Worldbuilding and RPG Campaign Management | World Anvil (2024)

Table of Contents
Cantrips Spell Points Spell Limit Spells Known of 1st-5th Level Spells known of 6th-9th level Spellcasting Ability Innate Casting Magical Senses Sorcerous Origin Sorcery Innate Sorcery Font of Magic Sorcery Points Metamagic Arcane Regeneration Ability Score Improvement Awakened Sorcery Sorcery Incarnate Exalted Metamagics Innate Arcanum Transcendent Sorcerer Metamagic Emberheart Emberheart Spells Heart of Flame Wild Fire Kindle the Flame Primordial Inferno Stoneblood Stoneblood Spells Heart of Earth Crushing Blow Extra Attack Aegis of Stone Primordial Bulwark Stormsoul Heart of Winds Stormsoul Spells Stormborn Windcaller Primordial Storm Waveborn Heart of Water Waveborn Spells Frozen Curse Oceanic Resilience Watery Form Primordial Deluge The Chained Eldritch Spells Ancient Knowledge Unknowable Mind Otherworldly Step Eldritch Revelation Divine Right Divine Mark Royal Spells Words of Authority Words of Vigor Regal Presence Divine Command Faeblood Fey Spells Heartsight Seasonal Attunement Gateway Magic Intoxicating Presence Greensinger Verdant Spells Vigorous Vines Grasping Growth Creeping Defense Sapping Grip Greensong Hellspawn Infernal Spells Demonic Form Ninth Law Extra Attack Hellfire Fiendish Resistance Infernal Contract Wings of the Wicked Archdevil Form Ironmonger Iron Spells Armaments of War Blade of Strife Extra Attack Iron Smite Dancing Blade Storm of Blades Vampiric Soul Blood Magic Vampiric Spells Blood Drinker Undead Resilience Misty Escape Vampiric Mastery Voidwielder Voidwielder Spells Soul of the Void Entropic Touch Negate Spell Disciple of the Void Ray of Annihilation References

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives.The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or 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. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

hit dice:1d6

hit points at 1st level:6 + your Constitution Modifier

hit points at higher levels:1d6 (4) + your Constitution modifier per Sorcerer level after 1st

armor proficiencies:None

weapon proficiencies:Daggers, darts, light crossbows, slings, and quarterstaffs.

tools:None

saving throws:Constitution, Charisma

skills:Choose any two

starting equipment:
As a Sorcerer, you start with the following equipment:
(a) a light crossbow and 20 bolts or (b) a sling
(a) a quarterstaff or (b) two daggers
(a) a dungeoneer’s pack or (b) an explorer’s pack

spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with raw magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 or pages 29-30 for the sorcerer spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Points

The Sorcerer table shows how many spell points you have to cast your spells of 1st-level and higher. To cast one of these sorcerer spells, you must expend the amount of spell points indicated on the table below. You regain all expended spell points when you finish a long rest.During a short rest, you can recover a number of expended spell points equal to your sorcerer level. Once you use this, you can’t use this again until you finish a long rest.For example: as a 3rd level sorcerer, you can cast the spell burning hands at 2nd-level by spending 3 spell points.Spell Level | Spell Point Cost
  • Cantrip: 0
  • 1st: 2
  • 2nd: 3
  • 3rd: 4
  • 4th: 5
  • 5th: 6

Spell Limit

Your sorcerer level limits the potency of spells that you can cast. This is reflected in the Spell Limit column of the Sorcerer Table. For example, as a 5th level sorcerer, you are limited to casting spells of 3rd-level or lower.

Spells Known of 1st-5th Level

You know six 1st-level spells of your choice from the sorcerer spell list.The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you can cast with spell points. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Whenever you finish a long rest, you can replace one of the spells you've learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be of the same level, or of a spell level that you can cast.

Spells known of 6th-9th level

Spells of 6th level and higher are particularly taxing to cast, as they pose a greater potency upon the wider world. You cannot cast these spells with spell points. When learning a spell of 6th level and higher, consult the above section Spells Known of 1st-5th Level. Upon reaching 11th level, you will gain a number of spell slots per level of spell of 6th to 9th level as shown on the sorcerer table. You recover these spell slots upon completing long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma modifier whenever a spell refers to your spellcasting ability.In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.Spell Save DC = 8 + your proficiency bonus + your Charisma modifierSpell attack modifier = your proficiency bonus + your Charisma modifier

Innate Casting

Your body itself is a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must provide material components that are consumed by the spell or have a required gold cost.

class features:

Magical Senses

At 1st level, you can see, hear, smell, taste, and feel magic. You can sense the presence of magic within 120 feet of you. Because of your keen senses of magic, you can see a faint aura around any visible creature, environment, object, or structure in the area that bears magic, and you learn its school of magic, if any; Also, you add your Charisma modifier to Intelligence (Arcana) checks.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the pages worth of subclasses below.Your choice grants you features when you choose it at 1st level and again at, 6th, 14th, and 18th level.

Origin Spells

Each origin has a list of spells - its origin spells - that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know, and doesn't require Material Components. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Sorcery

Also at 1st level, the spark of arcane magic within you allows you to spontaneously produce spells from within yourself. The Sorcerer spell list is included at the end of this class.

Innate Sorcery

You can cause your innate power to suge forth in times of needs. at 2nd level, Use a Bonus Action to surge in power for 1 minute, While active, your Sorcerer spell save DC increases by +1, and you have Advantage on attack rolls for Sorcery spells. You can use this feature Two times per Long Rest.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have a number sorcery points equal to your Sorcerer Level + your Proficiency Bonus + your Charisma modifier, gaining more as you reach higher levels. You cannot exceed your current sorcery point maximum.For example: You're a 5th level sorcerer with a Charisma Ability Score of 18, you would have a maximum of 12 sorcery points (5 Sorcerer Level + 3 Proficiency Bonus + 4 Charisma Modifier).You regain a number of sorcery points equal to your Proficiency Bonus whenever you start initiative without sorcery points or when you finish a short rest; You regain all expended sorcery points when you finish a long rest.

Destroy Magic

As a reaction, you can spend a number of sorcery points equal to the spell level that you're destroying, to catch and destroy a spell or spell like ability (refer to the metamagic feature for sorcery point cost). You cannot destroy a spell that isn't specifically targeting you or a spell of 9th level.

Empowering Reserves

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check. Or as a reaction, you can give an ally that you can see within 30 feet of you advantage on an ability check.

Flexible Casting

You can use your sorcery points to gain additional spell points, or sacrifice spell points to gain additional sorcery points.Converting Sorcery Points and Spell Points. As a bonus action on your turn, you can spend spell points and gain a number of sorcery points equal to the spell points spent, and vice versa.

Sorcerous Constitution

As an action, you can spend any number of sorcery points to roll a d4 + 1 for each point expended. You gain a number of temporary hit points equal to the total rolled. If you've taken damage, you instead recover hit points healing the damage. You can regenerate chunks of bone, flesh, muscle, internal organs, and small limbs like hands, fingers, feet, toes, and eyes. But can only reattach larger limbs like arms and legs when you heal this way.

Sorcerous Strike

As an action, you can cast a strike of your sorcerous energy at any one target within *5/120 feet of you. Make a *melee or ranged spell attack (decide before the attack roll) with or without a weapon. On a hit, you deal a number of d6's equal to half your Proficiency Bonus (rounded up) + half your sorcerer level (rounded down) + a number of d6's per sorcery point you can choose to expend in damage.Every time you roll maximum damage on a dice for this ability, you can roll an extra d6, and add it to the damage; Whenever you add damage to this ability by rolling maximum damage on a dice, the maximum number of dice you can add in this way is equal to your sorcerer level.When you use this ability, you choose the damage type it uses from a list of damage types that you select at the end of a rest from the list shown below:
  • Elemental: acid, cold, fire, lightning, poison, or thunder.
  • Exotic: force, psychic, necrotic, or radiant.
  • Physical: bludgeoning, piercing, or slashing.
You can change the list that you use upon completing a short or long rest.This ability applies to class and subclass features that activate upon a 1st level or higher spell being cast as if it were a spell of 1st level. Also, you can apply metamagic to it as if it were a 1st level spell in the case of metamagics like twin spell. However this ability is not actually a spell.

Metamagic

You can draw upon your intimate connection to the arcane to manipulate magic in ways only possible for Sorcerers. At 2nd level, you learn two Metamagic abilities of your choice from the list of Metamagic at the end of this class description. You can only use one Metamagic ability per spell, reaction, ability check, or saving throw unless its description says otherwise.As you gain Sorcerer levels, you gain additional Metamagic abilities, as shown in the Metamagics Known column of the Sorcerer table. When you gain a Sorcerer level, you can alter your magical nature and replace one Metamagic ability you know with another Metamagic ability of your choice.

Arcane Regeneration

You have learned to draw upon the innate magic presence in all things to restore your own arcane power. Starting at 3rd level, when you finish a short rest you can choose to regain expended Sorcery Points equal to your Sorcerer level.Once you use this feature to regain Sorcery Points, you must finish a long rest before you can use it again.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can not increase an ability score above 20 with this feature.

Awakened Sorcery

At 5th level, your inner wellspring of magic has awakened to bring out more of your latent potential.When you make an ability check that fails, you can spend 2 sorcery points to reroll gaining advantage on the reroll, potentially turning a failure into a success.Additionally, you have advantage on all saving throws against spells and magical effects, you're immune to disease and poison, and you can't be aged magically.

Sorcery Incarnate

Starting at 7th level, Your surge in power is greater then ever before. You Regain uses of Innate Sorcery by spending 2 Sorcery Points.While active, Innate Sorcery allows you to use two Metamagic options on every spell.

Exalted Metamagics

At 10th level, you've begin to master your ability to alter essential parts of spells. Choose three of your Metamagics Known, to reduce the sorcery point cost by half (rounded up).If a Metamagic Option is reduced to 1 sorcery point, then you can apply this Metamagic Option to spells that already have Metamagics applied to them.Over the course of a long rest, you can change your Metamagics effected by this feature.

Innate Arcanum

At 11th level, you manifest an increased level of power from your arcane spark, known as an Innate Arcanum. This Arcanum takes the form of a single 6th-level spell slotthat you can expend, in place of Sorcery Points, to cast any Sorcerer spell you know. Once you expend this spell slot, you do not regain it until you complete a long rest.Moreover, as a bonus action on your turn, you can expend one Innate Arcanum spell slot to regain a number of your Sorcery Points equal to the level of the Arcanum spell slot.Finally, whenever you learn a new Sorcerer spell, you can learn spells of a level equal to that of your Innate Arcanums.When you reach certain Sorcerer levels, your unique magic manifests more powerful Innate Arcanums. At 13th level you gain a 7th-level spell slot, at 15th level you gain an 8th-level spell slot, and at 17th level you gain a 9th-level spell slot.

Transcendent Sorcerer

At 20th level, the magic flowing through your body causes you to stop aging, if you so wish it. You can choose to slow down and or completely stop your aging process, and you no longer require food and water. This feature applies when under antimagic, polymorph, or being shapechanged, no matter if willingly or by force.Also, each Metamagic ability you know has its Sorcery Point cost reduced by 1 (to a minimum of 1 Spell Point). You can then as a result choose three Metamagic Options from your Metamagics Known. These Metamagics become your Signature Metamagics. Once you've chosen your Signature Metamagics; The Metamagics no longer cost any sorcery points.Also, you can apply an unlimited number of Metamagic abilities to each spell you cast, provided that you have the Sorcery Points to do so, and the spell you cast meets all the requirements for the Metamagic abilities you wish to apply.

Metamagic

Below are the Metamagics available to Sorcerers. When you gain a Sorcerer level, you can choose one Metamagic ability you know and replace it with another ability of your choice.

Adamant Spell

When you cast a spell, you can spend Sorcery Points equal to 1 + the level of the spell to make it immune to anti-magic spells like counterspell, dispel magic, or anti-magic field.

Adjacent Spell

When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet of you, you can spend 1 Sorcery Point to make your ranged spell attack without the normal disadvantage.

Arcane Tenacity

When you fail a Constitution saving throw to maintain your concentration on a spell, you can expend 3 Sorcery Points to add your Charisma modifier (minimum of +1) to the result of the saving throw, possibly turning a failure into a success.

Blinding Spell

When you cast a spell that deals fire or radiant damage, you can spend 1 Sorcery Point to force one target of the spell to make a Constitution saving throw. On a failure, it blinded for one minute. It can repeat the saving throw at the start of eachof its turns, ending the effect on a successful save.

Brutal Spell

When you cast a spell that deals damage, you can spend 2 Sorcery Points to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.

Careful Spell

When you cast a spell that forces targets to make a saving throw, you can spend 1 Sorcery Point to protect a number of creatures equal to your Charisma modifier (minimum of 1). These creatures automatically succeed on their saving throw.

Cerebral Spell

When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 Sorcery Points and change the spell's saving throw to target the other ability score instead.This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Concussive Spell

When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 Sorcery Point to force one targetof the spell to make a Strength saving throw. On a failure, itis knocked prone. Creatures that are Large or larger have advantage on the Strength saving throw to resist the effect.

Distant Spell

When you cast a spell with a range of 5 feet or more, you can spend 1 Sorcery Point to double its range. If you use this on a spell with a range of touch, its range becomes 30 feet.

Dynamic Presence

Choose either Deception, Intimidation, or Persuasion. You gain proficiency in that skill, and when you make an ability check with that skill, you can spend 1 Sorcery Point to grant yourself advantage on the roll. If you are already proficient in that skill, you gain proficiency in another skill of your choice.You can select this Metamagic ability more than once, but you must select a different skill proficiency each time.

Elemental Spell

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.

Empowered Cantrip

When you cast a Sorcerer cantrip you can expend 1 Sorcery Point to increase the power of that cantrip to its next level.For example, a 3rd level Sorcerer, can spend 1 Sorcery Point to cast firebolt as if they were a 5th level Sorcerer, and that firebolt will deal 2d10 fire damage in place of 1d10.

Empowered Spell

After you roll damage for a spell, you can spend 1 Sorcery Point to re-roll a number of the damage dice up to your Charisma modifier (minimum of 1) and use the new rolls.You can use Empowered Spell even if you have already used a different Metamagic during the casting of the spell.

Esoteric Spell

When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 Sorcery Point to change the damage type of the spell to another from the list above.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double the spell's duration, up to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw, you can spend 3 Sorcery Points to force one target of the spell to make their initial saving throw with disadvantage. The target makes subsequent saving throws as normal.

Imbuing Touch

As a bonus action, you can touch a nonmagical weapon and spend 1 Sorcery Point to imbue it with a spark of your magic. For the next minute, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Immutable Will

When you would fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to spend 3 Sorcery Points to re-roll your saving throw, potentially turning failure into a success. You must use the result of the new roll.

Kinetic Spell

When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 Sorcery Points and change the spell's saving throw to target the other ability score instead.This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Misdirecting Spell

When you cast a spell that originates from you, you can spend 3 Sorcery Points to cause the spell to appear as if it had originated from a point you can see within 30 feet.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to cast it as a bonus action.

Recycled Spell

When you cast a spell you can spend 1 Sorcery Point to cast it in a way that conserves your arcane power. If the spell deals no damage, misses its target, or otherwise fails to take effect, you can use your reaction to regain half the Sorcery Points you spent to cast this spell (rounded down), including the Sorcery Point you spent on this Metamagic.

Resolute Spell

When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 Sorcery Points and change the spell's saving throw to target the other ability score instead.This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Seeking Spell

When you make an attack roll for a spell and miss, you can spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.You can use Seeking Spell if you have already used a different Metamagic ability during the casting of the spell.

Shielded Spell

When you cast a spell while you are within the area of effect of that spell, you can spend 2 Sorcery Points to ignore the effects of that spell for the spell's entire duration.

Silent Spell

When you cast a spell, you can spend 1 Sorcery Point to cast a version of that spell that produces no sound. However, you must still speak the verbal components of the spell aloud as this Metamagic only removes the sound of the spell itself.

Sturdy Spell

When you cast a spell that requires your concentration, you can spend Sorcery Points, up to your Charisma modifier (minimum of 1), to empower your focus. For each Sorcery Point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.

Subtle Spell

When you cast a spell, you can spend 1 Sorcery Point to cast it without providing any of the somatic or verbal components.

Twinned Spell

When you cast a spell that is incapable of hitting more than one target at the level at which you are casting it and doesn't have a range of self, you can spend Sorcery Points equal to the level you cast the spell (1 Sorcery Point for cantrips) to target a second target within the range of the spell.

Unerring Spell

When you cast a spell that requires an attack roll or a Dexterity saving throw, you can spend 1 Sorcery Point to ignore the effects of half and three-quarters cover.

Unstable Spell

When you cast a spell that forces a target to make a saving throw, you can spend 2 Sorcery Points to have the initial saving throw target an ability score determined by random chance. Roll a d12, and the spell's initial saving throw is changed to target the ability score from the list below.If you roll a 1, your spell immediately fails. However, only the 2 Sorcery Points you spent to use this ability are wasted. You regain any Sorcery Points you used to cast the spell.Roll Saving Throw
  • 1: Spell Failure
  • 2-3: Strength
  • 4-5: Dexterity
  • 6-7: Constitution
  • 8-9: Wisdom
  • 10: Intelligence
  • 11: Charisma
  • 12: Your Choice

subclass options:

Emberheart

Whether you stole your power from a noble Efreeti lord, were gifted it by an ancient fire drake, or were born near a gate to the Elemental Plane of Fire, you now carry within your soul an ember of pure elemental flame. This ember of arcane fire fuels your burning soul, inflames your passions, and allows you to perform wondrous and terrible feats of fire magic.

Emberheart Spells

1st-level Emberheart featureWhenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals only fire damage, from any spell list.Sorcerer Level Spell
  • 1st: burning hands, hellish rebuke
  • 3rd: flaming sphere, scorching ray
  • 5th: fireball, minute meteors
  • 7th: summon elemental (fire), wall of fire
  • 9th: flame strike, immolation

Heart of Flame

1st-level Emberheart featurePrimordial flame empowers your spirit. You gain resistance to fire damage and you have advantage on saving throws to resist the charmed and frightened conditions.You also learn to speak, read, and write Ignan, a dialect of Primordial, and the language of the Elemental Plane of Fire.

Wild Fire

6th-level Emberheart featureYou can cause fire to erupt from the ruin of your foes. When you reduce a creature to 0 hit points with a spell that deals fire damage, you can use your reaction to force creatures within 10 feet of it to make Dexterity saving throw. They take fire damage based on the size of the creature, as shown in the table below, on a failed save, and half as much on a success.
  • Tiny: 0
  • Small: 1d6
  • Medium: 2d6
  • Large: 3d6
  • Huge: 4d6
  • Gargantuan: 5d6
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of this reaction when you finish a long rest.

Kindle the Flame

14th-level Emberheart featureYour body is restored when you draw on the elemental flame. Whenever you cast a spell of 1st-level or higher that deals fire damage, you can gain temporary hit points equal to the level of the spell + your Charisma modifier (minimum of 1).

Primordial Inferno

18th-level Emberheart featureYour flaming soul has become an inferno, making you more elemental than mortal. You no longer need to eat, drink, or sleep, and you gain immunity to fire damage.Also, when you take damage from a creature within 60 feet, you can force it to make a Dexterity saving throw as a reaction. On a failure, it takes fire damage equal to your level.

Stoneblood

You are a Stoneblood Sorcerer, a mortal imbued with a shard of pure elemental earth who can access the powerful magics of rock and stone. Whether this power was given to you by a Dao warlord, the gift of an elder earth elemental, or you are a direct descendant of one of the ancient Dwarven fathers, you now wield the unyielding power of stone. Your magic makes you as rigid and unyielding as the mountains, and can subtly drive you to hoard precious gems and metals of the earth.

Stoneblood Spells

1st-level Stoneblood featureWhenever you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only bludgeoning damage, from any spell list.Sorcerer Level Spell
  • 1st earth tremor, sanctuary
  • 3rd earthen grasp, spike growth
  • 5th erupting earth, meld into stone
  • 7th stone shape, summon elemental (earth)
  • 9th steel wind strike, wall of stone

Heart of Earth

1st-level Stoneblood featureYou can use a bonus action on your turn to transform and take on an earthen form, encasing your body in elemental stone. While transformed, you gain the following benefits:
  • Upon transforming, you gain temporary hit points equal to your Sorcerer level. Any temporary hit points remaining from this feature dispel at the end of your transformation.
  • If you are not wearing any armor or wielding a shield, your Armor Class becomes 13 + your Constitution modifier.
  • You can use your Constitution, in place of Strength, for the attack and damage rolls of your unarmed strikes.
  • Your unarmed strikes deal 1d8 bludgeoning damage on hit. If you strike with two hands, the d8 becomes a d10.
Your transformation lasts for 1 minute, and it ends early if you are incapacitated or you use a bonus action to end it.You can transform in this way a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest. If you have no uses of this feature left, you can expend 3 Sorcery Points to transform again.Finally, you learn to speak, read, and write Terran, one dialect of Primordial and the language of the Elemental Plane of Earth.

Crushing Blow

6th-level Stoneblood featureYou can empower your strikes with the force of elemental stone. When you hit a creature with an unarmed strike, you canexpend Sorcery Points (up to your Spell Limit) to deal an additional 1d6 magical bludgeoning damage to the target for each Sorcery Point you spent.In addition, while you are transformed into earthen form, your unarmed strikes count as magical for the sake of overcoming resistances and immunities to non-magical attacks.

Extra Attack

6th-level Stoneblood featureYou can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast a Sorcerer cantrip you know in place of one of the attacks.

Aegis of Stone

14th-level Stoneblood featureYou can ward others with elemental earth magic. As a bonus action, you can expend 3 Sorcery Points to ward yourself, or a creature you touch, with an Aegis of Stone for 1 minute. While this Aegis lasts, the creature is resistant to all non-magical bludgeoning, piercing, and slashing damage.When a creature warded by your Aegis of Stone is hit by an attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker and make one melee attack against it. You can only teleport in this way if you and the attacker are on the same surface.Only one creature can benefit from your Aegis of Stone at a time. Warding another creature dispels the previous Aegis.

Primordial Bulwark

18th-level Stoneblood featureYour stalwart stone soul has made you more elemental than mortal. You no longer need to eat, drink, or sleep, and you are resistant to bludgeoning, piercing, and slashing damage.In addition, you can have up to three creatures under the effects of your Aegis of Stone at one time.

Stormsoul

Within you dwells a mote of pure elemental air, which grants you innate power over both breeze and storm. Whatever the origin of your power, your inner primal storm can drive you from whimsical and calm, to violence with little warning. Do you embrace the winds or do you seek to control the storm?

Heart of Winds

1st-level Stormsoul featureDrawing upon the tempestuous magic within you allows you to take flight. When you cast a spell of 1st-level or higher, you gain a flying speed equal to your walking speed, which lasts until the end of your current turn. This flight doesn't provoke opportunity attacks, but If you end your movement while you are in midair you fall to the ground at the end of your turn.You also learn to speak, read, and write Auran, a dialect ofPrimordial, and the language of the Elemental Plane of Air.

Stormsoul Spells

1st-level Stormsoul featureWhen you gain a level in this class, you can replace one spell from this feature with another spell of the same level, that deals only lightning or thunder damage, from any spell list.Sorcerer Level Spell
  • 1st: feather fall, thunderwave
  • 3rd: shatter, warding wind
  • 5th: call lightning, wind wall
  • 7th: storm sphere, summon elemental (air)
  • 9th: arcane hand, control winds

Stormborn

6th-level Stormsoul featureThe tempest within your soul defends you and threatens your foes. You gain resistance to lightning and thunder damage.As a bonus action, you can expend Sorcery Points (up to your Spell Limit) to force creatures of your choice within 10 feet to make a Dexterity saving throw. They take 1d6 lighting or thunder damage (your choice) per Sorcery Point expended on a failed save, half as much on a successful save.Finally, you can use an action on your turn to control the weather in minor ways within a 100-foot radius of you. For example, you could stop the rain, cause it to rain, change the current direction of the wind, or stop the wind completely.

Windcaller

14th-level Stormsoul featureYou bend the wind itself to your will. You gain a flying speed of 60 feet, and learn wind walk, which counts as a Sorcerer spell for you, but doesn't count against your Spells Known.While flying your lower half becomes a swirling tempest.

Primordial Storm

18th-level Stormsoul featureYour tempestuous soul has made you more elemental than mortal. You no longer need to eat, drink, or sleep, and you gain immunity to both lightning and thunder damage.Also when a creature you can see within 60 feet damages you, you can use your reaction to force it to make a Strength saving throw. On a failed save, it takes thunder damage equal to your Sorcerer level and is knocked back 20 feet.

Waveborn

Within you dwells a drop of pure elemental water, connecting you to the waters of the deepest oceans, babbling brooks, and frozen lakes. The gentle lapping of waves, the spray of the sea foam on the wind, the crushing darkness of the ocean depths; all these call you. Your watery magic can be as refreshing as the rains, or as destructive as great waves and flood waters.

Heart of Water

1st-level Waveborn featureThe droplet of elemental water within your soul has altered your physical form. You gain a swimming speed equal to your walking speed, you can breathe both air and water, and you can see underwater as if you were in bright light.You also learn to speak, read, and write Aquan, a dialect of Primordial, and a language of the Elemental Plane of Water.

Waveborn Spells

1st-level Waveborn featureWhenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals only cold damage, from any spell list.Sorcerer Level Spell
  • 1st: armor of agathys, fog cloud
  • 3rd: hold person, misty step
  • 5th: sleet storm, tidal wave
  • 7th: summon elemental (water), water sphere
  • 9th: cone of cold, maelstrom

Frozen Curse

1st-level Waveborn featureYour watery magic carries a frozen curse. When you deal cold damage with a Sorcerer spell, you can spend additional Sorcery Points to cover targets in frost (1 target per Sorcery Point), reducing their speeds by a number of feet equal to five times your Charisma modifier (minimum of 5 feet).This reduction to a target's speed lasts until the beginning of your next turn, unless the cursed creature, or another creature uses an action to scrape the frost off one of the targets.

Oceanic Resilience

6th-level Waveborn featureYou are as resilient as water, able to flow and reform. As a reaction when you are hit by an attack, you can flow like water, gaining resistance to any bludgeoning, cold, piercing, or slashing damage from that attack, and can instantly move up to your full speed without provoking opportunity attacks.You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left, you can spend 2 Sorcery Points to use it again.

Watery Form

14th-level Waveborn featureWhenever you take the Dash action, you can spend 1 Sorcery Point to take on a Watery Form until the end of your current turn. While in this Watery Form, you can move through gaps as narrow as 1 inch, including the spaces of enemy creatures, and you gain resistance to damage from opportunity attacks.In addition, if you are using your swimming speed, you can take the Dash action as a bonus action on your turn.

Primordial Deluge

18th-level Waveborn featureYour watery soul has transformed your physical form, making you more elemental than mortal. You no longer need to drink, eat, or sleep, and you gain immunity to cold damage.Moreover, you are always considered to be in your Watery Form, unless you choose not to be, and you gain resistance to all bludgeoning, cold, piercing, and slashing damage.Finally, when you use your Oceanic Resilience reaction, you gain immunity to all instances of bludgeoning, piercing, slashing, and cold damage from the triggering attack.

The Chained

Once you were an unknowable, all powerful, and far reaching otherworldly entity, but now... now you are but shade of your former self, bound in mortal flesh. The eldritch essence from which you draw your magic is all that remains of your ancient terrible power. Maybe one day you will be able to regain your true power and punish those who did this to you...

Eldritch Spells

1st-level The Chained featureThe fragment of your former power grants you dark magic. When you learn a Sorcerer spell, you can choose from the Warlock spell list, and it becomes a Sorcerer spell for you.When you gain a Sorcerer level, you can replace one spell from this feature with another Warlock spell of your choice.Sorcerer Level Spell
  • 1st: arms of hadar, hideous laughter
  • 3rd: augury, crown of madness
  • 5th: clairvoyance, hunger of hadar
  • 7th: arcane eye, eldritch tentacles
  • 9th: contact other plane, dream

Ancient Knowledge

1st-level The Chained featureYou have access to lost knowledge from eons long dead. You gain proficiency in History, and you learn to speak, read, and write, two exotic languages of your choice.Also, while you sleep during a long rest, you can commune with the ancient knowledge you once had, focusing your mind on one person, place, or object you interacted with in the past 24 hours. Make a Charisma (History) check to learn one fact about the subject, often one forgotten to modern scholars.

Unknowable Mind

6th-level The Chained featureYour elder mind grants you advantage on saving throws to resist being charmed, frightened, or have your thoughts read.Additionally, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw to resist the effects of a spell, you can use your reaction to force a creature within 30 feet to become the target of the spell instead of you.Once you use this reaction you must complete a long rest before you can use it again. If you have no uses of this feature remaining, you can spend 5 Sorcery Points to use it again.

Otherworldly Step

14th-level The Chained featureYou can draw on your eldritch power to move through cracks in reality. When you spend Sorcery Points, you can teleport a number of feet equal to 5 times the number of Sorcery Points you spent, appearing in an unoccupied space within range.

Eldritch Revelation

18th-level The Chained featureAs an action, you can spend 7 Sorcery Points to assume your former power. For 1 minute, you gain the benefits below:
  • You can cast hideous laughter at 1st-level spell as a bonus action on each turn, without expending Sorcery Points.
  • You gain a flying speed equal to your walking speed.
  • You can move through other creatures and objects. If you end your movement inside an object or creature, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel.

Divine Right

Once in a generation, a divinely chosen ruler is born amongst the people. Some cults and countries seek out these blessed rulers, trusting the gods to select their leader. However, the existence of these chosen Sorcerers can pose a significant threat to those currently in power. While some will willingly step aside to let the will of the gods rule, other less honorable leaders will hunt down these challengers to their power.As a Divine Right Sorcerer, you are granted great power, but with that power also comes responsibility. Will you lead the your people to destruction or into a new golden age?

Divine Mark

1st-level Divine Right featureA Divine Mark has manifested somewhere on your body signifying the type of ruler you are to become. Select one of the Divine Marks below. Once chosen, your Mark can't be changed short of the wish spell or divine intervention.Mark of Elegance. You will be known for diplomacy. You gain proficiency in Persuasion, and you add double your proficiency bonus to all Charisma (Persuasion) checks.Mark of Guile. You will be known for your cunning. You gain proficiency in Deception, and you can add double your proficiency bonus to all Charisma (Deception) checks.Mark of Might. You will be known for your strength. You gain proficiency in Intimidation, and you add double your proficiency bonus to all Charisma (Intimidation) checks.

Royal Spells

1st-level Divine Right featureWhen you gain a level in this class, you can replace one spell from this feature with a conjuration or enchantment spell of the same level from the Cleric, Sorcerer, or Wizard spell list.Sorcerer Level Spell
  • 1st command, heroism
  • 3rd find steed, zone of truth
  • 5th conjure volley, tiny servant
  • 7th compulsion, guardian of faith
  • 9th dominate person, geas

Words of Authority

1st-level Divine Right featureYour voice has been imbued with divine authority, and it is difficult for the weak willed to resist your commands. When you target a creature that can hear you within 5 feet with an enchantment spell, you can force the creature to make its initial saving throw to resist the spell with disadvantage.Once you use this feature to impose disadvantage, you must finish a short or long rest before you can use it again.When you have no uses of this feature remaining, you can spend 2 Sorcery Points to use it again.

Words of Vigor

6th-level Divine Right featureThe power of your voice uplifts those that choose to follow you. As a bonus action, you can spend a number of Sorcery Points, up to your Charisma modifier and grant one creature that can hear you within 30 feet 1d4 temporary hit points per Sorcery Point expended.

Regal Presence

14th-level Divine Right featureYour divine presence inspires confidence in your followers. When a creature that can see or hear you within 60 feet is forced to make a saving throw you can use your reaction to grant that creature advantage on its roll.Also, the range of Words of Authority becomes 15 feet.

Divine Command

18th-level Divine Right featureYou have risen to become a legendary figure of authority for your people, and your voice is blessed with increased divine power. As a bonus action on your turn, you can cast the divine word spell without expending Sorcery Points.Once you cast divine word in this way you must finish a long rest before you can use it again. When you have no uses remaining, you can spend 10 Sorcery Points to cast it again.

Faeblood

Every so often, a mortal catches the attention of a lord or lady of the Fey. Often, the object of affection or offspring of this relationship is gifted wondrous arcane ability beyond that of other mortals. However, these mortal infatuations are usually brief, and the mortals are left to learn to use their power with little supervision or instruction. Weather you were chosen by a powerful Fey, or were the child of such a relationship or you have been blessed with the whimsical power of the Feywild.

Fey Spells

1st-level Faeblood featureWhen you learn a Sorcerer spell, you can also choose from the Bard spell list, and it becomes a Sorcerer spell for you.When you gain a Sorcerer level, you can replace one spell from this feature with another Bard spell of your choice.Sorcerer Level Spell
  • 1st: charm person, faerie fire
  • 3rd: enthrall, misty step
  • 5th: blink, hypnotic pattern
  • 7th: compulsion, dominate beast
  • 9th: dominate person, seeming

Heartsight

1st-level Faeblood featureYour affinity with Fey magic grants you heightened empathic abilities. You gain proficiency in Insight, and you add double your proficiency bonus to your Wisdom (Insight) checks.In addition, you can use an action to touch a creature and attempt to read its current emotional state. Make a Wisdom (Insight) check, contested by its Charisma (Deception) check. On a success, you learn the target's alignment and its surface level emotions. Celestials, fiends, and undead automatically fail. Creatures are unaware you attempted to read their heart.

Seasonal Attunement

6th-level Faeblood featureYou can align your magic and spirit with one of the seasons like a true Fey. At the end of each long rest, choose a season and gain the benefits listed below. Each season grants you a damage resistance and advantage on certain rolls.Season | Resistance | Roll with Advantage
  • Spring | Lightning | Hit Die Rolls
  • Summer | Fire | Initiative Rolls
  • Autumn | Poison | Concentration Checks
  • Winter | Cold | Death Saving Throws

Gateway Magic

14th-level Faeblood featureYour magic allows you to slip between the Feywild and the material plane. Whenever you cast a Sorcerer spell of 1st-level or higher, can teleport to an unoccupied space of your choice that you can see within 30 feet.When you use this feature, you can spend Sorcery Points to increase its range by 10 feet per Sorcery Point spent.

Intoxicating Presence

18th-level Faeblood featureYou exude the intoxicating presence of an Archfey. When you cast a Sorcerer Enchantment spell and target a creature that is within 15 feet that can see or hear you, the target has disadvantage on its initial saving throw.

Greensinger

There are many reclusive sages who learn to wield the magic of nature, but a rare few are born with an innate connection to that magic. Known as Greensingers, these wild sorcerers are able to magically manipulate plants, and can even sprout vines from their flesh in order to move about the world. How did you come to bear this primal power? Were you chosen by an ancient forest to serve as its guardian, or are you the child of an ancient prophecy, raised from birth by a Druidic Circle?

Verdant Spells

1st-level Greensigner featureWhen you learn a Sorcerer spell, you can also choose from the Druid spell list, and it becomes a Sorcerer spell for you.When you gain a Sorcerer level, you can replace one spell from this feature with another Druid spell of your choice.Sorcerer Level Spell
  • 1st: earth tremor, entangle
  • 3rd: earthbind, spike growth
  • 5th: plant growth, speak with plants
  • 7th: grasping vine, guardian of nature
  • 9th: tree stride, wrath of nature

Vigorous Vines

1st-level Greensigner featureAs a bonus action, you can to extrude (or retract) a thin, yet vigorous, vine from any part of your your body up to 10 feetin length. You can use this vine to perform simple tasks, but it can't be used to attack, manipulate tools, or activate items, and it cannot carry more than 10 pounds.These Vigorous Vines share your Armor Class and have a number of hit points equal to your Sorcerer level. If you extrude a second Vine, the first instantly withers and dies.As you gain Sorcerer levels, you can extrude more Vines at one time: at 5th level (2), 11th level (3), and 17th level (4).

Grasping Growth

6th-level Greensigner featureYour Vigorous Vines can grow up to 15 feet in length. While your vines are extruded, you can use a bonus action to attempt to grapple a creature within 5 feet of a Vine, making a Charisma (Athletics) check.Also, while you have at least two Vines extruded, you gain a climbing speed equal to your walking speed, and you can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Creeping Defense

14th-level Greensigner featureEach of your Vigorous Vines can grow up to 20 feet in length.In addition, when you are hit by an attack, you can use your reaction to block the incoming blow with one of your Vines. If the incoming damage would destroy your Vine, you take any damage that would exceed your vine's remaining hit points.

Sapping Grip

14th-level Greensigner featureAt the start of your turn, each creature grappled by one of your Vines takes necrotic damage equal to your Charisma modifier, and you gain temporary hit points equal to the total necrotic damage dealt to all grappled creatures.

Greensong

18th-level Greensigner featureYou and the natural world have become one. You can use an action to enter the Greensong, a state of pure harmony with nature. For the next minute, or until you are incapacitated, you gain the benefits listed below:
  • You immediately extrude the maximum number of Vines.
  • The reach of your Vines temporarily becomes 30 feet.
  • When you take the Attack action, you can make an attack, or attempt a grapple with each Vine. You use Charisma for the attack rolls, and they deal magical bludgeoning damage equal to 1d8 + your Charisma modifier on hit.
Once you enter the Greensong you must finish a short or long rest before you can do so again. When you have no uses left, you can spend 5 Sorcery Points to use this feature again.

Hellspawn

Most mortals who wield the fiendish power of the hells do so through strict contracts with devils and Archdevils. However, some cultists and other mortals connect with more chaotic demonic powers and become Hellspawn. Though not always evil, Hellspawn are fueled by the chaotic magic of the Abyss.

Infernal Spells

1st-level Hellspawn featureWhenever you gain a Sorcerer level, you can replace one spell from this feature with another conjuration or evocation spell of the same level from either the Sorcerer, Warlock, or Wizard spell list.Sorcerer Level Spell
  • 1st: hellish rebuke, wrathful smite
  • 3rd: crown of madness, scorching ray
  • 5th: bestow curse, blinding smite
  • 7th: shadow of moil, staggering smite
  • 9th: cloudkill, insect plague

Demonic Form

1st-level Hellspawn featureAs a bonus action, you can unleash your infernal power to transform into a Demonic Form. While you are transformed your body becomes demonic in appearance and you gain the benefits listed below for one minute:
  • Your hands become wicked natural weapons that deal 1d8 slashing damage on hit, and you can use your Charisma, in place of Strength, for their attack and damage rolls.
  • While you aren't wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
  • As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier (minimum of 1).
Your transformation ends early if you are incapacitated, or you end it as a bonus action. You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses of your Demonic Form transformation left, you can spend 3 Sorcery Points to transform again.Additionally, you learn to speak, read, and write Infernal, the language of Devils and all creatures of the Nine Hells. You also gain Darkvision of a range of 60ft, and if you spend 1 sorcery point you can see through magical darkness.

Ninth Law

1st-Level Infernal Sorcery FeatureYou gain the service of a lesser devil, compelled by the order of the Nine Hells to do your bidding. You may cast the find familiar spell once without expending a spell slot or material components, and you regain the ability to cast the spell in this way each dawn. When you cast the spell in this way, the familiar’s creature type is always Fiend, and it may take the form of an imp in addition to the normal forms of the spell.

Extra Attack

6th-level Hellspawn featureYou can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.Finally, while you are in your Demonic Form, your natural weapon attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks and damage.

Hellfire

6th-level Hellspawn featureYour powers have deepened and you have gained accesess to the flames of hell. You gain the benifits listed below:
  • You gain resistance to fire damage.
  • Your attacks are now fueled by the hells, you deal an addtional 1d10 fire damage with your attacks
  • You may change the damage type of any spell to fire damage
  • Your flames are unholy and bypass any reisitances to fire and all immunties are treated as resistances

Fiendish Resistance

14th-level Hellspawn featureYour hellish power can shield you from harm. As a reaction, when you take damage while in your Demonic Form, you can expend Sorcery Points to reduce the incoming damage by 2 for each Sorcery Point you expend as part of the reaction.

Infernal Contract

14th-level Hellspawn featureYour Hellish powers have manifested as your connections to the Hell's has granted you the power of Infernal Contracts. You may use your powers to form contracts with any creatures who sign and bound themselves to it. Their are many types on contracts that come with different powers and rules. In order to create the contract it costs 5 Sorcery points, for addtional effects you may spend more.At 18th Level you may implement additional conditions such as favors.You may have up to your Charisma Modifier (Minimum of one) Contracts with different people.

Wealth and Prosperity

You can grant vast riches, including gold, gemstones, and valuable artifacts, ensuring financial success beyond imagination.You grant a minimum of 500 gp to the contractee, but may increase the wealth by an amount times the number of Sorcery points.Example: 5 Sorcery points = 2500 gp or something worth 2500 GpCurse. The acquired wealth may be cursed, leading to greed and attracting unwanted attention from rivals, thieves, or supernatural entities who seek to claim it.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • -1 Wisdom for every Sorcery point spent
  • All creatures gain a +5 to (Wisdom) Perception checks for every Sorcery point spent
  • All Creatures with desires for wealth who see the cursed target must make a Wisdom saving throw or be compeled to want to steal the riches at any cost. The DC is 10 + Sorcerry points spent.

Unparalleled Knowledge

You impart forbidden secrets and arcane wisdom, unveiling ancient mysteries and granting access to hidden libraries of esoteric knowledge.You increase Contractee's Intelligence by plus two, they learn a additional language, and may ask any one question and have it answered. But you may increase the knowledge by an amount equal half the number of Sorcery Points (Rounded down).Example: 10 Sorcery points in total = plus 5 to IntelligenceCurse. Delving into forbidden knowledge can corrupt the mind, leading to madness, obsession, or becoming a target of malevolent forces who guard such secrets.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • -1 Wisdom for every Sorcery point spent.
  • Gain one Long term madness every long rest. for every Sorcery point spent gain a additional Short term
  • Make a d100 roll to determine if evil forces hunt the Contractee down, the percentage is 10% but increases by an additional 10% for every Sorcery Point Spent.

Unfathomable Power

You bestow extraordinary magical abilities, enabling the acquisition of potent spells, increased spellcasting capabilities, and mastery over forbidden arts.You grant the Contractee one spell slot (once used must wait till long rest) and a cantrip, the spell and contract must be ones you know or ones from the warlock spell list. You may increase the number of spell slots they gain per sorcercy point spent.Example: 5 Sorcery Points = 5 Spell slotsCurse. The pursuit of power may consume one's morality and lead to an insatiable hunger for more, risking losing touch with one's humanity and becoming a pawn in your grand schemes.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • Must make a Wisdom or Charisma Saving throw (Your choice) or beceome Charmed indefinitly. DC for saving throw is 8 + Sorcery points spent + Your Charisma Modifier. Must make this saving throw every Long rest that a spell or cantrip was used.
  • Contractee Will have disadvantage against any Charisma check you make against them. For every Sorcery point spent gain along with disadavntage a -1.

Eternal Youth and Immortality

You grants the gift of everlasting life, eternal youth, and immunity to the ravages of time, allowing individuals to witness countless ages unfold.You grant the Contractee the ability to not die of old age and either a immunity to all Damage or eternal youth, a number of times equal to the amount of Sorcery Points Spent.Example: 5 Sorcery Points = 5 times Immunity and cheating death may happen.Curse. Immortality may bring a sense of isolation and witnessing the passing of loved ones, resulting in an eternal cycle of loss and emotional detachment.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • (If Contractee chose Immunity to all damage) The Contractee can no longer feel anything, they can no longer touch, taste, or smell. They have disadvantage on perception checks and one level on long term madness.
  • (If Contractee chose Eternal Youth) The Contractee returns to the prime of their life and every time they die they reduce their age by 1d8 years and this effects continues each time they die and becomes permament once all uses are used up

Physical Perfection

You can enhance physical attributes, granting unparalleled strength, speed, endurance, and agility, surpassing the limitations of mortal form.The target is infused with a strange vitality, increasing its Strength score by 2 and granting a +2 bonus on saving throws against effects that cause exhaustion or fatigue. But you may increase the Strength by an addtional plus 2 per two sorcery points spentExample: 11 Sorcery points total (Inital for contract plus 5 extra) = + 8 StrengthCurse. Enhanced physical attributes may come with a toll on one's health and vitality, leading to dependency on your power or accelerated aging once the pact is severed.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • this increased strength comes at the cost of leaching away the target’s lifespan in order to increase its physical prowess. Every time the target uses its Strength ability score for anything – attack, skill checks etc. – the target ages 1 year if it fails a Constitution saving throw. Every 50 years the target ages, it gains an additional 2 points of Strength.
  • - 1 to Intelligence for every Sorcery point spent.
  • If the curse is removed, its Strength returns to its normal value, and then the target immediately loses a number of points of Strength, Constitution, and Dexterity equal to the extra points of Strength score it had when the curse ended. If this reduces the target’s Constitution to zero it dies.

Charismatic Influence

You bestow a captivating presence and irresistible charm, allowing individuals to sway hearts and minds, inspiring loyalty and commanding respect.increase Contractee's Charisma by plus two plus the ability to cast charm person once per long rest. But you may increase the Charisma by an amount equal half the number of Sorcery Points (Rounded down).Example: 10 Sorcery points in total = plus 5 to CharismaCurse. Manipulating others through charm can breed mistrust and manipulation in return, leading to a web of deceit and fractured relationships.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • Once Charm person ends, the target knows they were charmed and becomes hostile. Charmed must make a addtional DC 8 + Sorcery Points spent or become enraged and seek revenge.
  • Creatures gain a advantage on Charisma checks made against target. Target also receives minus to all Charisma checks made against them equal to the amount of Sorcery points used as extra.

Favorable Circ*mstances

You ensures that fortune smiles upon your chosen, manipulating fate to grant them advantage in critical moments and turning the tides of luck in their favor.Contractee gains the Lucky Feat. IF more Sorcery points were spent, increase the amount of pucky points equal to the extra amount spent.Curse. Dependence on luck and manipulation of fate can create a delicate balance where one misstep may have catastrophic consequences, tempting fate to turn against the individual.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • Once Contract ends the traget gains disadvantage on all rolls.
  • must roll a d100 to determine what misfourtune befalls them.

Unbreakable Bonds

You offer protection and loyalty, forging powerful alliances and ensuring the loyalty of devoted followers who will serve the individual faithfully.The Contractee may ask one favor of you. The Contractee may ask more favors depending on the amount of Sorcery points spent.Curse. The loyalty of your followers may come at a high cost, demanding unwavering allegiance and serving as instruments of your will, potentially leading to conflicts of interest or moral compromises.For every Sorcery Point, the curse becomes greater, pick a curse you wish to bestow when the contract is signed.
  • For every Favor asked, they must do whatever order you say.
If contracts are broken by Contractee or they choose to end it before filling their end of the bar gain you gain their soul. You can do the following with their souls
  • Turn them into slave that you can summon to do whatever you wish of them
  • Make them a Lemure that attacks and serevs you
  • Siphon their soul for a plus one on Charisma (Also incerases your limit to a maximum of 22)
  • Devour their souls for your Sorcerer Level plus your Charisma and Constitution Modififer Temporary Hit Points
Once entered into a contract you may demand any service from them that you may claim at any time.You may Void a contract if you choose or the contract is complete. This has no consequnces for you or the Contractee.

Wings of the Wicked

Starting at 14th level, you gain the ability to sprout a pair of fiendish wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Archdevil Form

18th-level Hellspawn featureYou have mastered the fiendish power that dwells within you. Your Demonic Form lasts until you end it. Also, while you are in Demonic Form, you gain the following additional benefits:
  • You can take the Dash action as a bonus action.
  • You are immune to bludgeoning, piercing, and slashing damage and magical counts as a resistance for you.
  • When you hit a creature with a natural weapon attack it takes an additional 1d8 magical slashing damage.

Ironmonger

Often born during times of great war and strife, Ironmonger Sorcerers have an affinity for all things forged for use in war. They thrive in the midst of battle, wielding potent war magic on the front lines. Ironmongers are formidable foes, and are sought after by captains and conquerers for their ability to turn the tide of any battle, no matter how hopeless.

Iron Spells

1st-level Ironmonger featureWhenever you gain a level, you can replace one spell from this feature with another abjuration or conjuration spell of the same level from the Sorcerer or Wizard spell list.Sorcerer Level Spell
  • 1st: command, compelled duel
  • 3rd: cloud of daggers, heat metal
  • 5th: conjure volley, elemental weapon
  • 7th: fabricate, summon construct (metal)
  • 9th: animate objects, steel wind strike

Armaments of War

1st-level Ironmonger featureThe arcane power within your soul grants you an affinity with the armaments of war. You gain proficiency with all light and medium armor, shields, and all simple and martial weapons that lack the heavy or two-handed properties.

Blade of Strife

1st-level Ironmonger featureYou can conjure up the signature weapon of an Ironmonger Sorcerer, the Blade of Strife. As a bonus action, you conjure this mystical Blade at a point you can see within 60 feet. It lasts for 1 minute or until you use this feature again.When you conjure the Blade, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 magical slashing damage. As a bonus action, you can move the Blade up to 30 feet and repeat the attack.You can conjure this Blade a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest. You can only have one Blade at a time, and conjuring a second causes the first Blade to dispel. Finally, if you have no uses of this feature remaining, you can spend 3 Sorcery Points to use it again.

Extra Attack

6th-level Ironmonger featureYou can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.Finally, when your Blade of Strife is within 10 feet of you, you can make attacks with it as part of your Attack action.

Iron Smite

6th-level Ironmonger featureOnce per turn when you hit a Large or smaller creature with a melee weapon or Blade of Strife attack you can force it to make a Strength saving throw. On a failed save it falls prone.

Dancing Blade

14th-level Ironmonger featureWhen a creature within 10 feet of your Blade of Strife is hit by an attack, you can use your reaction to add your Charisma modifier to the target's Armor Class against that attack.Also, your Blade of Strife now deals 2d8 damage on hit.

Storm of Blades

18th-level Ironmonger featureYou have become a god of warfare and lay waste to your foes. As an action on your turn, you can destroy your Blade of Strife in a storm of arcane iron shards, forcing two creatures of your choice within 30 feet of the Blade to make a Dexterity saving throw. Targets take 6d8 magical slashing damage on a failed save, and half as much damage on a successful save.When you use this action, you can spend Sorcery Points to target additional creatures, targeting one additional creature of your choice within 30 feet per Sorcery Point you spend.

Vampiric Soul

The dark magic of undeath is a path to great power for those who are willing to pay the price. Many of the most powerful undead creatures will grant their followers a portion of their dark sorcery in return for their service. Evil vampires, long dead mummy lords, and sinister liches have all been known to curse their most loyal followers with sorcerous abilities.What have you sacrificed to gain this sinister sorcery? Are you sworn in service to a dark lord or a creature of undeath?

Blood Magic

1st-level Vampiric Soul featureYou have been gifted an affinity for blood magic. Whenever you cast a Sorcerer spell or use a Sorcerer class feature, you can expend your own hit points in place of Sorcery Points by expending two hit points for each Sorcery Point you would have spent. When you do so, your current and your maximum hit points are reduced by the number of hit points you spend. This hit point reduction cannot be lessened in any way. Any reduction to your maximum hit points from this feature lasts until the end of your next long rest, at which point it returns to normal.Moreover, when you slay a creature with a Sorcerer spell of 1st-level or higher, you gain temporary hit points equal to the level at which the spell was cast. Any temporary hit points you gain from this feature can be used in place of your current hit points (but not your maximum hit points) for your Blood Magic spellcasting.

Vampiric Spells

1st-level Vampiric Soul featureWhen you gain a level in this class, you can replace a spell from this feature with a necromancy or enchantment spell, of the same level from the Sorcerer, Warlock, or Wizard list.Sorcerer Level Spell
  • 1st: command, inflict wounds
  • 3rd: suggestion, spider climb
  • 5th: gaseous form, vampiric touch
  • 7th: blight, greater invisibility
  • 9th: dominate person, enervation

Blood Drinker

1st-level Vampiric Soul featureYou have a thrist for rich blood from living creatures and must have it. As a bonus action on your turn you may bite a creature and drink its blood. You may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier (minimum 1 necrotic damage). You then heal 1d4 + Your Constitution modifierThe damage for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).The healing from drinking blood increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Optional Rule: True Vampirism

Vampires and other sinister masters of necrotic magic are some of the most iconic monsters, but their vampiric power comes at significant cost.If you choose to play as a true vampire, you gain all of the additional abilities listed below when you take your 1st level as a Vampiric Soul Sorcerer.Deathless Nature. You no longer need to breathe, eat, or drink in order to survive.Spider Climb. You gain a climbing speed equal to your walking speed. Beginning at 3rd level, you can use this climbing speed to move across vertical surfaces, including upside down, while leaving your hands free, without having to make an ability checkSuperior Darkvision. you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, you can only see shades of gray.Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to see is in direct sunlight.

Undead Resilience

6th-level Vampiric Soul featureYou gain resistance to both necrotic and poison damage, and you have advantage on saves to resist the poisoned condition.Also, when you have temporary hit points from your Blood Magic feature, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical, non-silvered, attacks.

Misty Escape

14th-level Vampiric Soul featureAs a reaction to when you are reduced to 0 hit points, but not killed outright, you can turn into a cloud of mist, reappearing with 1 hit point in an unoccupied space within 30 feet.Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left, you can spend 5 Sorcery Points to use this reaction again.

Vampiric Mastery

18th-level Vampiric Soul featureYou have mastered the sinister blood magic within your soul. When you deal necrotic damage to a target with a Sorcerer spell of 1st-level or higher, you gain temporary hit points equal to half the necrotic damage.These temporary hit points can also be used in place of your current hit points for your Blood Magic Spellcasting.

Voidwielder

Before the primordial gods formed the world, there was only the Void. This formless, lightless, writhing chaos desires that all creation should return to it. Voidwielders are Sorcerers who wield the entropic power of the Void, working to undo the very acts of creation. They are often nihilistic in their outlook on life, resigned to the fact that all will eventually dissolve into the nothingness of the great primordial Void.

Voidwielder Spells

1st-level Voidwielder featureWhenever you gain a level, you can replace one spell from this feature with another abjuration or necromancy spell of the same level from the Sorcerer, Warlock, or Wizard list.Sorcerer Level Spell
  • 1st: inflict wounds, ray of sickness
  • 3rd: darkness, ray of enfeeblement
  • 5th: counterspell, dispel magic
  • 7th: blight, sickening radiance
  • 9th: antilife shell, maelstrom

Soul of the Void

1st-level Voidwielder featureYour innate connection to the primordial void grants you the ability to speak, read, and write Primordial.

Entropic Touch

1st-level Voidwielder featureYou can channel the power of the void and send one Tiny or smaller object that you touch into the Void. The item must be non-magical in nature, and cannot be on object that is being worn or carried by another creature.It remains in the Void for as long as you concentrate on this ability, as if concentrating on a spell. When you maintain concentration for 1 hour, the object is permanently destroyed. If you break your concentration, the object reappears in an unoccupied space as close as possible to its last location.You can use this feature once without expending Sorcery Points, and cannot do so again until you finish a long rest unless you expend 3 Sorcery Points to use it again.The size of the non-magical item you can target with this feature increases as you gain levels in this class: at 6th level (Medium), 11th level (Large), and again 17th level (Huge).

Negate Spell

6th-level Voidwielder featureYour connection to the Void allows you to undo arcane magic. When you cast counterspell or dispel magic and you need to make a spellcasting ability check to determine the result, you can spend 2 Sorcery Points treat a roll of 9 or lower as a 10.

Disciple of the Void

14th-level Voidwielder featureWhen you use Entropic Touch, you can send a total number of objects equal to your Charisma modifier (minimum of 1) into the Void at one time. Only one object can be maximum size; the rest must be Small. If you use this ability again, you must choose an object to reappear.

Ray of Annihilation

18th-level Voidwielder featureThe overwhelming power you draw from the Void allows you to unmake creation itself. You can expend one of your Innate Arcanum spell slots to cast disinitgrate at the same spell level of the Innate Arcanum spell slot you choose to expend.

LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell PointsSpell Limit6th Level7th Level8th Level9th LevelMetamagics Known
1st+2Magical Senses, Sorcerous Origin, Sorcery, Innate Sorcery4641st
2nd+2Font of Magic, Metamagic4761st2
3rd+2Arcane Regeneration48142nd4
4th+2Ability Score Improvement59172nd4
5th+3Awakened Sorcery510253rd4
6th+3Sorcerous Origin Feature511323rd5
7th+3Sorcery Incarnate512384th5
8th+3Ability Improvement513444th5
9th+4514575th6
10th+4Exalted Metamagics615645th6
11th+4Innate Arcanum (6th-level)616645th16
12th+4Ability Score Improvement617665th17
13th+5Innate Arcanum (7th-level)618665th117
14th+5Sorcerous Origin Feature619685th117
15th+5Innate Arcanum (8th-level)620685th1118
16th+5Ability Score Improvement621705th1118
17th+6Innate Arcanum (9th-level)622705th11118
18th+6Sorcerous Origin feature623725th11119
19th+6Ability Score Improvement624725th21119
20th+6Transcendent Sorcerer625755th22119

Worldbuilding and RPG Campaign Management | World Anvil (2024)

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