Seven (+1) Sorcerers I wanted to call it seven sorcerers but I had eight: what is one to do?

Sorcerous Origin: Catastrophe Your powers were born of a horrific event which killed hundreds, if not thousands. The swirling psychic energies of hopes ruined, worlds smashed and lives annihilated needed an outlet and they found you. Unlike most sorcerer archetypes the development of your powers takes a different route depending on how you orient yourself to the tragedy. Those that revel in it, or seek to take vengeance against the world by inflicting similar tragedies, develop dark powers. Those who seek to prevent similar tragedies from occurring, or to clean up the aftermath as best they can develop heroic powers. Character concepts: Participant with a guilty conscience, survivor’s guilt sufferer, innocent-no-more, bereaved mother. Expanded Spells You gain the following spells at the levels noted, depending on which list you select, based on the orientation you choose towards the tragedy that gave you your powers. They do not count against your spells known. You cannot swap them out for other spells as you gain levels. Origin Spells: Heroic Path Level Spell 1st Heroism 3rd Calm emotions 5th Spirit Guardians 7th Death Ward 9th Greater Restoration Origin Spells: Dark Path Level Spell 1st Inflict Wounds 3rd Crown of Madness 5th Fear 7th Confusion 9th Cloudkill Archetype Features Level 1: Refuse to Die The first time after a long rest you are reduced to zero hitpoints you immediately regain a quarter of your hitpoints. Level 6: Catastrophe sight You can see the potential for catastrophe all around you and can act to avert or heighten it. When a creature within 30ft of you rolls a one you may pay a sorcery point and use your reaction either to allow it to reroll the result, or to cause that creature 1d8 psychic damage per four sorcerer levels. Level 14: Speaker with the lost You can cast speak with dead at will. Level 18: Undo Catastrophe: Once per long rest you may undo the effects of an action- taken by yourself or another creature. When you do so all the effects of that creature’s action are undone. All creatures regain all lost HP, ability uses, reactions, spell slots, used items and any other resources they used or lost during or as a result of that creature’s action. This effect even restores dead creatures to life. No trace of the former action remains except the memory of what could have been. The creature may then take another action, including repeating its previous action should it choose.

Sorcerous Origin: Fey Touched Many are the ways in which fey power can become intermingled with mortal blood. The most common route is the most obvious- both permanent unions and brief liaisons between fey and mortals are far from unknown. Sometimes the power is gained when a mortal taken into the feywild, as a changeling, as a tithe or by accident, returns to the realms of mortals. Other times the causes are inscrutable- fey being what they are it is entirely possible that your powers arise because your mother happened to sing a particular rhyme under a particular acorn tree on a particular phase of the moon on the 21st day of her pregnancy. Your psyche is a melding of the peculiarities of fey and mortal alike. Your childhood -if it was spent in the mortal realms- was most likely a melding of opposites. You were probably well liked- yet always in trouble. Mischievous, yet strangely disinclined to ever lie. You might have discovered your powers very early. Equally possible you may not have even realised that not everyone had such powers until you were older. Character concepts: Travelling Poet, Failed bard, Demagogue, Wannabe Story Book Hero, Miracle Worker Who Believes They are a Cleric. Expanded Spells You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels. Origin Spells Sorcerer Level Spell 1st Charm Person 3rd Invisibility 5th Phantom Steed 7th Hallucinatory Terrain 9th Modify memory Archetype Features Level 1: Fae Skin Every turn you gain a number of temporary hitpoints equal to one third your sorcerer level rounded up. Damage from cold-forged iron weapons ignores these temporary hitpoints. Level 1: Fae Canny You have advantage on saves against spells and effects that would charm you, and on skill checks to uncover illusions. Level 6: Master of Glamour & Beguilement Your subtlety means that you only require a portion of the energies necessary to empower your illusion and enchantment schools that others do. Whenever you cast an illusion or enchantment spell of first level or higher, you regain some of your energies. You gain one sorcery point for an illusion or enchantment spell of levels 1-3, two points for an illusion or enchantment spell of levels 4-6, and three points for an illusion or enchantment spell of levels 7-9. Level 14: Bind the Soul You can create the binding agreements fey across various mythologies are infamous for. Once per day you may enter an agreement with another that can only be annulled by mutual agreement or by a Remove Curse, Greater Restoration or Wish spell. The agreement could concern anything at all- no matter how trivial or important. Both yourself and the other party to the agreement find it absolutely impossible to act contrary to the agreement or to ignore its obligations. The agreement must be entered into by free will, without magical or physical coercion or threat. Both parties must stand to gain something from the agreement. Both parties must understand that they are entering a magically binding agreement. If the agreement is ended for one party via remove curse or similar it also ends for the other party. The agreement can be entered into via written or verbal contract. You are bound to the agreement as you sincerely understand it, and in case of a disagreement as to the meaning of a clause the DM should adjudicate on the basis of how each party sincerely understood the terms when they reached the agreement, and on how an ordinary, reasonable person would understand the agreement. Level 18: Sidhe’s Spite When hit you may spit a quick curse at your attackers and assume a fearful visage- either terrible in its seelie majesty or horrid in its unseelie ugliness. When a creature successfully attacks you, you may use your reaction and spend two sorcerery points to force that creature to make a Wisdom saving throw against your spell save DC. If the creature fails it is frightened of you for one minute.

Sorcerous Origin: Werebear Touched Werebears do not always pass on their full gift to their children, sometimes it is absent, with only a few residual traits if any. In a handful of cases though it takes a partial form- a glimmer of power perhaps interacting with some other pre-existing magical trace, or the ministrations of a bear spirit, to create a Werebear touched sorcerer. In other cases a bite might not take and create a full Werebear, but a trace of power still be conferred. The exact nature of the interaction between the gift, the individual and their pre-existing magical potential varies. Some claim to fill a role almost like that of favoured souls, serving great bear spirits and deities and receiving their power directly from the same. Whatever their origin, Werebear touched Sorcerer’s tend to have a few traits in common- fierce independence tempered with profound loyalty to family, a dual nature capable of both violence and care. Though they do not enjoy fighting for the sake of fighting, many are drawn to the adventuring life through natural curiosity. Character Concepts: Avenger of your family, Wandering war-medic, Wood Carver Living in the Forest Expanded Spells: You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Inflict Wounds* 3rd Enhance ability 5th Conjure Animals 7th Death Ward 9th Greater Restoration *The damage is changed to slashing instead of necrotic Archetype Features Level 1: Ursa’s Protection You gain temporary hitpoints equal to half your sorcerer level rounded up at the beginning of each turn. Silvered weapons ignore these temporary hitpoints. Level 1: Ursa’s Gift You have advantage on wisdom checks that rely on smell and can freely speak with bears as if you were under the effects of a speak with animals spell. Level 6: Claw To Claw You gain the Cantrip Claw and the damage you deal with Inflict Wounds increases by 1d10, at level 16 it increases again by a further 1d10. See the end of this section for the Cantrip. Level 14: Wear the Bear’s Skin Once per short rest, as a bonus action with a cost of 5 Sorcery points you may transform into Werebear (bear or hybrid form) for one hour (see the Monster Manual for details). You retain your mental statistics but you cannot cast spells. You revert to your normal form as a bonus action, after one hour, or when you drop to 0 hit points. When you revert to your normal form you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points you aren’t knocked unconscious. Your gear melds into your new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment. Level 18: Survivor You gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons that aren’t silvered. Spells Claw Cantrip, Transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: M

M Duration: Instantaneous Your fingers transform into ethereal claws. Make a melee spell attack. On a hit you deal 1d10 slashing damage. This damage increases to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17.

Sorcerous Origin: Witch Witchcraft is a common but poorly understood form of sorcery. For whatever reason some young folk discover that they have the power. Often found among peasants, criminals and those truly poor even among the poor witchcraft arouses great suspicion as a powerful form of magic which lacks the social position of wizardry- mostly a pursuit of nobles and the middle class. Witches are not born evil, nor do their powers compel them to evil. Sadly many end up there, as their poor treatment drives them to harsh measures. But witches, like all mortals, have the power to determine their own destiny and a witch determined to fight for good can be a powerful force against injustice and oppression. Character concepts: Persecution survivor, former crime boss, a small town’s very overworked healer, jilted lover Expanded Spells: You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Find Familiar 3rd Alter Self 5th Bestow Curse 7th Polymorph 9th Geas Class Features Level 1: Healer Witches are gifted healers, though their healing magics are slower and subtler than other adventurers. Creatures under a witch’s care have advantage on saving throws against illness and poison. 24 hours of rest under a witch’s care has the effect of a lesser restoration spell. Level 1: Evil Eye Once per short rest you may cast hex without expending a spell slot. Level 6: Potions and Poisons You gain the ability to create Witch’s Brews- magical elixirs that mimic potions in some respects but which have certain limitations. At a cost of 50gp worth of materials and one hour’s brewing time you can create a brew that confers the benefits of a spell you know. You must expend a spell slot of the relevant level. The following spells may be used for Witch’s brew making: Alter Self, Comprehend Languages, Disguise Self, Darkvision, Enhance Ability, Enlarge/Reduce, Expeditious Retreat, False Life, Feather Fall, Jump, Invisibility, Levitate, Mage Armour, See Invisibility, Spider Climb. Where a spell can have a range of effects you choose what the effect will be when you make the brew. Unlike potions brews lose their potency after 48 hours unless you expend a spell slot of the same spell level as the brew to sustain it. You also gain the ability to brew powerful poisons. You can brew a poison that deals 1d8 damage per two sorcerer levels if ingested. You may choose to make the poison non-lethal. If a non-lethal poison reduces a creature to zero hitpoints it enters a deep slumber and does not age or need food or drink. It can be awoken from this slumber by your command, by a spell such as lesser restoration, remove curse, protection from poison or greater restoration, or by a kiss. Level 14: Dire Flight By spending an hour in a ritual you can designate an object as your instrument of flight. The object must be constructed in such a way that it could in principle carry you, such as a broom, cauldron or carpet. You may fly using the object at a rate of 60ft, but it can only carry you. You can designate a new object as your instrument of flight by again performing the one hour long ritual. Level 18: Wandering Hut By conducting a four hour long ritual you may imbue a hut, house or any other kind of shelter small enough to fit inside a 90ft by 90ft by 90ft cube with the power of movement. The shelter gains a movement speed of 120ft, or 15 miles per hour. This movement speed could reflect any number of propulsion mechanisms- the most traditional option is 5ft tall chicken legs which grow out of it and propel it. Other than its new movement speed the shelter retains its previous statistics. The shelter cannot attack or otherwise harm anything.

Sorcerous Origin: Season Cycle Gods, spirits and Fae are all invested in the change of the seasons, jealously guarding its natural progression or trying to alter it. Humans too play their part, with many cultures conducting rituals not only to observe changes, but to ensure their occurrence. Your body and blood are linked to the seasons, and to their transitions. Perhaps you are from a line of shamans who have shepherded your people by watching and ensuring the transition of the seasons for generations. Or maybe instead you have some Fae blood from a line of Fae invested in ensuring the succession of seasons in line with ancient truces between the Seelie and Unseelie courts. Alternatively it might be that dozens of generations ago in your line was a demi-god with some power over the seasons. Or perhaps none of this is true and you created your connection to the seasons yourself, whether through force of will or eldritch rituals. Regardless of origin, you have a deep psychic connection to the flow of seasons and a passion for the ways they transform the earth. Your powers change with the seasons, as does your face and body and to a lesser extent your personality. Your possible reasons for adventuring are diverse and might include a passion to protect the natural world, a desire to explore it, or simply the whims that fill you throughout the rotation of the year. Character Concepts: Shaman, The Fisher King, Half Fey, Protector of the Wilds Expanded Spells You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels or as the seasons change. Origin Spells Sorcerer Level Spell 1st Goodberry 3rd Scorching Ray 5th Lightning Bolt 7th Ice Storm 9th Commune with Nature Class Features Level 1: Mutable Aspect of the Seasons Your visage reflects the current season. If it is spring you looked flushed with health and flowers, leaves and vines intertwine with your hair. If it is summer faint flames appear to wreathe you, though these do not shed any additional light. If it is autumn a breeze always seems to whip through your hair and leaves billow around you. If it is winter a gentle rain of snow falls around you and your skin is slightly bluish. You might modify how a season affects your character’s appearance to better reflect your character’s conception of it. You have advantage to Persuasion rolls in Spring, Intimidation rolls in Summer, Insight rolls in Autumn and Deception rolls in Winter. Your visage is strange and obviously magical which may affect how others react to you. Locations Without a Seasonal Cycle If you are in a location without a seasonal cycle, such as the Deep Underdark, the Astral or Ethereal planes or a Demiplane the DM should determine what the season is for the purposes of your abilities either by considering which season the location most resembles, or by rolling a d4. Level 1: Season’s Bounty When you use Goodberry, add your Charisma modifier to the number of Goodberrys you create. When you cast Goodberry with a spell slot of 2nd level or higher create an additional 10 berries for each spell level past the first. Eating a berry created by this spell also confers an additional benefit depending on the season. Spring: Spring’s bounty fills you with speed. Add one d4 to your next initiative roll before the end of your next long rest. Summer: Summer’s bounty fills you with vigour. Add one d4 to your next attack roll before the end of your next long rest. Autumn: Autumn’s bounty fills you with tragic insight. Add one d4 to your next skill check before the end of your next long rest. Winter: Winter’s bounty imbues you with hardiness. Add one d4 to your next saving throw before the end of your next long rest. Level 6: Season’s Wrath You embody the wrath of the mutable earth and deal additional damage when your spells are in correspondence with the dominant elemental forces of the season. Each season has a favoured damage type: Spring- Acid Summer-Fire Autumn- Lightning Winter- Ice When you deal damage of the current season’s type add your Charisma modifier to the damage. You also gain the ability to spend a sorcery point to turn the damage type of any spell into the current season’s favoured damage type.

Level 14: Season’s harvest When you kill a hostile creature gain a benefit based on the season: Spring- You regain hitpoints equal to half your sorcerer level. Summer-You gain advantage on one roll of your choice within the next minute. Autumn- The next time a creature attacks you within the next minute it takes 3d8 psychic damage. Winter- You gain temporary hitpoints equal to your sorcerer level. Level 18: Change the Turning Earth At a cost of five sorcery points, for one hour you may change what the season is for the purpose of your abilities. When you change the season all your abilities take effect as if it were that season, and within a one mile radius there may be spectacular effects on the climate, weather generally and plants and animals at the DM’s discretion. Flowers might bloom with incredible speed, thunder storms form from nowhere or vast drifts of snow grace what was until but a moment ago high summer. After the hour is up the effects are reversed with no lasting damage to the local environment.

Sorcerous Origin: Fate Marked Luck warps around you and you can see the glimmer of fate in all things. You’ve always found bizarrely improbable things happen to you, both good and bad- and sometimes just odd. You’ve learnt to focus that power outwards, to influence your own life and that of others. You are becoming a master of blessings and curses. You are, in the most literal sense possible, becoming a master of your own destiny. Sadly none of this changes the fact that every gambling house on the plane has a picture of your face with a note: ‘do not admit’. Character concepts: Hapless Wanderer, Grifting Gambler, Chosen One, Very Unlikely Survivor of an Even more Unlikely Disaster. Expanded Spells You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Bless 3rd Augury 5th Bestow Curse 7th Freedom of Movement 9th Geas Class Features Level 1: Control Variance A number of times per day equal to your Charisma modifier you may increase or decrease the variability in a D20 roll. If you decrease the variability instead of rolling a D20 you roll 3d6. If you use this option on a roll on which you have advantage or disadvantage roll 3d6 twice and take the better result if you have advantage or the worse result if you have disadvantage. If you increase the variability add 1d4 to the result if it is 11 or over and subtract 1d4 from the result if it is 10 or under. You may use this ability to decide the result of a simple random event within the game, such as a coin toss or dice roll. Level 1: Fortunate Health Every time you gain another level in this class you may roll two d6 and take the higher, or roll 1d6 and take the higher of that d6 and 4. Level 6: Luck lash At a cost of two sorcery points you may use your reaction to impose advantage or disadvantage on a creature other than you within 60ft. You must use this ability before the creature rolls. Level 14: One last chance If you die during an encounter and your party subsequently wins that encounter roll a D20. On a roll of 11 or above you are found to be barely alive after all- unconscious and at at zero hitpoints but stable. Level 18: Swap Luck Once per long rest you may touch a willing creature and either give or receive luck from them. If you give luck you have disadvantage on all your rolls for the next hour but they have advantage. If you receive luck you have advantage on all your rolls for the next hour but they have disadvantage. You may give luck to anyone, but only a creature of CR or level 15 or higher is strong enough for you to receive luck from.

Sorcerous Origin: Wish When you wish upon a star, it makes no difference who you are- nothing happens, unless the wish somehow inspires you to greater action. In the worlds of D&D this is mostly unchanged. Many have lived and died wishing for a better lot but rarely are such wishes heard even when they are made by the deserving. You are an exception to this rule. You made a wish to be able to escape your circumstances and the world granted it. Your powers might have been bestowed by a compassionate (or amused) god, a curious Genie or the force of your own will reaching out into the weave of magic and entangling your soul with it. Character concepts: Former Slave, bored heir or heiress, the world’s first eight year old hero, the most powerful madman in the world. Expanded Spells You gain the following spells at the levels noted. They do not count against your spells known. You cannot swap them out for other spells as you gain levels Origin Spells Sorcerer Level Spell 1st Charm Person 3rd Alter Self 5th Fly 7th Dimension Door 9th Creation Class Features Level 1: Undo Mistake Once per long rest you may use an action to undo the hitpoint damage done by a single attack, spell or ability that occurred since the end of your last long rest. You cannot regain more than half your hitpoints using this ability, or go above your hitpoint maximum. Level 1: Small Wish You learn the cantrip Guidance. You can cast it without verbal or somatic components. Level 6: Heart’s Desire Select one of the following benefits, you permanently gain its effects. You can make an additional selection at level 10. Wealth: You gain 30gp a day allowing you to live a fabulously wealthy lifestyle. You can spend these in anyway you choose, however you cannot save them. Any money you try to save is subtracted from the money you receive the next day. Beauty: You become stunningly beautiful or handsome. You have advantage on Charisma rolls in which your physical attractiveness is a key factor. Adoration: You gain the benefits of both the Position of Privilege and the Rustic Hospitality features, representing a new found broad appeal and popularity. Stardom: You gain proficiency in two musical instruments or other artistic tools. You have advantage on rolls using these tools. You gain the benefits of the By Popular Demand feature Health: You do not suffer from non-magical diseases. Level 14: Betterment You are always under the effects of an enhance ability spell. You may choose which attribute is enhanced whenever you complete a long or short rest. Level 18: Wish You learn the Wish spell if you do not already know it, or another sorcerer spell of your choice if you do. You may cast Wish to produce an effect other than replicating a spell of 8th level or below three times in your existence without triggering the risk of never being able to cast Wish again. If you have already lost the ability to cast wish you regain it when you gain this feature.

Sorcerous Origin: Constructed Sorcerer Unlike almost all sorcerers you were made, not born. Your once ordinary body is has been woven through with countless wires and plates of mithral and adamantine, engraved with mystic runes and arranged to resonate with the magical weave that laces the universe. No longer what you once were you are now part flesh, part metal and part magic. Throughout the multiverse there are few who have been modified in such a way, and even fewer who can perform the requisite modifications. Possibilities include Dwarven Runesmiths, blasphemous priests of dead gods, a secret organisation with huge resources like the Harpers or a lone, eccentric archmage. The story of how you came accept these ministrations -or have them forced upon you- also presents diverse possibilities. Character Concepts: Nameless experimental subject, the ultimate secret agent, amnesiac beggar Expanded Spells You receive that following spells at the indicated levels. They do not count against spells known. Once you learn one of these spells you always know it. Origin Spells Sorcerer Level Spell 1st Detect Magic 3rd Heat Metal 5th Dispel Magic 7th Fabricate 9th Insect Plague* *The insects are metallic constructs that fly out from your fingers. Class Features Level 1: Wired in Your magical resonance with the weave allows you to automatically detect areas where the weave of magic is intensified, absent, weaker or altered in some way. You can also cast detect magic without expending a spell slot. Level 1: Self Repair The artifice that fills your body is capable of self-repair. When you are below half your maximum health you regain 1 hitpoint at the start of each of your turns, increasing to 2 hitpoints a turn at level 10. If you have levels in multiple classes this cannot restore you to more than half the HP you gain from your sorcerer class levels. Level 6: Draw in power You can draw in power, intensifying your resonance with the weave. By expending one sorcery point you may add your Charisma modifier to your spell damage for one minute. You can use this ability without paying a sorcery point by over channelling your power through your own flesh, taking 1d8 plus your Charisma Modifer force damage that cannot be reduced or avoided in anyway. Level 14: Defense Matrix The plates within you stiffen and the thread of magic around you is woven in a tight defence. As a reaction to an attack you may set your AC to 20 until the end of your next turn, including against the triggering attack- however your speed also becomes zero until the end of your next turn. You may use this ability a number of times per long rest equal to your Charisma Modifier. Level 18: Reforge Self You gain a capacity to alter your own design. Once per day you may spend an hour in meditation to reassign your Ability Score Improvements.