Extended Sorcerer Levels (5e Class)

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Extended Sorcerer Levels[edit]

These are additional levels for the Sorcerer class. See Level 40 Expansion (5e Variant Rule) for more info.

Class Features

As a Sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sorcerer level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) None or (b) {{{item1b}}}

Table: The Sorcerer

Level Proficiency
Bonus
Features Sorcery Points
1st +2 Demigod 21
2nd +2 Sorcerous Origin feature 22
3rd +2 Improved Ability Score Improvement 23
4th +2 Ability Score Improvement, Metamgic 24
5th +3 25
6th +3 Sorcerous Origin feature 26
7th +3 Sorcerous Rejuvenation 27
8th +3 Ability Score Improvement, Improved Ability Score Improvement 28
9th +4 29
10th +4 Sorcerous Origin feature 30
11th +4 Metamagic 31
12th +4 Ability Score Improvement, Fountain of Mana 32
13th +5 Metamagic Options 33
14th +5 Improved Ability Score Improvement 34
15th +5 Sorcerous Origin feature 35
16th +5 Ability Score Improvement, Sorcerous Regeneration 36
17th +6 Spontaneous Power 37
18th +6 Metamagic 38
19th +6 Ability Score Improvement, [[#|]] 39
20th +6 Spellslinger of the Gods 40

Demigod[edit]

At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a sorcerer and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.

From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow blue whenever you cast a spell, your skin might change colors at will, or your hair might do eccentric things. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.

Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.

Improved Ability Score Improvement[edit]

When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.

Sorcerous Rejuvenation[edit]

Starting at 27th level, when you roll for initiative and have less than half your sorcery points remaining, you regain 2 sorcery points.

Fountain of Mana[edit]

Starting at 32nd level, you can create higher-level spell slots with your Flexible Casting, using 9 points for a 6th-level slot, 12 points for a 7th-level slot, and 16 points for an 8th-level slot. You can create only one each of 6th, 7th, or 8th level spell slot in this way until you finish a long rest.

Metamagic Options[edit]

Starting at 33rd level, you can choose from the following metamagic options whenever you gain a new metamagic. You can also immediately change one of your metamagic options for a new one, from this list or the previous one.

Agonizing Spell: When you roll a damage die for a spell, you can spend 2 sorcery points to add your Charisma modifier (minimum 1) to the die. You can do this a number of times up to your Charisma modifier (minimum of one) per spell.

You can use Agonizing Spell even if you have already used a different Metamagic option during the casting of the spell. Agonizing Spell cannot be used in conjunction with Empowered Spell or Heightened Spell.

Double Spell: When you cast a spell with a casting time of 1 action as the first thing you do on your turn, you can also use your bonus action to spend sorcery points equal to its level plus half that (rounded up) to copy the spell’s effect. You can select new targets and/or points within the spell’s range for the copied effects, and they are considered a separate casting of the spell for the purposes of dealing damage to the same target. You are then stunned until the end of your turn.

Instant Spell: Once during your turn when you cast a spell with a casting time of 1 action or 1 bonus action, you can spend 4 sorcery points to cast the spell without using an action or bonus action.

Invisible Spell: When you cast a spell that produces a visible effect, such as prismatic spray or meteor swarm, you can spend 8 sorcery points to have the spell produce no such visible phenomenon while still dealing damage or having its desired effect.

You can use Invisible Spell even if you have already used the Quiet Spell Metamagic option.

Morphic Spell: When you deal damage with a spell that deals acid, cold, fire, lightning, poison, or thunder damage as its main effect, you can spend 1 sorcery point to change that type of damage to another type of damage from that list. If a spell calls for a saving throw to resist some or all of the damage done by the spell, acid, fire, and lightning will call for a Dexterity save while cold, poison, and thunder will call for a Constitution save. Damage from additional effects like that of witch bolt don’t retain the change in damage type.

Sorcerous Regeneration[edit]

Starting at 36th level, whenever you roll initiative, you regain 2 sorcery points.

Spontaneous Power[edit]

At 37th level, your connection to raw forces of magic strengthens, granting you unmatched capabilities with warping the weave. Your Constitution, Intelligence, and Charisma each increase by 2, to a maximum of 26; your spells deal additional force damage equal to their level (0 for cantrips); and each time you cast a spell of 3rd level or higher, you regain an expended spell slot of at most 1/3 of the level of spell cast, rounded down.

Spellslinger of the Gods[edit]

At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you can use up to two different Metamagic options per spell, only paying sorcery points for the option that costs the most sorcery points of the two used. Metamagic options that can be used on conjunction with others don't count against this limit, as long as they are used with Metamagic options they can be stacked with. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.

Sorcerous Origin[edit]

Draconic Bloodline[edit]

Draconic Immunity

At 22nd level, the patches of scales on your skin harden and spread, and your skin itself gets tougher, just like a true dragon. Your armor class cannot be lower than 15 + your Dexterity modifier, regardless of the type of armor you are wearing. Additionally, your hit points increase by 2, and by an additional 1 each time you gain a level in this class. You also gain one use of a dragon’s Legendary Resistance, which you can’t use again until you finish a long rest.

Elemental Mastery

Starting at 26th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 2 sorcery points to roll all of the damage dice twice and use the higher total. In addition, you now have permanent resistance to the damage type associated with your draconic ancestry, and you can spend 1 sorcery point at the time you cast such a spell to gain immunity to that damage type for 1 hour.

Dragon Aspect

At 30th level, your ability to manifest wings encompasses nearly the entire dragon form. Whenever you manifest your wings, you also manifest the tail and claws of a dragon, gaining two different attack actions. You also grow to the size of a Large creature as your body changes shape to gain the appearance of a small adult dragon. While your dragon aspect is manifested, you have a fly speed equal to twice your speed and you can make the Claw, Tail, and multiattack attack actions, which replace your unarmed strikes and are melee weapon attacks. Your Claw deals 2d6 slashing damage and your Tail deals 2d8 bludgeoning damage. Your multiattack allows you to make two Claw attacks, and you can use your Tail attack whenever you get to make an opportunity attack.

Clothing and armor not made to accommodate your dragon form will most likely be destroyed when you manifest it.

Draconic Existence

Beginning at 35th level, your ties to your draconic ancestry not only allow you to take on the mantle of a dragon and even exude the aura of one, but also allow you to use the breath weapon of a dragon. You gain the breath weapon options available to an adult dragon of your draconic ancestry. You can use your breath weapon once and cannot do so again until you finish a short or long rest. If you have no uses of your breathe weapon remaining, you can spend 5 sorcery points to use your breathe weapon. Additionally, the radius of your Draconic Presence increases to 120 feet and it’s not concentration. An affected creature can remake the save at the end of each of its turns and each time you deal damage to it, ending the effect on itself on a success. charmed creatures have advantage on the save when they make it after taking damage.


Wild Magic[edit]

Oceans of Chaos

Starting at 22nd level, you can use your Tides of Chaos feature twice between each long rest. Additionally, the DM no longer chooses if a wild magic surge happens after you cast a sorcerer spell of 1st level or higher to cause you to regain one use of your Tides of Chaos feature: you roll a d6. On odds, a wild magic surge happens and you regain one use of your Tides of Chaos feature. On evens, nothing happens.

Alternatively, you can choose to have the DM still decide if a surge happens or not.

Control Fate

Starting at 26th level, you can spend an additional 1 sorcery point when you use your Bend Luck feature to roll 2d4 as a bonus or penalty instead of 1d4.

Mastered Chaos

Starting at 30th level, whenever you roll on the Wild Magic Surge Table, you can increase or decrease (your choice) the result of each roll by 1. You can do so before choosing which roll to use.

Magical Obliteration

Starting at 35th level, you can use your Spell Bombardment feature a number of times per turn equal to your Charisma modifier (minimum of two) instead of once per turn.


Shadow Magic[edit]

Lightless Gaze

Starting at 22nd level, your gaze can penetrate any darkness and even draw the light away from the eyes of those you gaze upon. You can see in magical darkness to a distance of 120 feet. In addition, once during each of your turns you can spend 1 sorcery point or expend a spell slot to cast the spell blindness/deafness without using an action or verbal components, choosing to make them blinded when you do so. Expending a spell slot of 3rd-level or higher in this way has no additional effect.

Pack of Shadows

At 26th level, your hounds of ill omen can be summoned more quickly, and one of them is stronger than the rest. Whenever you use your Hound of Ill Omen feature, you can magically summon a beast of doom instead, using the winter wolf's statistics and applying the same changes to their statistics as the ones given to the dire wolf's. You cannot summon a beast of doom while you already have a beast of doom. In addition, whenever you use your Hound of Ill Omens feature, you can spend an additional 2 sorcery points to summon a second hound, choosing the same target as the first or a different one.

Formed from Nothing

At 30th level, your entire body can join with the shadows, becoming as intangible as the darkness itself. While you are in an area of dim light of darkness, you can use your reaction when you are hit by an attack to temporarily become invisible and incorporeal. The attack instead misses you and you gain immunity to all damage until the start of the next turn. In addition, you may teleport up to 15 feet to a space you can see that is within dim light or darkness as part of the reaction. You can use this feature a number of times equal to your Charisma modifier and you regain all expended uses when you finish a short or long rest. If you have no uses of this feature remaining, you can instead spend 1 sorcery point to use this feature.

One with the Night

Starting at 35th level, the darkness is your oyster. When you use your Umbral Form feature, you can spend an additional 4 sorcery points to gain the following benefits while in the shadowy form: you have resistance to all damage; you have immunity to bludgeoning, piercing, poison, and slashing damage; you are immune to being grappled, petrified, poisoned, prone, and restrained; you do not take damage when you end your turn inside an object; and you have a hovering fly speed equal to your walking speed. If you don't spend the additional sorcery points, the effect instead lasts for 10 minutes or until you use a bonus action to end the effect, regardless of if you become incapacitated or die.


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