Sorcerer, 2nd Variant (5e Class)
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As a Sorcerer you gain the following class features.
- Hit Points
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- A component pouch
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
|Features||Sorcery Points||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Sorcerous Origin||—||4||2||2||—||—||—||—||—||—||—||—|
|2nd||+2||Font of Magic||2||4||3||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||5||5||4||3||—||—||—||—||—||—||—|
|6th||+3||Sorcerous Origin feature||6||5||7||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||8||5||9||4||3||3||2||—||—||—||—||—|
|10th||+4||Metamagic, Sorcerous Restoration||10||6||11||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||12||6||12||4||3||3||3||2||1||—||—||—|
|14th||+5||Sorcerous Origin feature||14||6||13||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||16||6||14||4||3||3||3||2||1||1||1||—|
|18th||+6||Sorcerous Origin feature||18||6||15||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||19||6||15||4||3||3||3||3||2||1||1||1|
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 chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
- Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells 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 or Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you 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 (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your sorcerer spells.
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Divine Soul, Storm Sorcery, Shadow Sorcery, Phoenix Bloodline, Sea Sorcery, Stone Sorcery, Aberrant Bloodline, Blood Sorcery, Fey Bloodline, Fiendish Bloodline, Frost Sorcery, Kraken Bloodline, Modron Bloodline, Tarrasquian Bloodline, Time Sorcery, or Weaver, each detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
- Bonus Spells
Each sorcerous origin has a list of spells that you gain at the sorcerer levels noted in the description. These spells don't count against the number of spells that you know and can't be replaced with other spells from the sorcerer spell list when you gain a level in this class.
If you have a bonus spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
- Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
|Spell Slot Level||Sorcery Point Cost|
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
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 two at 10th and 17th level. Also at 10th and 17th level, you can choose one of the Metamagic options you know and replace it with another. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Delayed Spell
When you cast a spell that has a casting time of 1 bonus action, you can spend 1 sorcery point to change the casting time to 1 action for this casting.
Alternatively, when you ready a spell, you can spend 1 sorcery point to gain the ability to release the spell's energy without using your reaction.
- Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Maximized Spell
Prerequisite: 17th level, Empowered Spell metamagic
When you roll damage for a spell of 1st level or higher, you can spend a number of sorcery points equal to the spell's level to deal maximum damage to one target of the spell.
You can use Maximized Spell even if you have already used a different Metamagic option during the casting of the spell.
- Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Tripled Spell
Prerequisite: 17th level, Twinned Spell metamagic
When you cast a spell that is incapable of targeting more than one creature at the spell’s current level and doesn't have a range of self, you can spend a number of sorcery points equal to twice the spell's level to target two other creatures in range with the same spell (2 sorcery points if the spell is a cantrip).
- Twinned Spell
When you cast a spell that is incapable of targeting more than one creature at the spell’s current level and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
- Widened Spell
When you cast a spell that has an area effect, you can spend sorcery points equal to the spell's level to double each of the area's dimensions (1 sorcery point if the spell is a cantrip).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Starting at 10th level, you regain some of your magical energy when you rest. Once per day when you finish a short rest, you regain expended sorcery points equal to half your sorcerer level.
At 20th level, the immensity of the magic flowing within you precludes the need for a spellcasting focus. You can ignore the material component of sorcerer spells you cast unless a cost is indicated for that component or if the component is a magic item.
In addition, you can create spell slots up to 9th level using your Font of Magic feature. Once you create a 9th-level spell slot this way, you can't do so again for 7 days.
- Creating Spell Slots of 6th Level or Higher
|Spell Slot Level||Sorcery Point Cost|
Channeling such powerful magic can be quite taxing. When you create a spell slot of 6th level or higher, you must succeed on a Constitution saving throw with DC equal to 5 + the created spell slot's level or suffer one level of exhaustion and immediately take necrotic damage equal to twice the created spell slot's level. This damage can't be reduced in any way. Each time you use this feature again before finishing a long rest, the DC increases by half the spell slot's level, rounded up, and the necrotic damage increase by the created spell slot's level.
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.
- Draconic Bloodline Bonus Spells
|7th||elemental bane* (chromatic) or polymorph (metallic)|
|9th||dominate person (chromatic) or legend lore (metallic)|
* Unless you gain this spell from another source, you can only deal the damage type associated with your draconic ancestry with it.
- Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
- Black Dragon Ancestor Bonus Spells
* Unless you gain this spell from another source, you can only deal acid damage with it.
- Blue Dragon Ancestor Bonus Spells
- Brass Dragon Ancestor Bonus Spells
- Bronze Dragon Ancestor Bonus Spells
- Copper Dragon Ancestor Bonus Spells
* Unless you gain this spell from another source, you can only deal acid damage with it.
- Gold Dragon Ancestor Bonus Spells
|1st||ray of enfeeblement|
- Green Dragon Ancestor Bonus Spells
|1st||ray of sickness|
|3rd||protection from poison|
- Red Dragon Ancestor Bonus Spells
- Silver Dragon Ancestor Bonus Spells
- White Dragon Ancestor Bonus Spells
|3rd||Snilloc's snowball swarm|
|9th||cone of cold|
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
- Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
- Elemental Affinity
Starting at 6th level, you gain resistance to the damage type associated with your draconic ancestry. At 18th level, you gain immunity to that damage type.
Additionally, when you cast a spell that deals that damage type, add your Charisma modifier to that damage.
- 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.
- 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 3 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.
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.
- Wild Magic Bonus Spells
|1st||chaos bolt, hideous laughter|
|3rd||crown of madness, enlarge/reduce|
|5th||blink, enemies abound|
|7th||confusion, conjure minor elementals|
|9th||conjure elemental,** mislead|
* Unless you gain these spells from other sources, the creatures summoned are chosen at random.
- Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table (found in chapter 3 of the Player's Handbook) to create a random magical effect. If the effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
- Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
- 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.
- 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.
- 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 1d6 times that roll to the damage. You can use the feature only once per turn.
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 vaati or 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.
- Storm Sorcery Bonus Spells
|1st||fog cloud, thunderwave|
|3rd||gust of wind, levitate|
|5th||call lightning, sleet storm|
|7th||conjure minor elementals,* ice storm|
|9th||conjure elemental,** control winds|
* Unless you gain this spell from another source, you can summon only dust mephits, ice mephits, or smoke mephits with it.
** Unless you gain this spell from another source, you can summon only air elementals with it.
- Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)
- Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
- 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.
- 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.
- 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.
- 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.
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 Sorcery Quirks
|1||You are always icy cold to the touch.|
|2||When you are asleep, you don’t appear to breathe (though you must still breathe to survive).|
|3||You don’t seem to bleed, even when badly injured.|
|4||Your heart beats once per minute. This event sometimes surprises you.|
|5||You have trouble remembering that living creatures and corpses should be treated differently.|
|6||You blinked. Once. Last week.|
- Shadow Sorcery Bonus Spells
|1st||arms of Hadar, sleep|
|3rd||darkness, shadow blade|
|5th||catnap, hunger of Hadar|
|7th||blight, shadow of Moil|
|9th||enervation, negative energy flood|
- Eyes of the Dark
Starting at lst level, you have magical darkvision with a range of 120 feet.
When you reach 3rd level in this class, you can cast the darkness spell as a bonus action by spending 2 sorcery points or by expending a spell slot, you no longer need concentration to cast the spell and the duration is now 1 hour. You can see through the darkness created by the spell.
- Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a short or long rest.
- Fangs of Darkness
At 6th level, the shadows that surround you bleed into your spells, biting at your targets with malice. When you cast a spell that deals damage while in dim light or darkness, it deals additional necrotic damage equal to half your sorcerer level.
- 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 teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
- 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 difficult terrain. 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.
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
- Phoenix Bloodline Quirks
|1||You absentmindedly ignite small fires that quickly sputter out.|
|2||You cackle like a fiend when you unleash your fire spells.|
|3||You admire fire, even if it burns your friends.|
|4||You have a visible burn that marks the first time your power manifested.|
|5||You like your food charred.|
|6||You are brave to the point of recklessness.|
- Phoenix Bloodline Bonus Spells
|1st||burning hands, feather fall|
|3rd||continual flame, flaming sphere|
|5th||fireball, Melf's minute meteors|
|7th||conjure minor elementals,* death ward|
|9th||conjure elemental,** flame strike|
* Unless you gain this spell from another source, you can summon only magma mephits, smoke mephits, or steam mephits with it.
** Unless you gain this spell from another source, you can summon only fire elementals with it.
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
- Nourishing Fire
Starting at 1st level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level.
- Searing Reprisal
At 6th level, you gain resistance to fire damage.
Additionally, stifling heat erupts from you whenever you are dealt harm. Any hostile creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
- Phoenix Spark
At 14th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to your sorcerer level + twice your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
- Form of the Phoenix
At 18th level, you gain immunity to fire damage. You also gain a magical flying speed of 40 feet and can hover.
In addition, you finally master the spark of phoenix fire that dances within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
- You shed bright light in a 60-foot radius and dim light for an additional 60 feet.
- You have resistance to all damage.
- Whenever you roll fire damage on your turn, the roll gains a bonus equal to your sorcerer level.
Once you wreathe yourself in swirling fire in this way, you can't do so again until you finish a long rest.
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
- Sea Sorcery Bonus Spells
|1st||create or destroy water, fog cloud|
|3rd||misty step, Snilloc's snowball swarm|
|5th||tidal wave, water breathing|
|7th||conjure minor elementals,* control water|
|9th||conjure elemental,** maelstrom|
'*' Unless you gain this spell from another source, you can summon only ice mephits, mud mephits, or steam mephits with it.
** Unless you gain this spell from another source, you can summon only water elementals with it.
- Soul of the Sea
At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
- Curse of the Sea
When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):
Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.
- Watery Defense
At 6th level, you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks.
Once you use this special reaction, you can’t use it again until you finish a short or long rest.
- Shifting Form
Starting at 14th level, you gain the ability to enter a liquid state while moving.
When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
- Water Soul
Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
- You no longer need to eat, drink, or sleep.
- A critical hit against you becomes a normal hit.
- You have resistance to bludgeoning, piercing, and slashing damage.
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
- Stone Sorcery Bonus Spells
|1st||compelled duel, earth tremor|
|3rd||earthbind, Maximilian's earthen grasp|
|5th||erupting earth, meld into stone|
|7th||conjure minor elementals,* stone shape|
|9th||conjure elemental,** wall of stone|
* Unless you gain this spell from another source, you can summon only dust mephits, magma mephits, or mud mephits with it.
** Unless you gain this spell from another source, you can summon only earth elementals with it.
- Bonus Proficiencies
At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
- Stone’s Durability
At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
- Stone Aegis
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for protection.
As a bonus action, you can grant an aegis to yourself or one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
- Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 14th level, you can cast the Maximilian's earthen grasp spell at will.
- Earth Master's Aegis
Beginning at 18th level, when you use your Stone Aegis to protect yourself or an ally, you can choose up to two additional creatures to gain its benefits.