Ashtonium's Revised Sorcerer v1.0 Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. Raw Magic Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water Wasteland from Hell by Maria Marakova (Kasoo7) https://www.artstation.com/kasoo7 https://www.deviantart.com/kasoo77 from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. Unexplained Powers Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know. Creating a Sorcerer The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

The Sorcerer Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — — 2nd +2 Font of Magic 4 3 3 — — — — — — — — 3rd +2 Metamagic 4 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 5 5 4 3 — — — — — — — 5th +3 Sorcerous Restoration 5 6 4 3 2 — — — — — — 6th +3 Sorcerous Origin Feature 5 7 4 3 3 — — — — — — 7th +3 ─ 5 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 ─ 5 10 4 3 3 3 1 — — — — 10th +4 Metamagic 6 11 4 3 3 3 2 — — — — 11th +4 ─ 6 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 ─ 6 13 4 3 3 3 2 1 1 — — 14th +5 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 — — 15th +5 ─ 6 14 4 3 3 3 2 1 1 — — 16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 — — 17th +6 Metamagic 6 15 4 3 3 3 2 1 1 1 1 18th +6 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 20th +6 Reshape Reality 6 15 4 3 3 3 3 2 2 1 1 How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power. Quick Build You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile. Class Features As a sorcerer, you gain the following class features. Hit Points Hit Dice: 1d6 per sorcerer level

1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Armor: None

None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment 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) A component pouch, or, (b) an arcane focus

(a) A dungeoneer's pack, or, (b) an explorer's pack

Two daggers Spellcasting Cantrips 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 sorcerer 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. Spells Known of 1st Level and 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. 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. 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.

Spell save DC = 8 + your proficiency bonus + Charisma modifier.

Spell attack modifier = Your proficiency bonus + Charisma modifier. Spellcasting Focus As your spellcasting stems from the raw magic of your blood and soul, you do not require an arcane focus to cast your spells if you don't wish to have one. If a spell requires material components, you do not need to supply them unless the spell consumes the materials. Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Phoenix Sorcery, Sea Sorcery, Shadow Magic, Stone Sorcery, Storm Sorcery, and Wild Magic, all are 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. Font of Magic At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects. Sorcery Points Starting at 2nd level, you have 2 sorcery points, you gain an additional sorcery point every time you gain a level in the Sorcerer class. You can never have more sorcery points than the number equal to 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 created spell slots vanish at the end of a long rest. 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. Creating Spell Slots Slot Level Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 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. Desert Twister by Noah Bradley https://noahbradley.com/ https://twitter.com/noahbradley

Metamagic At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. 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. 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 with 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. 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. Twinned Spell When you cast a spell that targets only one creature 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). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. 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. Sorcerous Restoration Starting at 5th level, you regain 2 sorcery points whenever you take a short rest. The number of sorcery points regained increases to 3 at 11th level, and 4 at 17th level. Reshape Reality Upon reaching 20th level you unlock abilities unknown to the rest of the magical world, your spellcasting capabilities know no bounds. You can now use any two Metamagic options on a single spell as long as both options can be applied to the spell. Garuda Art by Alejdark https://www.artstation.com/alejdark https://twitter.com/alejdark1

Sorcerous Origins Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into nine categories: a divine soul, draconic bloodline, phoenix sorcery, sea sorcery, shadow magic, stone sorcery, storm sorcery, and wild magic. Divine Soul Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Sorcerer Level Spell 1st (Determined by affinity) 3rd augury 5th speak with dead 7th guardian of faith 9th contact other plane Divine Magic Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. The spell list between divine soul sorcerers differs between each individual. Choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn a specific spell based on that affinity, as shown below. Affinity Spells Affinity Spell Good cure wounds Evil inflict wounds Law bless Chaos bane Neutrality protection from evil and good Favoured by the Gods Starting at 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest. Empowered Healing Starting at 6th level, 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. Otherworldly Wings At 14th level, using a bonus action, you can 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. Unearthly Recovery At 18th level, as a bonus action when you have less 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. Draconic Bloodline Vour innate magic comes from draconic magic that was mingled with your blood ar 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 ar who might even have c1aimed 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 ar some other exceptional circumstance. Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Sorcerer Level Spell 1st hellish rebuke 3rd dragon's breath 5th spirit guardians 7th leomund's tiny chest 9th dominate person 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. Dragon Damage Type Black, Copper Acid White, Silver Cold Brass, Gold, Red Fire Blue, Bronze Lightning Green Poison 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. Additionally, when you cast the hellish rebuke spell from your Origin Spell list, you use the damage type associated with your dragon instead of the usual damage type. Draconic Resilience 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, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. The damage bonus applies to one damage roll of a spell, not multiple rolls. Additionally, you gain resistance to the damage type of your associated dragon at this level. 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, as an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration, 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. Phoenix Sorcery 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. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. 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. Phoenix Art by Todd Lockwood https://www.toddlockwood.com/ https://www.artstation.com/toddlockwood

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. Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Sorcerer Level Spell 1st burning hands 3rd heat metal 5th fly 7th death ward 9th immolation Ignite At 1st level, as an action, you can magically ignite a flammable object you touch with your hand. Blazing Magic Starting at 1st level, anytime you deal fire damage with a spell you cast, you deal additional fire damage equal to your Charisma modifier (minimum of 1). Firework Starting at 6th level, if you gain a flying speed by any means, you can Dash as a bonus action. You can only use this additional movement in order to fly. Sustained Inferno Starting at 14th level, 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 + your Charisma modifier. Fireborn At 18th level, you can use an action to ignite your blood with the same fire that burns in the heart of the Phoenix. For the next minute, you have the following benefits: You have a flying speed of 60 feet and can hover.

You have resistance to all damage.

If you die whilst this ability is active, any creature within 15 feet of you must make a Dexterity saving throw as your form implodes, leaving no corpse or remains. On a failure, they take 10d10 fire damage, and half on a success. Additionally, you are reborn in a space 24 hours later, this space is one you must consider home and is on the same plane of existence as the one you died on, otherwise you are simply reborn in the same space as where you died. When you are reborn, you are under the same penalties as if you had been brought back by the raise dead spell. You can use this feature once per long rest. Sea Sorcery 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 sahuagin, 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. Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Sorcerer Level Spell 1st hex 3rd misty step 5th wall of water 7th control water 9th cone of cold Soul of the Sea At 1st level, your soul becomes entwined with the spirit of the ocean. Your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. Additionally, once per day, you can use an action to create up to 10 gallons of clean water in an open container within 30 feet of you. Alternatively, the water falls as rain in a 30-foot cube within 30 feet of you. Ocean's Curse Also at 1st level, when you cast the hex spell, the spell gains the following effects: You always know the general direction of the target as long as they are on the same plane of existence.

Whenever the target takes cold damage from a spell you cast, they must make a Constitution save or become restrained until the end of their next turn. 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. When you are hit by an attack that causes you to take bludgeoning, piercing, or slashing damage, you can use your reaction to 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 feature, you can't use it again until you finish a short or long rest.

Raven Queen Disciple art by Robjenx https://www.deviantart.com/robjenx https://twitter.com/Rob_Jenx Shifting Form Starting at 14th level, 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, you gain the following benefits as your ocean heritage further influences your biology: You no longer need to eat, drink, or sleep.

Any critical hit against you becomes a normal hit.

You have resistance to bludgeoning, piercing, and slashing damage. Shadow Magic You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to a n 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. Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Sorcerer Level Spell 1st cause fear 3rd darkness 5th animate dead 7th shadow of moil 9th destructive wave Eyes of the Dark Starting at 1st level you have darkvision with a range of 120 feet. Upon reaching 3rd level, you learn the darkness spell through your Origin Spells. You can choose to cast this spell by spending 2 sorcery points rather than a spell slot, if you do so, you can see through the darkness created by the spell. Strength of the Grave Starting at 1st level, when damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + damage taken). On a success you instead drop to 1 hit point. You can't 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 long rest. Hound of Ill Omen At 6th level, as a bonus action you can spend 3 Sorcery Points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the Dire Wolf's statistics, with the following changes: The hound is size Medium, not Large, and it counts as a Monstrosity, not a Beast.

At level 6 the hound has a hit point maximum equal to its normal maximum, for each additional Sorcerer level you gain its hit point maximum increases by 2.

It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

At the start of its turn the hound automatically knows its target's location. If the target was hidden it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll Initiative for the hound. On its turn it can only move toward its target by the most direct route and it can use its action only to attack its target. The hound can make opportunity attacks but only against its target. Additionally, while the hound is within 5 feet of its target the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 Hit Points, or after 5 minutes. If the target dies before the hound disappears or dies, you can mark a new target as a bonus action on your next turn, until a new target is marked the hound cannot attack and simply defends itself. Shadow Walk At 14th level when you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. 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. Stone Sorcery 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, or maybe you have served or trained under one of the medusa in Droamm. 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. Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Sorcerer Level Spell 1st earth tremor 3rd Maximillian's earthen grasp 5th meld into stone 7th stone skin 9th wall of stone Holy Magic Your connection to weapon based magic allows you to learn spells normally associated with the Paladin class. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list as long as it is a smite spell. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Bonus Proficiencies At 1st level, you gain proficiency with shields, simple weapons, and martial weapons. Additionally, you can use a metal weapon as an arcane focus. Stone's Durability At 1st level, 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. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. Divided Mountain art by Sebastian Wagner https://www.deviantart.com/sebastianwagner https://www.artstation.com/Sebastian-Wagner

Stone Aegis Starting at 6th level, as a bonus action, you can grant an aegis to 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 your Constitution modifier. 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. Stone's Edge Starting at 14th level, when you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell. Earth Master's Aegis Beginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits. Additionally, while you have a Stone Aegis active, you gain resistance to bludgeoning, piercing and slashing damage. Storm Sorcery Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic a llows them to exert control over wind and weather in their immediate area. The ir abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Sorcerer Level Spell 1st thunderwave 3rd warding wind 5th call lightning 7th storm sphere 9th control winds Wind Speaker 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 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 cast 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 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 around you. The wind blows in that direction until the end of your next turn. This feature does not 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 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. Wild Magic Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form if 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.

Origin Spells You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Sorcerer Level Spell 1st chaos bolt 3rd invisibility 5th blink 7th polymorph 9th conjure elemental Wild Magic Surge At 1st level, immediately after you cast a sorcerer spell of 1st level or higher, you must roll a d20. If you roll a number equal to or lower than the spell level, roll on the Wild Magic Surge table to create a random magical effect. A surge can happen once per turn. If a surge 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 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, if you roll on the Wild Magic Surge table you then regain the use of this feature. (Only wording changed, no rule changes) Bend Luck Starting at 6th level, 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. Manipulate Energy At 14th level, whenever you cast a spell that deals acid, cold, fire, lightning or poison damage, you can choose to alter the very nature of the spell and swap one of the damage types the spell deals to any other of the alternative options. Once you use this ability, you cannot use it again until after your next short or long rest. Chaos Blitzkrieg 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, you can reroll all the dice that you rolled the highest number on and add the new rolls to your total. This can occur multiple times if the highest number is rolled consecutively. You can use this feature for one spell per turn. . Limbo Art by Aleksi Briclot https://www.artstation.com/aleksi https://www.deviantart.com/aleksi--briclot

Revision Changelog Base Class Spellcasting Sorcerers no longer require an arcane focus unless casting a spell that uses consumed material components. This futhers the Sorcerer's theme as a natural born caster. Sorcerous Restoration This feature has been moved from level 20 to level 5. It now grants 2 sorcery points, gaining an additional point at 11th and 17th level. This is small but allows the sorcerer a needed bump at level 5, and gives them a needed short rest boost. Reshape Reality The former Sorcerous Restoration ability has been replaced with this. Allowing any two Metamagic options to be applied to an applicable spell, this new capstone feature cements the sorcerer as the crazy caster it should have been at such high levels. Subclasses Origin Spells All subclasses now have Origin Spells, this is to inform thematics and provide a minor boost to their limited spell selection. Divine Soul This subclass has remained virtually the same, ignoring the presence of Origin Spells. Divine Magic Only change is that the affinity spells now interact with Origin Spells. Draconic Bloodline The Draconic Bloodline subclass has small additions, these aid in the thematic of the class, and allow small boosts to the class' defense capabilities. Dragon Ancestor Added the feature that alters the damage of hellish rebuke. Elemental Affinity Gifted the player resistance to the damage type chosen. Phoenix This subclass has undergone the largest array of changes. As the original UA was solely focused on the Mantle of Flame feature, this revised version gives far more freedom to playstyle and removes the Mantle of Flame ability completely. Blazing Magic Removed the Mantle of Flame ability, replaced it with a consistent boost to all fire damage dealt. Firework Removed the Phoenix Spark ability, replaced it with highly increased movement when flying. Fireborn Name changed from Form of the Phoenix. Increased flying speed from 40 feet. Added a caveat that the player cannot truly die while this ability is active, and will return a day later similar to the Phoenix. Sea The Sea Sorcerer is now cursed with a horrific visage, this new flavour now informs the defenses they gain from their Curse instead of the effects they can create with it. Soul of the Sea Gifted the player the ability to use the Creation aspect of the create or destroy water spell once per day. Added flavour. Ocean's Curse Removed Curse of the Sea. Replaced it with an ability that interacts with the 1st level Origin Spell, allowing the player a Davy Jones-esque knowledge of where they are at all times and a more powerful freezing effect. Water Soul Flavour added. Shadow Magic Shadow Magic only truly required boosts to the puppy companion granted at level 6, these changes allow it to last slightly longer in combat so that it has a fighting chance at higher levels, and allows it to last longer if it does its job too well. Eyes of the Dark This ability now interacts with the Origin Spells as darkness is gifted. Hound of Ill Omen The hound now gains additional hit points whenever you gain further levels in the sorcerer class. And you can mark a new target if the previous one dies, similarly to the Warlock's Hex. Stone This subclass has slight boosts to its protective capabilities, the true changes lie in the Holy Magic feature, allowing any smite spell to be added to the player's repertoire. This subclass is now a smite-wielding, earth-controlling, ally-protecting badass. Holy Magic Removed the Metal Magic feature. Similarly to the Divine Soul, the Stone sorcerer gains extra spells. Though, these are from the Paladin class, and must be smite spells. This encourages use of the subclasses weapon proficiencies.