THE SHARED REFERENCE Adventurer

Class

Sorcerer

Official reference · XPHB · 2024

Hit die
6
Spellcasting
full
Subclass title
Sorcerer Subclass
Epic boon level
19

Level progression

LevelProficiency BonusSorcery PointsCantripsPrepared Spells1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots6th-level slots7th-level slots8th-level slots9th-level slots
1+2042200000000
2+2244300000000
3+2346420000000
4+2457430000000
5+3559432000000
6+36510433000000
7+37511433100000
8+38512433200000
9+49514433310000
10+410615433320000
11+411616433321000
12+412616433321000
13+513617433321100
14+514617433321100
15+515618433321110
16+516618433321110
17+617619433321111
18+618620433331111
19+619621433332111
20+620622433332211

Class features

LEVEL 1

Spellcasting

Drawing from your innate magic, you can cast spells. See 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the class=Sorcerer later in the class's description.

Cantrips

You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots

The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells

Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Innate Sorcery

An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

LEVEL 2

Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points

You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).

Creating Spell Slots

As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots

Spell Slot LevelSorcery Point CostMin. Sorcerer Level
122
233
355
467
579
Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "feature type=MM" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Metamagic Options

The following options are available to your Metamagic feature. The options are presented in alphabetical order.

LEVEL 3

Sorcerer Subclass

You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.

LEVEL 4

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

LEVEL 5

Sorcerous Restoration

When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.

LEVEL 6

Subclass Feature

You gain a feature from your Sorcerer subclass.

LEVEL 7

Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your feature type=MM on each spell you cast.

LEVEL 8

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 10

Metamagic

Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "feature type=MM" section later in this class's description.

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

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.

LEVEL 12

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 14

Subclass Feature

You gain a feature from your Sorcerer subclass.

LEVEL 16

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 17

Metamagic

Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "feature type=MM" section later in this class's description.

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

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.

LEVEL 18

Subclass Feature

You gain a feature from your Sorcerer subclass.

LEVEL 19

Epic Boon

You gain an category=EB or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

LEVEL 20

Arcane Apotheosis

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

Sorcerer Subclass

Wild Magic

Level 3 · Wild Magic

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 3 · Pyromancer (PSK)

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 3 · Divine Soul

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.

Storm Sorcery

Level 3 · Storm Sorcery

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 3 · Aberrant Mind

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 3 · Clockwork Soul

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 3 · Lunar Sorcery

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.

Aberrant Sorcery

Level 3 · Aberrant Sorcery

Wield Unnatural Psionic Power

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. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?

Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.

Level 6 · Psionic Sorcery

When you cast any level 1+ spell 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 or have a cost specified in it.

Level 6 · Psychic Defenses

You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Level 14 · Revelation in Flesh

You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.

Aquatic Adaptation

You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.

Glistening Flight

You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.

See the Invisible

You can see any Invisible creature within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.

Wormlike Movement

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, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.

Level 18 · Warping Implosion

You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. 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 only.

Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Clockwork Sorcery

Level 3 · Clockwork Sorcery

Channel Cosmic Forces of Order

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 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's part of a vast and glorious system.

Level 6 · Bastion of Law

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic 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 yourself. 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.

The ward lasts until you finish a Long Rest or until you use this feature again.

Level 14 · Trance of Order

You gain the ability to align your consciousness with 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 a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Level 18 · Clockwork Cavalcade

You momentarily summon spirits of order to expunge disorder around you. As a Magic 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 effects below within the Cube before vanishing. Once you use this action, you can't use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.

Heal

The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.

Repair

Any damaged objects entirely in the Cube are repaired instantly.

Dispel

Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.

Draconic Sorcery

Level 3 · Draconic Sorcery

Breathe the Magic of Dragons

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Level 6 · Elemental Affinity

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Level 14 · Dragon Wings

As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Level 18 · Dragon Companion

You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Wild Magic Sorcery

Level 3 · Wild Magic Sorcery

Unleash Chaotic Magic

Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.

Level 6 · Bend Luck

You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.

Level 14 · Controlled Chaos

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 · Tamed Surge

Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.

Once you use this feature, you can't do so again until you finish a Long Rest.

Spellfire Sorcery

Level 3 · Spellfire Sorcery

Wield Raw Magic

Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.

Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.

Level 6 · Absorb Spells

You always have Counterspell prepared.

Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.

Level 14 · Honed Spellfire

Your XPHB improves. You add your Sorcerer level to the Temporary Hit Points gained from XPHB, and the damage of XPHB increases to 1d8.

Level 18 · Crown of Spellfire

When you use XPHB, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Burning Life Force

Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.

Flight

You gain a Fly Speed of 60 feet and can hover.

Spell Avoidance

When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this benefit if you have the Incapacitated condition.

Shadow Sorcery

Level 3 · Shadow Sorcery

Bend Doom and Darkness to Your Will

Your innate magic comes from the most nebulous and inscrutable forces of the Shadowfell or from other regions of supernatural darkness. You might trace your lineage to an entity from such a place, or perhaps you were exposed to the sinister energy of a shadow dragon and were transformed by it. Your shadowy magic allows you to command darkness, undeath, and woe.

Level 6 · Beasts of Ill Omen

You can call forth a howling creature of shadow to hound your foes. You can spend 3 Sorcery Points to cast Summon Beast as a Bonus Action without expending a spell slot, without preparing the spell, and without Material components. The summoned creature appears as a beast made of shadow, and enemies within 5 feet of the summoned creature have Disadvantage on saving throws against spells you cast.

Whenever you cast the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the spell ends early if you cast the spell again.

Level 14 · Shadow Walk

While you are in Dim Light or Darkness, you can take a Bonus Action to teleport up to 120 feet to an unoccupied space you can see that is also in Dim Light or Darkness.

Level 18 · Umbral Form

When you use Innate Sorcery, you can adopt a shadowy form, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.

Incorporeal Movement

You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.

Shadow Resilience

You have Resistance to all damage except Force and Radiant damage.

Dramaturgy

Level 3 · 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 3 · 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 3 · 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 3 · 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 3 · 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 3 · 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

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Quick preview