Sorcerer
Sorcerer Features
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1st | +2 | 2 | 2 | |
| 2nd | +2 | 2 | 3 | |
| 3rd | +2 | 2 | 4 | |
| 4th | +2 | Ability Score Improvement | 3 | 5 |
| 5th | +3 | 3 | 6 | |
| 6th | +3 | 3 | 7 | |
| 7th | +3 | 3 | 8 | |
| 8th | +3 | Ability Score Improvement | 3 | 9 |
| 9th | +4 | 3 | 10 | |
| 10th | +4 | 4 | 10 | |
| 11th | +4 | 4 | 11 | |
| 12th | +4 | Ability Score Improvement | 4 | 11 |
| 13th | +5 | 4 | 12 | |
| 14th | +5 | 4 | 12 | |
| 15th | +5 | 4 | 13 | |
| 16th | +5 | Ability Score Improvement | 4 | 13 |
| 17th | +6 | 4 | 14 | |
| 18th | +6 | 4 | 14 | |
| 19th | +6 | Ability Score Improvement | 4 | 15 |
| 20th | +6 | 4 | 15 |
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | - | - | - | - | - | - | - | - |
| 2nd | 3 | - | - | - | - | - | - | - | - |
| 3rd | 4 | 2 | - | - | - | - | - | - | - |
| 4th | 4 | 3 | - | - | - | - | - | - | - |
| 5th | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Subclasses
| Origin | Source |
|---|---|
| Aberrant Mind | Tasha's Cauldron of Everything |
| Clockwork Soul | Tasha's Cauldron of Everything |
| Draconic Bloodline | Player's Handbook |
| Divine Soul | Xanathar's Guide to Everything |
| Lunar Sorcery | Dragonlance: Shadow of the Dragon Queen |
| Shadow Magic | Xanathar's Guide to Everything |
| Storm Sorcery | Sword Coast Adventurer's Guide Xanathar's Guide to Everything |
| Wild Magic | Player's Handbook |
| Unearthed Arcana | |
|---|---|
| Lunar Magic | Unearthed Arcana 81 - Heroes of Krynn |
Frost Magic
A sorcerer’s magic comes from within, drawing from a genetic or given boon. These mighty spellcasters grow in power in startling ways, and can twist and reshape the fabric of magic around them. A sorcerer may struggle to keep their own power in check, but many would agree that the ends justify the dangers placed upon them. While the mantle of ‘sorcerer’ is thrust upon all sorcerers, their origins are often unique.
Your magic is created by pieces of the Everheart, the center and driving force behind the expanding Everglacier wastelands. This power within you might be passed down through ancestors who protected the glacier’s magical core, or it might have been forced upon you through a chance encounter with the enchanted ice itself. Regardless of the source of your power, you are a creature of cold incarnate.
Frozen Body
1st-level Frost Magic Feature
Starting at 1st level, your skin takes on a faintly ice-like, crystalline glow. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
In addition, you’re most comfortable in the ice and snow. You ignore difficult terrain created by ice or snow, and when you walk on ice, you only spend 1 foot of movement for every 2 feet you move.
Create Ice
1st-level Frost Magic Feature
At 1st level, you can use a bonus action to turn up to 5 contiguous 5-foot spaces on the ground into icy terrain, originating from the ground at your feet. The ice is difficult terrain and lasts until the end of your next turn.
You can spend up to 2 sorcery points when creating this terrain to increase the number of spaces you can target with this feature by 5 for each sorcery point spent.
Cold-Hearted
6th-level Frost Magic Feature
At 6th level, you gain resistance to cold damage. When you deal cold damage to a Large or smaller creature with a spell, you can spend 1 or more sorcery points to attempt to freeze it in place. When you do, that creature’s speed is reduced by 15 feet for each sorcery point you spend until the end of its next turn. If you reduce a creature’s speed to 0 in this way, it takes 2d6 cold damage.
In addition, you can now use your Create Ice feature to freeze water as well as ground.
Flash Freeze
14th-level Frost Magic Feature
By 14th level, you’re most confident on the ice. Your movement doesn’t provoke opportunity attacks while you’re walking on icy terrain.
In addition, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to release a blast of freezing cold, dealing cold damage to the attacker equal to half your sorcerer level + your Charisma modifier. When you do, you can also create up to 5 contiguous spaces of icy terrain, originating from the ground at your feet. This icy terrain lasts until the end of your next turn.
Frozen Soul
18th-level Frost Magic Feature
At 18th level, you gain immunity to cold damage and resistance to fire damage.
You also learn the wall of ice spell. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. In addition, you can cast it once without expending a spell slot. When you do, the panels of ice created by the spell don’t need to be contiguous with one another. Once you cast the spell in this way, you can’t do so again until you finish a long rest.
Skinshifter
#HelianasGuideToMonsterHunting
Whether it be some distant doppelganger heritage or over-exposure to biomantic magic, your body thrums with the potential for change. Though you may try to channel that power into those around you, the magic that inoculates your body is just as likely to change you, transforming you into a myriad of magical morphs. Will you end up with two left feet and paper-thin skin, or rake through your enemies with toxic claws as spells bounce off of your reflective carapace?
Skinshifter Magic
1st-level Skinshifter feature
You learn additional spells when you reach certain levels in this class, as shown on the Skinshifter Spells table. Each of these spells counts as a sorcerer spell for you, but don’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a biomancy or transmutation spell from the sorcerer, warlock, or wizard spell lists.
Skinshifter Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | chameleon skin*, inflict wounds |
| 3rd | barkskin, protection from poison |
| 5th | vampiric touch, zippit!* |
| 7th | freedom of movement, frogskin* |
| 9th | feverskin*, greater restoration |
Skinshift
1st-level Skinshifter feature
Your spellcasting stimulates the latent changeability of your body. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If the result is equal to or lower than one-third of your sorcerer level (minimum 1), roll on the Skinshift Adaptations table to magically alter your body in a random way until the end of your next turn. Immediately after you roll on this table, you can spend 1 sorcery point (no action required) to extend the duration of the effect to 10 minutes. If an effect calls for a saving throw, the DC equals your sorcerer spell save DC.
| d20* | Effect |
|---|---|
| 1 | Paper Skin**. You have vulnerability to piercing and slashing damage. |
| 2 | Brittle Bones. You have vulnerability to bludgeoning and thunder damage. |
| 3 | Elemental Sensitivity. You have vulnerability to acid, cold, fire, and lightning damage. |
| 4 | Left Footed. Your right foot becomes a left foot. You have a -1 penalty to your AC and your speed is reduced by 10 feet. |
| 5 | The Wobbles. Your inner ear is filled with fluid. You have disadvantage on Dexterity saving throws and on Perception checks that rely on hearing. |
| 6 | Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive by sight is in direct sunlight. |
| 7 | Pins and Needles. You feel a stinging sensation in one of your limbs. You have disadvantage on attack rolls. |
| 8 | Shrink. You decrease one size category, as per the Reduce effect of the enlarge/reduce spell. |
| 9 | Firefly. You can cast the light cantrip with yourself as the target. |
| 10 | Malleable Visage. You change appearance, as per the effect in the alter self spell, to appear like a humanoid you’ve seen before (GM’s choice). |
| 11 | Natural Weapon. You grow a natural weapon of your choice (e.g. claws, fangs, horns). Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. |
| 12 | Amphibisprings. With enhanced muscles and a ratchet- ing mechanism in your tendons, your jumping distance is tripled. |
| 13 | Aqueous Adaptation. You can breathe underwater and gain a swimming speed equal to your walking speed. |
| 14 | Tentacle Arm. One of your limbs is replaced with an octopus-like tentacle. Your reach with this tentacle is 5 feet greater than normal, and it can hold weapons and items as normal. You have advantage on ability checks made to grapple with it. |
| 15 | Growth. You increase one size category, as per the Enlarge effect of the enlarge/reduce spell. |
| 16 | Aerial Adaptation. You gain a flying speed equal to your walking speed. |
| 17 | Elemental Resistance. You gain resistance to an elemental damage type. Roll a d4 to determine which type: 1, acid; 2, cold; 3, fire; 4, lightning. |
| 18 | Rubber Skin** You gain resistance to bludgeoning damage. |
| 19 | Crystal Skin**. You gain resistance to piercing damage. |
| 20 | Steel Skin**. You gain resistance to slashing damage. |
| 21 | Tumour Skin** At the start of each of your turns, you gain temporary hit points equal to your Charisma mod- ifier (minimum 1). |
| 22 | Stimulated Metabolism+. Your speed increases by 10 feet and, when you take the Attack action on your turn, you can attack twice instead of once. |
| 23 | Empowered Strikes. Your unarmed strikes are magical and have a bonus to attack and damage rolls equal to half your proficiency bonus, rounded down. |
| 24 | Shimmerskin** Your skin shimmers in a pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap between this effect and the effects of the chameleon skin spell (see page 500). |
| 25 | Secreted Toxin. Your unarmed strikes deal an additional 1d6 poison or acid damage on a hit (your choice when you gain this adaptation). In addition, a creature that is grappling you must succeed on a Constitution saving throw at the end of each of your turns or take this damage. |
| 26 | Scaleskin**. While you’re not wearing armour, you gain a +2 bonus to your AC. |
| 27 | Relentless Metabolism+. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, and you lose this adaptation. If you benefit from this adaptation more than once before you finish a long rest, you gain one level of exhaustion each time you benefit from it after the first. |
| 28 | Salamander Skin**. You have resistance to fire damage. As a bonus action while you are grappling or are grap- pled by a creature, you can make your skin fiery hot for a moment. Any creature touching you must make a Constitution saving throw, taking 3d6 fire damage on a failure or half as much damage on a success. |
| 29 | Fortified Metabolism+. You have advantage on Constitution checks and Constitution saving throws, as well as any checks or saves made to avoid the exhaustion condition. |
| 30 | Reflective Carapace**. When you are targeted by a magic missile spell or a spell that requires a ranged attack roll, roll a d6. On a 1-3, you are affected as normal. On a 4-5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. |
**You can only benefit from one of these adaptations at a time. If you gain one of these adaptations while you already benefit from one, the older one is lost.
+You can only benefit from one of these adaptations at a time. If you gain one of these adaptations while you already benefit from one, the older one is lost.
Modify Shift. When you reach 6th level in this
class, you can add a bonus to the result of the d20
you roll on the Skinshift Adaptations table equal
to up to half your sorcerer level. For example, at
6th level, if you rolled a 19 on the d20, you could
choose any result between 19 and 22.
Selective Shift
6th-level Skinshifter feature
As a bonus action, you can spend 1 or more sorcery points to magically transform your body for the next 10 minutes. For each sorcery point you spend, you gain one adaptation of your choice from the Skinshift Adaptations table, the effects of which last until the transformation ends. The adaptation must have a value in the d20 column equal to or lower than 20 plus half your sorcerer level. If you gain a random skinshift adaptation that replaces one you already had (for example, tumour skin replacing rubber skin), this new adaptation lasts for the duration of the transformation.
Reactive Mutations
14th-level Skinshifter feature
Immediately after you take damage, you can use your reaction to spend 1 sorcery point and gain resistance to that damage type for 10 minutes or until you use this feature again. If you take multiple types of damage simultaneously, you choose one of the damage types to gain resistance to.
Shapeshift
18th-level Skinshifter feature
You unleash your inner shapeshifter, allowing your body to react to all manner of environmental
stimuli. As bonus action, you can cause a metabolic cascade that transforms your body for 10 minutes, granting you the following effects:
- All grapple and restraining effects on you immediately end.
- You gain six adaptations of your choice from the Skinshift Adaptations table. For these, you ignore the restrictions on which adaptations you can have simultaneously.
- You can’t use the Reactive Mutations or Selective Shift skinshifter features, and it ends if it is active.
- Immediately after you take damage, you gain resistance to that damage type. You can simultaneously sustain three damage resistances in this way; if you gain another resistance from this feature while at your limit, the oldest one is lost.
After you activate this feature, you can’t do so
again until you finish a long rest.
Reactive Mutations
Looking for inspiration to describe how a skinshifter’s reactive mutations might physically manifest? Try adapting the following examples!
- Bludgeoning. Spongy growths bloom, cushioning the blows of impact weapons.
- Piercing. Layer upon layer of pointy membranes overlap one another, dispersing the penetrating potential of piercing weapons.
- Slashing. A hard coating of angled crystal deflects blades.
- Acid. Secreted alkaline liquid neutralises acid near the skin.
- Cold & Fire. An insulating gel prevents the transfer of heat.
- Force. Pockets of antimagic dissipate incoming raw, magical energy.
- Lightning. Channels of conductive metals in the skin ground the flow of electricity.
- Necrotic. Pus-filled sacs of immunity-enhancing symbionts fortify the skinshifter against decay.
- Radiant. The skinshifter takes on a brilliant sheen, reflecting radiation of all descriptions.
- Thunder. A membrane expands out from the skinshifter’s skin. A low-pressure void between the two membranes inhibits the propagation of sound waves.
- Poison. Vesicles rapidly excrete toxins before they can do significant harm.
- Psychic. A rush of bright purple hormones causes the skinshifter’s psyche to relax, shedding the mental harm that might have been caused.
Desert Soul
#TheGriffonsSaddlebag_BookTwo
Some mages draw on their their magic like a fountain from within. This wellspring of power can come from a unique origin, mysterious birthright, or simple chance of fate. Whatever your story may be, you are steeped in magic, and it is yours to control.
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the H’rethi desert, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble
DUNETREADER
1st-level Desert Soul feature
Starting when you choose this origin at 1st level, you ignore difficult terrain created by sand, and you can tolerate temperatures as high as 150 degrees Fahrenheit without any additional protection.
SANDSTORM
1st-level Desert Soul feature
Starting at 1st level, you can cause the magical sand- storm within you to manifest as a nearby twister. When you cast a spell of 1st level or higher on your turn, you can use a bonus action to create this storm in a 5-foot cube in a space you can see within 30 feet of you. A Large or smaller creature in the area must succeed on a Strength saving throw against your sorcerer spell save DC. A creature that fails the saving throw is pushed up to 10 feet in a direction of your choice if it’s Medium or smaller, or 5 feet if it’s Large.
When you reach 6th level in this class, a creature that fails this saving throw also takes either 1d8 bludgeoning damage or 1d8 fire damage (your choice). The damage increases when you reach certain levels in this class, increasing to 2d8 at 14th level, and 3d8 at 18th level
MIRAGE
6th-level Desert Soul feature
At 6th level, you learn the mirror image spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesn’t count against your number of spells known. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, any creature within 10 feet of you that destroys one of the spell’s illusions takes fire damage equal to half your sorcerer level, as the illusion bursts into a wave of scalding air and sand.
DESERT NOMAD
14th-level Desert Soul feature
Beginning at 14th level, you have the ability to step into the heart of the twisters you create. Immediately after a creature is pushed by your Sandstorm feature, you can spend 2 sorcery points to teleport to the storm’s space.
You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible until the end of your turn.
SAND FORM
18th-level Desert Soul feature
At 18th level, you can become as intangible as sand. You can spend 5 sorcery points as a bonus action to magically transform yourself into a sand-like form. In this form, you have the following benefits:
- You can’t be grappled.
- You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.
- You can move through the space of any creature, regardless of its size, and difficult terrain doesn’t cost you extra movement.
In addition, when an attacker that you can see hits you with an attack, you can use your reaction to turn to sand. Until the end of that turn, you have resistance to all damage, including against the triggering attack.
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.
Spirit Caller
#RyokosGuideToTheYokaiRealms
Legends tell that a Spirit Caller is born when the soul of a yokai and humanoid meet in the misty void that holds minds waiting to be given life. Spirit Callers are able to manifest their willpower and vitality as a spectral being, a wraith-like spirit that emerges from their body to strike at their enemies. The bond between caller and spirit is visceral; in response to its caller’s fury, a spirit might detonate a blast of necrotic energy, magnify its size, or hone its senses. A Spirit Caller is the epitome of self-reliance and personal strength, their soul and willpower manifested as a being of its own.
Spirit Caller Spells
1st-Level Spirit Caller Feature
You learn additional spells when you reach certain levels in this class, as shown on the Spirit Caller Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a conjuration spell from the sorcerer, warlock, or wizard spell list.
Spirit Caller Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | command, mage armor, minor illusion |
| 3rd | aid, mirror image |
| 5th | plant growth, phantom steed |
| 7th | banishment, guardian of faith |
| 9th | reincarnate, seeming |
| 17th | astral projection |
Conduit of the Soul
1st-Level Spirit Caller Feature
You can use an action to manifest your spirit, which appears in an unoccupied space within 30 feet of you. It uses the manifested spirit stat block, which uses your proficiency bonus (PB) in several places. You decide the appearance your manifested spirit takes. For example, your spirit might appear as a shadowy clone of you, a vicious dragon, or a mighty, sword-wielding specter that crackles with fiery energy. No matter the form your spirit takes, its statistics remain the same.
While manifested, your spirit shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can command it to take the Attack action on its next turn; otherwise, it takes the Dodge or Help action (your choice). Your spirit remains manifested for 10 minutes, until it is reduced to 0 hit points, or until you lose your concentration, as if concentrating on a spell. You add your Charisma modifier to saving throws you make to maintain concentration on your manifested spirit. After this time, your spirit retreats back into you and disappears.
You can use this feature twice. You regain expended uses when you finish a short rest or long rest.
Spirit Synchronicity
6th-Level Spirit Caller Feature
Spells you cast that don’t have a range of self can originate from your manifested spirit, instead of you, if it is within 120 feet of you.
Spirit Empowerment
6th-Level Spirit Caller Feature
When you manifest your spirit using your Conduit of the Soul feature, you can expend any number of sorcery points. When you do, choose one boon from the following list for each point you expend. Your manifested spirit gains these boons until it disappears. You can’t select the same boon more than once at the same time, unless stated otherwise.
Spirit Boon Effect
- Resistance
Your spirit gains resistance to one damage type of your choice. You can select this boon up to a number of times equal to your proficiency bonus. - Extended Stay
The maximum amount of time your spirit can remain manifested increases by 10 minutes. You can select this boon up to a number of times equal to your proficiency bonus. - Enlarge
Your spirit’s size increases by one category. Its reach increases by 5 feet, and its melee attacks deal an extra 1d8 damage of the attack’s type on a hit. - Teleporter
Your spirit can use its bonus action to teleport up to 30 feet to an unoccupied space it can see. - Frenzy
Your spirit has advantage on all melee attack rolls, but attack rolls made against it have advantage. - Detonator
When your spirit is reduced to 0 hit points or you lose concentration on it, each creature of your choice within 20 feet of it must succeed on a Dexterity saving throw against your sorcerer spell save DC or take necrotic or radiant damage (your choice on detonation) equal to 2d10 + your sorcerer level. - Of One Mind
You can use a bonus action to see through your spirit’s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. - Devil’s Sight
Your spirit can see in dim light and darkness, both magical and nonmagical, to a distance of 120 feet. - Enhanced Agility
Your spirit’s speed is doubled. - Battlefield Squire
After your spirit takes the Help action, it can use a bonus action on that turn to take the Disengage or Dodge action.
Explosive Emergence
14th-Level Spirit Caller Feature
When you use a bonus action to command your spirit on the same turn it’s summoned, you can have it take one additional action on its first turn.
In addition, you gain any damage resistances that your manifested spirit has for the duration of its manifestation.
Final Form Manifestation
18th-Level Spirit Caller Feature
You no longer need to maintain your concentration on your manifested spirit. You can cause it to disappear at any time (no action required).
You imbue your spirit with further power. When you manifest your spirit, you can choose one additional boon without spending a sorcery point to gain it. In addition, when summoned, you can choose for your spirit’s base size to be Medium or Large. If manifested as a Large spirit, the reach of its Spirit Grasp attack increases by 5 feet.



