THE SHARED REFERENCE Adventurer

Class

Sorcerer

Official reference · PHB · 2014

Hit die
6
Spellcasting
full
Subclass title
Sorcerous Origin

Level progression

LevelProficiency BonusSorcery PointsCantrips KnownSpells Known1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots6th-level slots7th-level slots8th-level slots9th-level slots
1+2042200000000
2+2243300000000
3+2344420000000
4+2455430000000
5+3556432000000
6+3657433000000
7+3758433100000
8+3859433200000
9+49510433310000
10+410611433320000
11+411612433321000
12+412612433321000
13+513613433321100
14+514613433321100
15+515614433321110
16+516614433321110
17+617615433321111
18+618615433331111
19+619615433332111
20+620615433332211

Class features

LEVEL 1

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See 10 for the general rules of spellcasting and 11 for the class=sorcerer.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your class=sorcerer of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

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 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.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

LEVEL 2

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.

LEVEL 3

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic Options

3rd-level sorcerer optional feature

When you choose Metamagic options, you have access to the following additional options.

LEVEL 4

Ability Score ImprovementASI

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sorcerous Versatility

4th-level sorcerer optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Feature Type=MM available to you.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the level=0.

LEVEL 5

Magical Guidance

5th-level sorcerer optional feature

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

LEVEL 6

Sorcerous Origin feature

At 6th level, you gain a feature granted by your Sorcerous Origin.

LEVEL 8

Ability Score ImprovementASI

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 10

Metamagic

At 10th level, you learn an additional metamagic option.

LEVEL 12

Ability Score ImprovementASI

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 14

Sorcerous Origin feature

At 14th level, you gain a feature granted by your Sorcerous Origin.

LEVEL 16

Ability Score ImprovementASI

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 17

Metamagic

At 17th level, you learn an additional metamagic option.

LEVEL 18

Sorcerous Origin feature

At 18th level, you gain a feature granted by your Sorcerous Origin.

LEVEL 19

Ability Score ImprovementASI

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 20

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origin

Draconic Bloodline

Level 1 · Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Level 6 · Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Level 14 · Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon 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.

Level 18 · Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Wild Magic

Level 1 · Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Level 6 · Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Level 14 · Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Level 18 · Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Pyromancer (PSK)

Level 1 · Pyromancer (PSK)

Your innate magic manifests in fire. You are your fire, and your fire is you.

Level 6 · Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Level 14 · Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Level 18 · Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Divine Soul

Level 1 · Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name.

Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Level 6 · Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Level 14 · Otherworldly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Level 18 · Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can't use it again until you finish a long rest.

Shadow Magic

Level 1 · Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks

d6Quirk
1You are always icy cold to the touch.
2When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3You barely bleed, even when badly injured.
4Your heart beats once per minute. This event sometimes surprises you.
5You have trouble remembering that living creatures and corpses should be treated differently.
6You blinked. Once. Last week.

Level 6 · Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were 3. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Level 14 · Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Level 18 · Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were 3. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Storm Sorcery

Level 1 · Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Level 6 · Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Level 6 · Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Level 14 · Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Level 18 · Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Aberrant Mind

Level 1 · Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Aberrant Origins

d6Origin
1You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!

Level 6 · Psionic Sorcery

6th-level Aberrant Mind feature

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.

If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Level 6 · Psychic Defenses

6th-level Aberrant Mind feature

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Level 14 · Revelation in Flesh

14th-level Aberrant Mind feature

You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind 3. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Level 18 · Warping Implosion

18th-level Aberrant Mind feature

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Soul

Level 1 · Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Level 6 · Bastion of Law

6th-level Clockwork Soul feature

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Level 14 · Trance of Order

14th-level Clockwork Soul feature

You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Level 18 · Clockwork Cavalcade

18th-level Clockwork Soul feature

You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Lunar Sorcery

Level 1 · Lunar Sorcery

On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.

You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Level 6 · Lunar Boons

6th-Level Lunar Sorcery Feature

The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:

  • Full Moon: class=sorcerer
  • New Moon: class=sorcerer
  • Crescent Moon: class=sorcerer

Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 6 · Waxing and Waning

6th-Level Lunar Sorcery Feature

You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.

You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.

Level 14 · Lunar Empowerment

14th-Level Lunar Sorcery Feature

The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:

  • Full Moon: You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
  • New Moon: You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
  • Crescent Moon: You have resistance to necrotic and radiant damage.

Level 18 · Lunar Phenomenon

18th-Level Lunar Sorcery feature

As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:

  • Full Moon: You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
  • New Moon: You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
  • Crescent Moon: You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.

Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Dramaturgy

Level 1 · Dramaturgy

Your innate power comes from the spirits of artists who have come before you: spirits of the stage, of forgotten street performers, of musicians and dancers and painters. The powers imbued in you allow for bursts of explosive creativity, a mastery over light and shadow, and a keen eye for reading people. Your powers are not limited to urban environments, however: wherever creatures may have gathered to be inspired by a performance, whether it be glade or glacier, you can call upon the gathered spirits.

Level 1 · Spirit Spells

You learn additional spells when you reach certain levels in this class, as shown on the Spirit Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Spirit Spells

Sorcerer LevelSpells
1illusory taunt, marvelous performance
3amplify feelings, somber orb, voice change
5majestic performance, sense spirit
7magical outburst, Ficino's unity of the soul
9dream, telepathic bond

Level 1 · Explosive Epiphany

Starting at level 1, as a bonus action you can summon a spirit of the stage to aid you. This spirit can take any humanoid form you wish, though it is ethereal and barely visible. The spirit cannot attack, but it can take other actions as normal. The spirit lasts for a number of minutes equal to your Charisma modifier (minimum of 1). When its time is up or if you end it early as a bonus action, you can have it explode as a "final bow," dealing 1d6 radiant damage to any creatures within 5 feet.

Level 6 · Creative Gale

Summon Inspiration: Starting at level 6, you can now summon 1d4 spirits. In addition, the "final bow" damage of the spirits increases to 2d6 radiant damage.

Awe-inspiring Performance: You can choose to awe a number of humanoid creatures within 30 ft. equal to the number of sorcery points you wish to spend. These targets make Wisdom saving throws. On a failure, they are under the effect of the charm person spell for a number of minutes equal to your Charisma modifier.

Level 14 · Master of Light and Dark

Chiaroscuro: You have mastered the contrast between light and shadow, knowing when to grab the spotlight and when to hide in the dark.

  • When you are in dim light or darkness, you can cast invisibility without expending a spell slot. You can do this a number of times equal to your Charisma modifier. If you cross into a well lit area during that time, you can continue the invisibility if you spend 2 sorcery points. You regain all uses of this ability after a long rest.
  • When you are in bright light, you can cast the fly spell a number of times equal to your Charisma modifier. If you cross into dim light or darkness, you can continue to fly if you spend 2 sorcery points. You regain all uses of this ability after a long rest.

In the Spotlight: If you are under normal or bright light, you can draw attention to yourself in order to give your allies Advantage. Choose a number of creatures equal to your Charisma modifier. Those creatures must make Wisdom saving throws. On a failed save, the creatures are dazzled by your presence and the shimmering halo of spirits around you. They are friendly towards you unless they are immune to being charmed or you attack them. Additionally, your allies have Advantage on their attacks against these targets. The charm ends after the target takes damage.

Level 18 · Closing Ceremony

Your summoned spirits now deal 4d6 radiant damage to creatures within a 10-foot-radius sphere when they take their final bows, but this damage does not affect you or your allies.

Malandanti

Level 1 · Malandanti

The curse is in your blood. Hex is etched to your name and now is an inseparable part of it. The poison is in your soul, but it does not kill you: instead, it enhances you in devilish and formidable ways. Your journeys in the night are a part of your existence, and you walk through the night like it belongs to you.

Or you belong to it.

Malandanti are seen as the "Evil Walkers," and during your past, their magic has gotten into you. Either you were training under a malandante witch; you or an ancestor was a victim of their rituals; or maybe you opposed them in some way, and their blood spilled on you changed you forever. In the end, you have their power.

d6Hex Effects
1Some tree branches, leaves, and similar plants grow on parts of your body.
2Your veins appear dark green or other dark colors.
3One of your arms looks like a rotten tree branch.
4You give off a scent of dead flowers after you cast a spell.
5Some people are absolutely convinced that you have no pupils in your eyes.
6Sometimes, when you really are irritated by someone, something very small but very annoying happens to them.

Level 1 · Walker in the Night

You are a creature of the night. You can see normally in darkness up to 120 ft. even if the darkness is magical and you can't be blinded.

In addition, if there is a light source in front of you, you can use your action to put them all out if they are within 60 ft. of you and if you can see them. If the light source is magical, you can spend a sorcery point to dispel it if it's cast as a 2nd level or lower level spell. For each level above the 2nd level, you must spend an additional sorcery point to dispel the magical light.

When you use this ability, you can cast the darkvision spell as a bonus action. If you cast it this way, its range is 30 ft. for you, but its duration is 10 minutes instead of 8 hours. For extended sorcery points, you can target one more creature for each sorcery point after the first one.

Level 1 · Ill Words

Your words carry the power of curses. When you cast a spell of 1st-level or higher with a verbal component, you can slightly alter the words and fill them with ill words, banes, hexes, or curses of your choice from the list below if you spend a sorcery point. The spell must include an attack roll or a saving throw for an enemy target. If you are successful (you hit or the enemy fails the saving throw), you can apply the condition on the creature. If it's an area of effect, you can choose a number of creatures equal to your Charisma modifier who are affected by the spell. You can't affect the same creatures again until you finish a long rest. When you have sorcery points, you can spend one sorcery point to affect a creature again (no action required to spend it).

Wail. The target screams as loud as it can, the creatures within 5 ft. of them take 1d4 psychic damage. The damage dice and the area of effect grows larger when you reach certain sorcerer levels: 5th level (2d4, 10 ft.), 9th level (3d4, 15 ft.), 13th level (4d4, 20 ft.), 15th level (5d4, 30 ft.).

Nightmare. The target cannot benefit from its next long rest due to heavy nightmares.

Deform. The target's appearance changes in a baleful way. For example, you can place a scar on the target's body, turn the target's nails yellow and twisted, or give the target bad breath.

Veil. The target hits with Disadvantage until the end of its next turn.

Fell Portent. The target falls prone. When you reach 5th level, the target can't move until the end of your next turn.

Loss. The target loses the possession of a nonmagical object it had before and can't find it until it finishes a long rest or the GM decides otherwise.

In addition, when you reach a Sorcerer level specified in the Cursed Spells table, you thereafter always have the listed spells as your known spells, but they do not count against the spells you know. They are Sorcerer spells for you.

Cursed Spells

Sorcerer LevelSpell
1bane, whispering death
3darkvision, deadly embrace
5bestow curse, speak with dead
7blight, cursed link
9disrupt one's weave, geas

Level 6 · Cursed Aura

At 6th level, your connection with the hex in your blood grows stronger. You have a strong aura that activates momentarily when you spend a sorcery point. Creatures of your choice within 15 feet of you decrease 1d4 from their next attack roll or saving throw until the end of your next turn.

Level 14 · The Veil

At 14th level, you reach an unimaginable might with your hexes. When you expend a sorcery point, you are immune to necrotic and poison damage until the end of your next turn, and if you are hit by either of the damage types while you are immune to them, you gain the damage as healing and restore the dealt amount as hit points.

Level 18 · Word of Night

You learn the absolute fear spell, and it does not count against the sorcerer spells you know. You can spend ten sorcery points to cast the absolute fear spell without expending a spell slot. You can't cast it again on the same creature.

Spell list

Cantrips

Level 1

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Level 3

Level 4

Level 5

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Level 9

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