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The Sorcerer, Revised v11.0
The Sorcerer, Revised v11.0
The Sorcerer, Revised v11.0
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,
REVISED
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,
REVISED
5
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
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
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
of the same level. The new spell must be an evocation or 1st witch bolt
* 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
stormy magic erupts from you. This eruption causes 1 You are always icy cold to the touch.
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.
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!
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
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.
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
* 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
FERMATMD | THE SORCERER,
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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.
FERMATMD | THE SORCERER,
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36
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
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.
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.
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
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
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.
best represents your innate talent in manipulating the 9th dispel evil and good, greater restoration
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).
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
Revised
v11.0 by FermatMD (u/fpgmd)
Homebrewery.Naturalcrit.com