient in the skill, you add double your
9th conjure volley, summon celestial proficiency bonus to checks you make with it.
Divination Spells Weave Adept
6th-level Weaver feature
Sorcerer Level Spells
Your skill in manipulating the Weave has improved
1st
detect evil and good, detect poison and disease,
greatly. This manifests differently based on the school of
guidance
magic you are innately talented in:
Abjuration. When you cast an abjuration spell that
3rd find traps, locate animals or plants
5th clairvoyance, tongues
requires you to make an ability check as a part of
7th divination, locate creature
casting that spell (as in counterspell and dispel magic),
9th commune, scrying
you add 1 + half your proficiency bonus to that ability
Enchantment Spells check.
Conjuration. Any creature that you summon or create
Sorcerer Level Spells with a conjuration spell has 15 temporary hit points.
1st bless, command, vicious mockery Divination. When you cast a divination spell of 2nd
3rd calm emotions, zone of truth level or higher using a spell slot, you regain that many
5th enemies abound, motivational speech expended sorcery points, to a maximum of 6 sorcery
7th compulsion, Raulothim’s psychic lance points.
9th geas, modify memory Enchantment. When you cast an enchantment spell
Evocation Spells to charm one or more creatures, you can alter one
creature’s understanding so that it remains unaware of
Sorcerer Level Spells being charmed, provided that the creature failed its
1st cure wounds, healing word, sacred flame saving throw against the spell by 5 or more.
3rd moonbeam, spiritual weapon Evocation. You add your Charisma modifier to the
5th mass healing word, wind wall damage roll of any sorcerer evocation spell you cast of
7th fire shield, Otiluke’s resilient sphere 1st level or higher.
9th flame strike, mass cure wounds Illusion. When a creature makes an attack roll
against you or a friendly creature you can see within 30
Illusion Spells feet of you, you can use your reaction to impose
Sorcerer Level Spells disadvantage on the roll by interposing an illusory
1st disguise self, illusory script, minor illusion duplicate between the attacker and the target. An
3rd Nystul’s magic aura, silence attacker is immune to this effect if it doesn’t rely on
5th major image, phantom steed sight, as with blindsight, or can see through illusions, as
7th greater invisibility, hallucinatory terrain with truesight.
9th dream, mislead You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
Necromancy Spells uses when you finish a long rest.
Sorcerer Level Spells Necromancy. Once per turn when you kill one or
1st cause fear, inflict wounds, spare the dying more creatures with a spell of 1st level or higher, you
3rd gentle repose, ray of enfeeblement regain hit points equal to twice the spell’s level + your
5th revivify, summon undead Charisma modifier, or three times its level + your
7th blight, shadow of Moil Charisma modifier if it was a necromancy spell. You
9th contagion, raise dead don’t gain this benefit for killing constructs or undead.
Transmutation. You learn alter self. It doesn’t count
Transmutation Spells against your number of spells known and you can cast it
Sorcerer Level Spells without expending a spell slot. You can do so a number
create or destroy water, goodberry, thorn whip of times equal to your proficiency bonus, and you regain
1st
heat metal, spike growth all expended uses when you finish a long rest, though
3rd
elemental weapon, plant growth you can still cast it normally using available sorcery
5th
7th giant insect, guardian of nature points.
9th awaken, reincarnate
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47
Magicsense 10th-level spell slot, you can animate or reassert control
14th-level Weaver feature over seven ghouls, four ghasts or wights, or three
As one whose very existence is intricately tangled with mummies. When you cast this spell using an 11th-level
the Weave, you sense its influence at all times. You are spell slot, you can animate or reassert control over eight
always under the effects of a detect magic spell. ghouls, five ghasts or wights, or four mummies.
Additionally, spell attacks against you can’t have You learn all 10th-level, 11th-level, and epic spells.
advantage, and you can’t have disadvantage on saving Any material components for these spells must always
throws against spells and magical effects. be provided.
When you expend the 11th-level spell slot to cast a
Forbidden Sorcery spell of 8th level or lower, you can cast the spell without
18th-level Weaver feature any components, including material components that
You gain the ability to beseech the mistress of the have a gold cost.
Weave to briefly release you from the ban bestowed The stress of expending the 11th-level spell slot to
upon all mortal spellcasters. You can expend 5 sorcery cast a 10th-level, 11th-level, or epic spell weakens you.
points to create an 11th-level spell slot to cast a spell of After enduring that stress, you immediately suffer four
8th level or lower at a higher level, or to cast a 10th- levels of exhaustion. These levels of exhaustion can’t be
level, 11th-level, or epic spell. reduced by anything other than a long rest, a greater
The following effects apply to spells when cast using a restoration spell cast as a 9th-level spell, or a wish spell.
spell slot of 10th level or higher: Until you finish a long rest, each time you cast a spell,
Conjure Animals. When you cast this spell using an you take 1d10 necrotic damage per level of that spell.
11th-level spell slot, you choose one of the summoning This damage can’t be reduced or prevented in any way.
options, and five times as many creatures appear. In addition, your Strength drops to 3, if it isn’t 3 or
Conjure Minor Elementals, Conjure Woodland lower already, for 7 days. For each of those days that
Beings, and Summon Lesser Demons. When you cast you spend resting and doing nothing more than light
this spell using a spell slot of 10th or 11th level, you activity, your remaining recovery time decreases by 2
choose one of the summoning options, and four times days.
as many creatures appear. Once you expend the 11th-level spell slot, you can’t
Conjure Celestial. When you cast this spell using an create another one using this feature until you finish a
11th-level spell slot, you summon a celestial of long rest and have recovered completely from the stress
challenge rating 6 or lower. you experienced if you used it to cast a 10th-level, 11th-
Create Undead. When you cast this spell using a level, or epic spell.
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10th- and 11th-Level This spell automatically disintegrates a nonmagical
object or a creation of magical force. A magic item is
Spells unaffected by this spell.
Mavin’s Create Volcano
Comet
10th-level conjuration
10th-level evocation
1 action Casting Time: 24 hours
Casting Time:
1 mile Range: Sight
Range:
V, S Components: V, M (a helm of brilliance and a mantle of
Components:
Instantaneous sewn diamonds worth at least 10,000 gp, both of
Duration:
which the spell consumes, and a legendary magic
You cause a comet to fall from the sky and crash to the item associated with fire)
ground at a point you can see within range. You must be Duration: 1 year
outdoors to cast this spell. You attempt to manifest a volcano centered at a point
The comet creates a 50-foot-deep, 500-foot-radius you choose on the ground.
crater on impact. Any creature in that radius must make Upon casting, you create the effects of an earthquake
a Dexterity saving throw. A creature takes 30d10 force spell that lasts for 1 minute, requiring no concentration.
damage on a failed saving throw, or half as much One of the fissures appears centered on the chosen
damage on a successful one. All structures in the crater point.
are destroyed, as are all nonmagical objects that aren’t A stream of ash begins to pour out of the central
being worn or held. fissure 7 days after casting the spell. Each creature that
Ioulaum’s Longevity ends its turn within 10 feet of the stream takes 6d6 fire
10th-level transmutation damage from the searing heat it pours off.
1 round The central fissure transforms into a complete,
Casting Time:
Sight erupting volcano 30 days after casting the spell. The
Range:
V, S volcano has a height of two and a half miles and its base
Components:
Instantaneous has a radius of 12 miles.
Duration: The ground in a 750-foot-radius circle centered on the
You reduce everything in a 120-foot-radius sphere chosen point collapses into a crater. A creature standing
centered on a point you can see within range to dust. on a spot where the crater opens must succeed on a
Each creature in that area must make a Constitution Dexterity saving throw or fall in, plummeting into the
saving throw. On a failed save, a creature takes 20d6 magma chamber below and immediately taking 28d6
force damage, or half as much damage on a successful fire damage. The creature takes an additional 15d6 fire
one. If this damage reduces a creature to 0 hit points, it damage at the end of each of its turns while it remains
is disintegrated. Each living creature disintegrated by in the molten rock. A creature that successfully saves
the spell permanently extends your lifespan by 1 year. manages to run to the edge of the crater as it opens. The
A disintegrated creature and everything it is wearing crater spews lava continuously, and each creature that
and carrying, except magic items, are reduced to a pile ends its turn within 10 feet of the crater’s edge takes
of fine gray dust. The creature can be restored to life 6d6 fire damage.
only by means of a true resurrection or a wish spell. Vents can erupt at any given moment for the

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remainder of the spell’s duration. On initiative count 20 All earth and stone in a 20-mile-radius, 40-mile deep
(losing initiative ties), the DM rolls a d6. On a 6, lava cylinder centered on a point you choose within range
erupts from a point on the ground of the DM’s choosing becomes impervious to cave-ins and other similar
within 6 miles of the chosen point, creating a 20-foot- phenomena regardless of damage sustained. All stone-
high, 5-foot-radius geyser. Each creature in the geyser’s based structures are similarly rendered impervious to
area must make a Dexterity saving throw, taking 6d6 weathering and erosion.
fire damage on a failed save, or half as much damage on
a successful one. Mavin’s Worldweave
A total of 1d6 rivers of lava, each 1d10 x 10 feet wide, 11th-level transmutation
radiate from the crater and positioned at the Casting Time: 1 hour
DM’schoosing. Range: Sight
A creature that becomes submerged in the lava Components: V, M (an Ollamh harp)
initially takes 28d6 fire damage, then takes 15d6 fire Duration: Until dispelled
damage at the end of each of its turns while it remains You manipulate the climate in a 50-mile radius centered
in the lava. Wading through the lava causes a creature on a point you choose within range. You must be
to initially take 15d6 fire damage, then take 15d6 fire outdoors to cast this spell.
damage at the end of each of its turns while it remains When you cast the spell, find the current climate on
in the lava. the following table and change its stage by one, up or
The legendary magic item used to cast the spell down. It takes 1d4 × 10 days for the new conditions to
becomes mundane until the spell ends. take effect. When the spell ends, the climate gradually
A dispel magic spell can end the spell only if it is cast returns to normal. You can layer the effects with
as a 9th-level spell or higher, targeting the legendary multiple castings.
magic item used to cast the spell. A successful dispel
magic spell renders the volcano extinct but does not Climate
revert the terrain. Stage Condition
Mavin’s Earthfast 1 Tropic
10th-level transmutation 2 Subtropic
Casting Time: 1 hour 3 Temperate
Range: Sight 4 Subarctic
Components: V, M (a
stone of controlling earth
5 Arctic
elementals , six
rings of spell storing , each imbued The Ollamh harp used to cast the spell becomes
with a transmute rock spell, and an earth elemental, mundane until the spell ends.
all of which the spell consumes) A dispel magic spell can end the spell only if it is cast
Duration: 20 years as a 9th-level spell or higher, targeting the Ollamh harp
You improve the durability of large areas of earth for used to cast the spell.
mining and other exploits.
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Proctiv’s Move Mountain action to rearrange the cubes. Strong winds, whether
10th-level transmutation mundane or magical, cannot disperse the cloud, and its
24 hours area is heavily obscured.
Casting Time:
1 mile When the cloud appears, each creature in it must
Range:
V, S, M (a crystal ball and a carpet of make a Constitution saving throw. On a failed save, a
Components:
, both of which the spell consumes, and a creature dies. A creature must also make this saving
flying
legendary magic item that allows flying or levitation) throw when it enters the spell’s area for the first time in
Duration: Until dispelled
a turn or ends its turn there. A creature that succeeds its
saving throw becomes immune to dying to this spell for
You shear off the top of a mountain you can see within 24 hours. Creatures are affected even if they hold their
range, levitate it, then invert it so that structures can be breath or don’t need to breathe.
built upon its flat surface. The landmass roughly takes You can choose to take 3d10 necrotic damage a
the shape of a cone with a height of 1 mile and a radius number of times when you cast the spell, increasing the
of 1 mile at the base. Until the spell ends, you can use spell save DC by 1 each time you do so. You can do this
your action to the move the levitating landmass up to 80 up to ten times, increasing the spell save DC by 10 and
feet in any direction. taking 30d10 necrotic damage. This damage can’t be
The legendary magic item used to cast the spell reduced or prevented in any way.
becomes mundane until the spell ends and must be When the spell ends, for each time you voluntarily
placed inside the landmass within two weeks of casting took additional necrotic damage, there is a 10% chance
the spell. that your soul will be pulled into the Negative Energy
A dispel magic spell can end the spell only if it is cast Plane. If this occurs, you die and cannot be restored to
as a 9th-level spell or higher, targeting the legendary life by any means.
magic item used to cast the spell.
Tolodine’s Killing Wind Epic Spells
10th-level conjuration These spells are considered 10th-level for the purposes
1 round of determinations that require a spell level, such as
Casting Time: counterspell.
Range: 1,000 feet
Components: V Aumvor’s Soulshatter
Duration: 24 hours Necromancy
Billowing vapors race from you at a tremendous speed, Casting Time: 1 minute
coalescing into a cloud in a location you choose within Range: 300 feet
range. The area of the cloud consists of up to 100 10- Components: V, S
foot cubes, which you can arrange as you wish. Each Duration: Instantaneous
cube must have at least one face adjacent to the face of You attempt to separate the soul of a living target you
another cube. Until the spell ends, you can use your can see within range from its body. The target must

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make a Constitution saving throw. On a failed save, the within range must make a Dexterity saving throw. On a
creature’s soul is torn away and is sent to the afterlife failed save, a creature takes an amount of damage
while its body remains alive. On a successful save, the based on its distance from the center of the cylinder, as
creature takes 18d8 necrotic damage. shown in the following table. On a successful save, a
If you successfully separate the creature’s soul from creature takes half as much damage. If this damage
its body, the latter can be possessed (as by the magic jar reduces a creature to 0 hit points, it is disintegrated.
spell) or dominated (as by the dominate monster spell)
with no chance of failure; the creature automatically Distance Damage
fails the saving throw. 300 ft. away or 15d10 fire damage and 15d10 force
If the body is neither possessed nor dominated, it lies closer damage
in a state of suspended animation. 301 to 600 ft. away 8d10 fire damage and 8d10 force damage
The creature’s soul can be returned to its body as 601 to 1,320 ft.
4d10 fire damage and 4d10 force damage
long as the latter is alive by means of a raise dead spell away
or a similar spell of higher level. A disintegrated creature and everything it is wearing
Bonfire of Insanity and carrying, except magic items, are reduced to a pile
Necromancy (ritual) of fine gray dust. The creature can be restored to life
10 minutes only by means of a true resurrection or a wish spell.
Casting Time:
Touch This spell automatically disintegrates a nonmagical
Range:
V, S, M (a bonfire, at least 10 feet in object, a creation of magical force, or an antimagic field.
Components:
diameter, made out of the remains of at least twenty A magic item is unaffected by this spell.
humanoids, which the spell consumes) Diluvial Torrent
Duration: Instantaneous Evocation
While casting the spell, you create a bonfire from Casting Time: 1 minute
humanoid remains and set fire to it during a rainstorm. Range: Self (750-foot radius)
The rain doesn’t extinguish the bonfire until the Components: V, S, M (a silver gong, which the spell
material components are consumed. The smoke from consumes)
the pyre fills the rain clouds with unholy power. As the Duration: Instantaneous
tainted water soaks the ground, humanoid corpses and You create a 20-foot-radius, 100-foot-tall cylinder of
skeletal remains within range rise up as ghouls. This magical water above you and drop it from a height of
affects even remains buried in consecrated ground. 200 feet. Each creature within range must make a
Humanoids within a 1-mile radius centered on the Dexterity saving throw. On a failed save, a creature
bonfire that get touched by the unholy rain, including takes an amount of damage based on its distance from
you, must make a Constitution saving throw. On a failed you, as shown in the following table. On a successful
save, a creature becomes afflicted with a disease that save, a creature takes half as much damage.
turns it into a ghoul within 24 hours unless it receives
the benefits of a heal spell or a similar spell of higher Distance Damage
level. 100 ft. away or 15d10 bludgeoning damage and 15d10
You can create up to 32 ghouls using the spell. The closer force damage
DM decides if the chosen area can produce this number 101 to 300 ft. 8d10 bludgeoning damage and 8d10 force
and how this number will be divided between corpses away damage
and living creatures. 301 to 750 ft. 4d10 bludgeoning damage and 4d10 force
This spell doesn’t grant you control over the created away damage
ghouls.
Each creature is subject to drowning and/or being
Cataract of Fire
swept away from the resulting flood at the DM’s
Evocation discretion.
Casting Time: 1 minute Dire Winter
Range: Self (quarter-mile-radius, 2,000-foot-tall
cylinder) Evocation
Components: V, S, M (a bronze gong, which the spell Casting Time: 1 minute
consumes) Range: 1,000 feet
Duration: Instantaneous Components: V, S
A torrent of magical flames pours down from the Duration: 24 hours
heavens, creating a 300-foot-radius, 2,000-foot-tall pillar Winter manifests itself in the form of a blizzard
that incinerates everything in its wake. Each creature centered around a creature or object that you target
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with this spell, spreading to a radius of 1,000 feet. Each Horrendous Desiccation
creature in that area that has no innate resistance or Necromancy
immunity to cold damage and isn’t magically protected 1 minute
from cold damage (as by the protection from energy Casting Time:
Self (300-foot radius)
spell) takes 1d10 cold damage at the beginning of each Range:
V, S, M (a pinch of dust of dryness, which
of its turns. Components:
the spell consumes)
The area becomes difficult terrain and is heavily Duration: Instantaneous
obscured. Ranged weapon attacks in the area are
impossible. The frigid winds count as a severe Necromantic energy suffuses the area, depleting the
distraction for the purposes of maintaining concen- moisture within both living matter and bodies of water.
tration on spells. These winds (ranging from 20 to 50 Each creature within range other than you must make
miles per hour) automatically disperse fog, mists, and a Constitution saving throw. Constructs and undead
similar phenomena in the area whether mundane or aren’t affected, and plants and water elementals make
magical. this saving throw with disadvantage. A creature takes
25d12 necrotic damage on a failed save, or half as much
Hellball
damage on a successful one. The spell also absorbs all
Evocation freestanding water within range.
Casting Time: 1 action Illusory Tarrasque
Range: 300 feet
Components: V, S Illusion
Duration: Instantaneous Casting Time: 1 action
A miniature sun streaks forth from your pointing finger Range: 300 feet
and detonates at a point you choose within range. Each Components: S
creature in a 40-foot-radius sphere centered on that Duration: Concentration, up to 1 minute
point must make a Dexterity saving throw. A target By gathering threads of shadow material from the
takes 12d6 acid damage, 12d6 fire damage, 12d6 Shadowfell, you create a Gargantuan tarrasque in an
lightning damage, and 12d6 thunder damage on a failed unoccupied space that you can see within range. The
save, or half as much damage on a successful one. illusion lasts for the spell’s duration and occupies its

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space, as if it were a creature. Range: Self
When the illusion appears, any of your enemies that Components: V, S
can see it must succeed on a Wisdom saving throw or Duration: 8 hours
become frightened of it for 1 minute. If a frightened For the duration, your have resistance to bludgeoning,
creature ends its turn in a location where it doesn’t have piercing, and slashing damage. Any damage you resist is
line of sight to the illusion, it can repeat the saving stored within your body, to a maximum of 150 damage.
throw, ending the effect on itself on a success. When this limit is reached, you take all the stored
As an action on your turn, you can move the illusion damage and the spell ends.
up to 40 feet. At any point during its movement, you can At any time before the spell ends, you can make a
cause it to make five attacks: one with its bite, two with melee spell attack against a creature or object. On a hit,
its claws, one with its horns, and one with its tail. For the creature or object takes some or all (your choice) of
each of these attacks, make a melee spell attack using the damage you have stored. The damage is
your game statistics. A bite attack has a range of 10 feet bludgeoning damage.
and deals 3d12 piercing damage on a hit, a claw attack When the spell ends, you take any remaining stored
has a range of 15 feet and deals 3d8 slashing damage damage.
on a hit, a horn attack has a range of 10 feet and deals
3d10 piercing damage on a hit, and a tail attack has a Necromantic Singularity
range of 20 feet and deals 3d6 bludgeoning damage on Necromancy
a hit. 1 minute
The illusion is tangible because of the shadow stuff Casting Time:
300 feet
used to create it, but attacks miss it automatically, it Range:
V, S, M (a sphere of annihilation, which
succeeds on all saving throws, and it is immune to all Components:
the spell consumes)
damage and conditions. A creature that uses an action Duration: Instantaneous
to examine the tarrasque can determine that it is an
illusion by succeeding on an Intelligence (Investigation) You create a transient conduit between the Prime
check against your spell save DC. If a creature discerns Material Plane, the Weave, and the Negative Energy
the illusion for what it is, the creature can see through it Plane, allowing raw negative energy to course into the
and has resistance to the damage of its attacks. world. This energy instantly kills up to 1,000 hit points
of living creatures. Constructs and undead aren’t
Kinetic Control affected. Creatures within 1 mile of a point you choose
Abjuration within range (the singularity) are affected in order of
Casting Time: 1 minute proximity to the singularity.
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Rain of Fire the attempted takeover as a vague, momentary tingling.
Evocation On a failed save, you control the target’s body as if it
1 minute were your own, seeing, hearing, feeling, smelling, and
Casting Time:
Self (2-mile radius) tasting everything the creature senses. When the spell
Range:
V, S ends, the creature is aware of the takeover, having been
Components:
24 hours a helpless witness trapped in its own body. A successful
Duration: Intelligence (Investigation) check against your spell save
You create a swirling thundercloud that rains fire DC reveals your identity to a creature whose body you
instead of raindrops in a 2-mile radius centered on you. controlled with this spell.
A creature that starts its turn under the cloud and
doesn’t have at least half cover, including you, must Spell Worm
succeed on a Dexterity saving throw or take 1 fire Enchantment
damage. Casting Time: 1 minute
Unless the ground is exceedingly damp, all vegetation Range: 60 feet
is eventually blackened and destroyed, leaving behind a Components: V, M (a gold cup with a hole on the
barren wasteland similar to the aftermath of a forest bottom)
fire. Duration: Special
Soul Scry One creature you can see within range must succeed on
Divination a Wisdom saving throw or be infected by the
10 minutes compulsion to waste its magical reserves for the day.
Casting Time:
Self The spell has no effect on contructs, undead, and
Range:
V, S creatures that don’t use spell slots.
Components:
Concentration, up to 10 minutes As an action on each of its turns, a creature that failed
Duration: its saving throw expends one spell slot of the highest
Choose a sentient creature with which you are familiar, spell level it can cast without casting a spell. The
either by meeting, observing, or by having successfully creature does this action unconsciously, only becoming
used the scrying spell on the creature prior. The aware of the loss once it attempts to expend a spell slot
creature must make a Wisdom saving throw. On a failed when it has none remaining.
save, you tap into that creature’s consciouness. You are Once the target has already expended all its spell
able to see, hear, feel, smell, and taste everything the slots, the spells ends. Spell slots that are expended in
target senses. The creature remains unaware of the link this fashion are regained when the target finishes a long
when the spell ends and whether the saving throw was rest, as normal.
successful or not.
Until the spell ends, you can use your action to exert
control over the creature’s body. The creature must Variant: Metamastery
make another Wisdom saving throw. An undead or an 18th-level Weaver feature (replaces Forbidden Sorcery)

incorporeal creature automatically succeeds on this You can use any number of Metamagic options on a spell

saving throw. On a successful save, the spell you cast that falls under your chosen school of magic. In
addition, you spend half as many sorcery points on each of
immediately ends and the creature becomes aware of those options when you do so (minimum of 1 sorcery point).

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Ysgardian Bloodline Ysgardian Magic

Your innate magic is rooted in the Heroic Domains 1st-level Ysgardian Bloodline feature
You learn additional spells when you reach certain
where slain heroes engage in eternal battle on fields of levels in this class, as shown in the Ysgardian Spells
glory. Perhaps you are a direct descendant of one such table. Each of these spells counts as a sorcerer spell for
hero whose spirit now resides on Ysgard, or perhaps you, but it doesn’t count against the number of sorcerer
one of your parents was a paladin of Tyr or another god spells you know.
with associations with the plane and you were bestowed Whenever you gain a sorcerer level, you can replace
with magic during your youth for their exceptional one spell you gained with this feature with another spell
service to their deity. Maybe you were even born on the of the same level. The new spell must be an abjuration
plane itself amid enchanted battle cries, and these battle or a necromancy spell from the sorcerer, warlock, or
cries echo in your ears still, beckoning you the wizard spell list.
battlefield.
Sorcerers of this bloodline tend to be thrill-seekers Ysgardian Spells
who thrive in battle. They are not inherently belligerent,
but rarely would one decline an opportunity to partake Sorcerer Level Spells
in combat. They are partial to drunken celebrations and 1st bless, heroism
are often brash, unapologetic, and brave to a fault. This 3rd enhance ability, spiritual weapon
innate valor, along with their combat prowess, makes 5th revivify, spirit guardians (appear humanoid)
them sought-after companions for particularly 7th death ward, freedom of movement
dangerous missions. 9th conjure volley, raise dead

Born for Battle Battle Trance


1st-level Ysgardian Bloodline feature 1st-level Ysgardian Bloodline feature
You have learned to equip yourself better than the The thrill of battle causes your magic to surge. When
average spellcaster. You gain proficiency in simple you roll initiative or as a bonus action while you are in
weapons and martial weapons. combat, you can tap into your font of magic to enter a
Additionally, like the denizens of Ysgard, you are a battle trance. Your trance lasts for 1 minute. It ends
paragon of valor. You have advantage on saving throws early if you become incapacitated, if you don armor or a
against being frightened. shield, or when combat ends.
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While your battle trance is active, you gain the without expending a spell slot or material components.
following benefits: Once you cast heroes’ feast in this way, you can’t do
You gain temporary hit points equal to 1d12 + your so again until you finish 1d4 long rests, though you can
sorcerer level. still cast it normally using available sorcery points.
If you aren’t wearing armor, you gain a base AC of Rally the Einherjar
10 + your Strength or Dexterity modifier (your 18th-level Ysgardian Bloodline feature
choice) + your Charisma modifier. As an action, you can call for the aid of the glorious
Your weapon attacks deal an extra 1d4 damage of fallen who reside in the halls of Ysgard to turn the tide
the weapon’s type on a hit. This increases to 1d6 at of battle. Choose a number of targets you can see within
5th level, 1d8 at 9th level, 1d10 at 13th level, and 150 feet of you equal to 2 + your Charisma modifier. For
1d12 at 17th level. each of those targets, you summon a warrior spirit from
You can use this feature a number of times equal to the Heroic Domains. Each spirit is intangible,
your proficiency bonus, and you regain all expended invulnerable, and appears in an unoccupied space
uses when you finish a long rest. within 20 feet of you. Each spirit rushes towards its
target and makes a melee spell attack against it using
Extra Attack your game statistics. On a hit, a spirit deals 15d6 force
damage to its target. After their attacks, the spirits
6th-level Ysgardian Bloodline feature
You can attack twice, instead of once, whenever you disappear.
take the Attack action on your turn. Moreover, you can Once you use this feature, you can’t use it again until
cast one of your cantrips in place of one of those you finish a long rest.
attacks. Soul of Immortal Wrath
Unflinching Courage 18th-level Ysgardian Bloodline feature
When you die in combat, your essence wanders the
14th-level Ysgardian Bloodline feature
You become immune to being frightened. plane of Ysgard temporarily. At dawn on the next day, if
you haven’t been resurrected, your gain the benefits of a
Feast for the Valiant true resurrection spell. You appear in the area where
14th-level Ysgardian Bloodline feature you finished your last long rest.
You evoke the experience of being in one of the Once you are resurrected in this way, you can’t be
numerous halls dotting Ysgard, where warriors enjoy resurrected again using this feature for 60 days. Any
lavish banquets upon returning from the plane’s time after you finish a long rest but before you regain
expansive battlefields. You learn heroes’ feast. It counts the use of this feature, you can perform a 10-minute
as a sorcerer spell for you, but it doesn’t count against ritual using diamonds worth at least 25,000 gp. At the
your number of sorcerer spells known. You can cast it end of the ritual, the diamonds shatter. You then regain
the use of this feature.

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Changelog
v11.0
Changed nearly all features that are usable once
between rests to be usable a number of times equal
to either your spellcasting ability modifier or your
proficiency bonus (or a variation thereof) between
long rests, as appropriate. These include: Divine
Soul’s Favored by the Gods, Storm Sorcery’s Wind
Soul, Sea Sorcery’s Watery Defense, Giant
Bloodline’s Rage of Fallen Ostoria, Fey Bloodline’s
Cunning Step, Kraken Sorcery’s Blot, and the
Illusion and Transmutation Weaver’s Weave Adept.
Changed all subclass features that grant darkvision
to be cumulative with preexisting range.
Adopted the increase in spells known and
Metamagic options known based on the One D&D
Unearthed Arcana article Player’s Handbook
Playtest 5, as well as the capstone name Arcane
Apotheosis.
Made Spell Versatility a variant feature based on
feedback.
Removed the Sorcery Point Increase subheading in
Font of Magic as it serves no mechanical purpose.
Added a variant Sorcerous Restoration feature that
can be used once per day similar to the wizard’s
Arcane Restoration. The sorcerer loses out in terms
of point equivalence, but it is hopefully balanced out
by the flexibility of sorcery points and the ability to
regain reserves after 1 minute of concentration
rather than a short rest.
Spaced Metamagic options known more evenly.
Added a second option to Aimed Spell that changes
a spell attack into a Dexterity saving throw.
Decreased Shifted Spell’s cost further to 2 sorcery
points.
Adopted some of the subclass changes in the One
D&D Unearthed Arcana article Player’s Handbook
Playtest 7, as listed below.
Tweaked a few of the bonus spell lists.
Draconic Bloodline
Changed Draconic Presence to use only a bonus
action and not require concentration.
Wild Magic
Decreased Bend Luck’s cost to 1 sorcery point but
maintained timing to before any effects of the roll
occur.
Added Wild Bombardment as a variant capstone.
Did not options to casting spells or sorcery point
recovery, but limited the maximum number of
expended sorcery points regained to 13 sorcery
points, i.e., equivalent to a 9th-level spell slot,
justifying the ability to regain use of the feature after
a long rest rather than 1d4 long rests.
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58
Included the Wild Magic Surge table with
modifications to 59–60 and 99–00.
Storm Sorcery
Removed shocking grasp from origin spell list to
make way for an additional clause in Tempestuous
Magic that gives temporary hit points. This is to
counteract your need to be proximate to enemies to
fully benefit from your Heart of the Storm feature.
Adjusted the flight of Tempestuous Magic from a
fixed 10 feet to a number of feet equal to 5 times
proficiency bonus.
Replaced the counterintuitive pushing mechanic
from Storm’s Fury, as it pushes a creature from the
range of your Heart of the Storm, with a restraining
effect.
Giant Bloodline
Buffed the benefits of Soul of Lost Ostoria.
Fey Bloodline
Decreased Vindictive Clarity’s damage slightly. It
also no longer needs concentration, as with the
Draconic Bloodline’s Draconic Presence, but also damage listed in the Dungeon Master’s Guide which is
ends when incapacitated. almost equivalent to meteor swarm‘s damage. This has
Fiendish Bloodline since increased to 30d10 with the Icewind Dale: Rime
Adjusted the Demon Fiendish Ancestor’s reaction of the Frostmaiden‘s scroll of the comet. Touching the
feature. Ythryn mythallar deals more damage on average, but it
felt appropriate to use the scroll as comet is an actual
Frost Sorcery spell.
Further increased Glacial Armor’s AC boost to 2 + Removed the backlash damage from all of 10th-level,
the slot’s level. 11th-level, and epic spells, but added an additional
Removed the “5 or more” qualifier from Frozen level of exhaustion which halves your hit point
Soul’s buff to Creeping Chill. maximum.
Weaver Ysgardian Bloodline
Adjusted Forbidden Sorcery. The creation of the Changed Battle Trance’s bonus damage to a die
11th-level spell slot now only costs 5 sorcery points rather than proficiency bonus.
and still allows the creation of a 9th-level spell slot. Increased the period after which Soul of Eternal
This is because spellcaster subclasses with once-per- Wrath can be triggered again to 60 days, calculated
long-rest spell-like features typically have the same based on the average time it would take a level 20
power level as the highest-leveled spell that can be character to earn 25,000 gp. Also added a clause
cast at the class level at which the feature is gained. that allows earlier recovery of the feature.
For example, a 14th-level feature typically allows the v10.0
casting of a 7th-level spell once without expending a
spell slot or material components. As such, an 18th- Shifted the entire document to Homebrewery V3 and
level feature should be equivalent to a 9th-level spell. used an updated template by u/Kaiburr_Kath-Hound.
It’s dangerous to allow the casting of two 9th-level Added the Lunar Sorcery sorcerous origin.
spells, though, so I only allowed the use of the 11th- Removed the Cosmic Sorcery sorcerous origin due
level spell slot to cast a spell of 8th-level or lower at a to a similarity in theme to an official subclass.
higher level (sort of a weaker wish as you still need Adopted the changes to Careful Spell, Distant Spell,
to know the spell), or cast a 10th-level, 11th-level, or Extended Spell, Heightened Spell, and Subtle Spell
epic spell with a heavy backlash. from the One D&D Unearthed Arcana article
Added comet to the list of 10th-level, 11th-level, and Player’s Handbook Playtest 5; maintained Twinned
epic spells. Also increased the damage of these Spell.
spells. At the time of creation, 24d10 was the highest Changed Shifted Spell’s cost to 3 sorcery points.
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Draconic Bloodline Genie Bloodline
Changed Draconic Resilience’s AC to 10 + your Changed the elemental cantrip to Elemental
Dexterity modifier + your Charisma modifier from Reprisal.
the One D&D Unearthed Arcana article Player’s Removed the sorcery point cost to gain advantage on
Handbook Playtest 5. the roll to maintain the ability to cast wish.
Aberrant Mind Muscle Magic
Changed the variant capstone to Aberrant Locus Changed Armor of Brawn’s AC to 10 + your Strength
which allows concentrating on two spells, albeit with modifier + your Charisma modifier.
a slight penalty during concentration checks. Time Magic
Lunar Sorcery Changed Acceleration’s AC to 10 + your Dexterity
Increased the number of Lunar Spells per phase modifier + your Charisma modifier.
from five to ten. Also allowed swapping of spells. Buffed Adroit Metamagic.
Removed Moon Fire. Weaver
Stone Sorcery Added foresight to Forbidden Sorcery’s scaling list.
Changed Stone’s Durability’s AC to 10 + your Also removed the clause forbidding the creation of
Constitution modifier + your Charisma modifier. spell slots using sorcery points following the use of
the 11th-level spell slot to cast a 10th-level, 11th-
Fiendish Bloodline level, or epic spell.
Changed the parameters for the demon Fiendish
Ancestor’s reactive psychic attack. Ysgardian Bloodline
Removed Born for Battle’s light armor proficiency.
Frost Sorcery Changed Battle Trance’s AC boost to a base AC of
Changed the AC boost from Glacial Armor from half 10 + your Strength or Dexterity modifier (your
the spell’s level to the spell’s level. choice) + your Charisma modifier to make Strength-
based builds more viable.
FERMATMD | THE SORCERER,
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v9.0 Allowed Wind Soul’s action granting flying to other
creatures to be reusable by spending 5 sorcery
Modified spell point system (two 6th-level spells at points.
19th level and two 7th-level spells at 20th level) and
labeled spell points as sorcery points to forgo Aberrant Mind
conversion entirely. Simplified the variant capstone, Psionic Field.
Shifted Innate Focus to Spellcasting at 1st level.
Removed damage aspect of Explosive Spell and Phoenix Sorcery
reduced cost to 1 sorcery point. Added produce flame to Phoenix Spells.
Removed Sustained Spell due to balance concerns.
Shifted Sorcerous Restoration to 2nd level with Fiendish Bloodline
scaling that caps out at 4 sorcery points at 20th level, Changed the Demon Fiendish Ancestor’s hit point
like in the original version. boost into a reactive psychic assault.
Added a new capstone, Archsorcerer, which Frost Sorcery
improves Metamagic and Innate Focus. Added frostbite to Frost Spells.
Storm Sorcery
Genie Bloodline
Reverted Tempestuous Magic to its original form, Replaced Genie Resilience with an elemental
but no longer requiring your bonus action. cantrip.
Life Sorcery
Swapped the 6th- and 14th-level features. v7.1
v8.0 Tweaked a few of the bonus spell lists.
Shadow Magic
Added title page and contents page. Allowed one free use of Umbral Form between long
Shifted main version of the revision to use the spell rests before needing to spend sorcery points.
point system, with 1:1 equivalence between spell
points and sorcery points. Clockwork Soul
Storm Sorcery Changed one of Touch of Nirvana’s features from
Added shocking grasp to Storm Spells. always dealing at least average damage to treating a
Changed Tempestuous Magic so your movement roll of 1 on the d20 as a 10.
doesn’t provoke opportunity attacks. Phoenix Sorcery
Increased Heart of the Storms average base damage Reinstated the Mantle of Flame feature and included
to 5, but still ends at 10 at 20th level. a clause at 5th level that allows spending of sorcery

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points to regain its use. Fiendish Bloodline
Tweaked Form of the Phoenix to maintain balance Added a clause to Sadistic Soul that uses the
following the change to Mantle of Flames. creature’s level if it doesn’t have a challenge rating.
Muscle Magic Frost Sorcery
Changed Arcane Strikes to allow two attacks when Changed Frozen Soul from decreasing movement
using the Attack action, provided both are unarmed speed to 0 to restraining a creature.
strikes.
Genie Bloodline
Time Sorcery
Removed Delayed Spell buffs from Adroit Adjusted Minor Wish’s parameters.
Metamagic, as it is an optional Metamagic choice Kraken Sorcery
only offered in this document. Added a bonus action damage option to Arcane
v7.0
Constriction.
Muscle Magic
Added the Aimed Spell, Explosive Spell, Ruinous Changed Unarmored Defense into Armor of Brawn,
Spell, and Transdimensional Spell Metamagic which uses an action to change base AC to 13 + your
options. Also clarified some aspects of Delayed Strength modifier.
Spell. Added a clause to Posing Oil that creatures can’t
Tweaked a few of the bonus spell lists. have advantage on saving throws against being
Added one bonus cantrip each to the Phoenix and charmed by spells you cast that include a somatic
Frost Sorcery sorcerous origins, as Ignite and component.
Frostborn are mostly ribbon abilities.
Changed level-scaling 18th-level features into fixed Royal Bloodline
values. Changed the number of times Royal Order can be
Added the Life Sorcery sorcerous origin. used between long rests from your proficiency bonus
Draconic Bloodline to your Charisma modifier.
Added options for gem dragons based on Fizban’s Clarified that charm person can be cast at will only
Treasury of Dragons.
as a 1st-level spell. To avoid roleplaying abuse, also
removed the clause wherein the creature remains
Wild Magic unaware of the spell even on a successful saving
Scaled Bend Luck’s die with level. throw.
Divine Soul Tarrasquian Sorcery
Changed Wrath of God to be triggered by a failed Buffed Siege Sorcery to deal damage to creatures
saving throw rather than just damaging a target with within 5 feet of a structure you obliterate with a spell
a spell. Also changed the damage type from a or effect.
variable one that can’t be reduced in any way to force Weaver
damage. Buffed Magicsense to include clauses that prevent
Stone Sorcery both spell attacks against you from having advantage
Adjusted Stone Aegis’s damage reduction from 2 + and you from having disadvantage on saving throws
your sorcerer level divided by 4 to your proficiency against spells and magical effects.
bonus. This decreases the damage reduction while at Ysgardian Bloodline
levels 4, 8, 12, 16, and 20 by 1, but makes the feature Changed Ysgardian Endurance to Battle Trance, a
far less tedious. bonus action buff during combat, in an attempt to
Blood Sorcery make the origin more unique.
Adjusted Crimson Infusion’s parameters. Changed Feast for the Valiant to not require the
costly material component that heroes’ feast
Cosmic Sorcery consumes. To balance this out, the feature now
Removed Soul of the Cosmic Cycle’s Phase of the requires finishing 1d4 long rests before it can be
Sun damage when a creature ends its turn within 5 used again.
feet of you. Increased Rally the Einherjar’s targets from your
Decreased Soul of the Cosmic Cycle’s Phase of the Charisma modifier to 2 + your Charisma modifier.
Moon AC bonus by 1. Increased the period after which Soul of Eternal
FERMATMD | THE SORCERER,
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62
Wrath can be triggered again from 2d6 days to 30 days. Frost Sorcery
v6.0 Increased Gelid Blast’s damage from half your
sorcerer level + your Charisma modifier to your
Removed the option to activate a Delayed Spell sorcerer level.
using your reaction, as the trigger is vague.
Changed the 20th-level variant Font of Magic Genie Bloodline
enhance-ment, Improved Flexible Casting, from one Renamed Lesser Wish to Minor Wish and removed
attempt a day to an unlimited number. The damage the need to provide components for the duplicated
on a failed Charisma check was decreased from spell.
twice the slot’s level to the slot’s level force damage,
and the interval on a success was changed from 7 Weaver
days to completion of 2d6 long rests. Changed Effortless Metamagic to Magicsense, a
Added the Cosmic Sorcery and Ysgardian Bloodline perpetually present detect magic spell. The sorcery
sorcerous origins. point discount from Effortless Metamagic was
Split off some features that improve at higher levels worked into the 18th-level variant feature,
into their own features so as to make Mixed Origin Metamastery.
features easier to manage. v5.0
Removed the spells from the end of the document, as
some weren’t usable by sorcerers. They were instead Added all optional features present in Tasha’s
added to a different compendium. Cauldron of Everything: the Magical Guidance,
Draconic Bloodline Proficiency Versatility, and Sorcerous Versatility
Returned Draconic Bloodline’s concentration features, and the Seeking Spell and Transmuted
component, as guided by the rule that a lingering Spell Metamagic options.
debuff must require concentration. Added Spell Versatility to Spellcasting.
Removed Aberrant Bloodline and Modron Magic
Divine Soul from my original creations, as official versions that
Changed Wrath of God’s damage from three times are exceedingly similar in terms of narrative have
your sorcerer level to 12d10 damage. become available.
Added the Mixed Origin sorcerous origin.
Shadow Magic Reworked Origin Spells using the two origins
Changed the damage of the 6th-level variant feature offered in Tasha’s Cauldron of Everything as
Fangs of Darkness from your Charisma modifier to template. The number was increased from five to
2d6, inceasing to 2d8 at 11th level, and 2d10 at 17th ten, and some selections were tweaked.
level. Added Imbuing Touch and Sorcerous Fortitude to
Font of Magic.
Aberrant Mind Decreased the number of Metamagic learned from
Changed the parameters of the 18th-level variant eight to five to mirror their former status as feats, of
feature, Psionic Field, so as to minimize rolls. which you can have a maximum of five.
Shifted back the 20th-level feature to Sorcerous
Phoenix Sorcery Restora-tion. The ability to ignore the material
Switched Phoenix Spark and Searing Presence into components of spells had the additional qualifier of
the 6th- and 14th-level features respectively. Power applying only to spells in which the component is not
levels were adjusted accordingly. consumed. This feature was split off and added as a
Made the flying speed and hovering from Form of separate feature at 15th level, Innate Focus.
the Phoenix passive. Also added immunity to fire Reworked the ability to create a spell slots of 6th
damage. level or higher as an enhancement to Font of Magic
rather than as a replacement for the capstone with a
Blood Sorcery modified Sorcerous Restoration.
Changed Crimson Infusion’s damage from level- Added a few spells to the end of the document.
scaling to dependent on the number of hit die spent. Draconic Bloodline
Fey Bloodline Changed Draconic Presence to affect creatures of
Added a concentration component to Vindictive your choice within range, not just hostile creatures,
Clarity, again guided by the rule that a lingering and removed the concentration component. Also
debuff must require concentration. changed it to be free to use the first time between
long rests, only requiring 5 sorcery points on
FERMATMD | THE SORCERER,
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63
subsequent uses. Changed the 14th-level feature to Unhallowed Aid,
Added a variant 18th-level feature, Form of the which adds the summon fiend spell to your spells
Dragon. known and grants one free casting. The original
14th-level feature, Arcane Sadism, was renamed
Shadow Magic Sadistic Soul, was boosted, and made into the 18th-
Reverted the range of the darkvision offered by Eyes level feature.
of the Dark back to 120 feet.
Reverted the 6th-level feature back to Hound of Ill Genie Bloodline
Omen. Changed Fangs of Darkness into a variant. Changed the spell triggered by Planar Protector
from a 5th-level conjure elemental spell to a 9th-level
Aberrant Mind summon elemental spell.
Added a 1st-level ribbon ability, Eldritch Tongue,
that grants the Deep Speech and Undercommon Muscle Magic
languages and gives a bonus when interacting with Changed Strapping Soul’s damage from three times
aberrations. your Strength modifier to half your sorcerer level +
Added a variant 18th-level feature, Psionic Field. your Strength modifier.
Clockwork Soul Royal Bloodline
Added a 1st-level ribbon ability, Touch of Nirvana, Changed one of the bonus proficiencies from shields
that ensures at least average damage, grants the to heavy armor.
Modron language, and gives a bonus when Changed Inspiring Aura’s bonus from a +2 to a d4.
interacting with modrons. Changed Arcane Diplomacy from being able to cast
the suggestion spell at will to being able to cast the
Phoenix Sorcery charm person spell at will without any components
Removed the passive flying speed and hover from and the target not knowing the spell was cast on a
Form of the Phoenix. Also reverted the illumination successful save or when the spell ends.
radius back to its 60-foot total. Sonic Sorcery
Sea Sorcery Changed Words of Power’s hit-point thresholds for
Allowed Curse of the Sea to trigger with bonus each spell level.
spells, not just cantrips. Time Sorcery
Stone Sorcery Renamed Subtle Acceleration to Acceleration. Also
Reverted the 14th-level feature back to Stone’s Edge. changed the first part of the feature from a Jack of All
Trades-esque bonus to Dexterity checks to a bonus
Giant Bloodline
Removed proficiency in rocks as a simple thrown to your initiative.
Changed the 6th-level feature Rewind to Time Ebb,
weapon. which slows down and cancels a critical hit.
Blood Sorcery Part of the old 14th-level feature, Advanced
Added a clause for both Blood Siphon and Arcane Chronomancy, that deals with resistance against
Exsanguination so as to not be usable against time-altering spells and effects was split off and
constructs and undead. added as a 6th-level feature, Chronal Resilience.
Retained what was left of Advanced Chronomancy as
Fey Bloodline the 14th-level feature. It was aptly renamed Adroit
Split Fey Clarity into two 14th-level features: Metama-gic, as they all applied to Metamagic
Vindictive Clarity and Fey Wakefulness. options. The number of the enhanced Metamagic
Changed Deadly Deceit’s damage so as to be options that can be used in addition to another
dependent on spell level. already applied to a spell was also increased from
one to up to three.
Fiendish Bloodline Changed the 18th-level feature into multiple time-
Increased Profane Spellcasting’s damage from the based passives. The original 18th-level feature,
slot’s level to 2 + the slot’s level. The damage type Timewalker, was turned into a variant.
options for a devil sorcerer was also slightly Weaver
expanded to a choice between fire and poison Changed the 6th-level feature, Limited Spell
damage to balance out the fact that the demon Resistance, which heavily favored evocation
sorcerer’s psychic damage is less commonly sorcerers, into Weave Adept, which gives a different
resisted. enhancement for each school of magic.
FERMATMD | THE SORCERER,
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64
The Sorcerer,

Revised
v11.0 by FermatMD (u/fpgmd)

The Sorcerer, Revised aims to empower what


many have viewed as the weakest full spellcaster
on release. It does so by increasing flexibility
through the use of a modified spell point system,
increasing the number of known spells through
the addition of “origin spells” as seen in the two
sorcerous origins found Tasha’s Cauldron of
Everything™, increasing the number of Metamagic
options known, adopting options offered in
Unearthed Arcana articles, etc.

This current version includes nine metamagic


options and 28 subclasses (15 original).

For use with the fifth edition


Player’s Handbook®, Monster’s Manual®,
and Dungeon Master’s Guide®

Homebrewery.Naturalcrit.com

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