Design Notes Why do a sorcerer rewrite? The sorcerer is far from the weakest or worst-executed classes in the Player's Handbook (a distinction that infamously goes to the ranger, with the warlock as a distant second). Whatever its failings, it is ultimately a full spellcaster with enough spell slots to match a wizard and a decent, if not dazzling, list of spells to choose from. My gripe with the sorcerer is rooted not in power, but in broken promises. The class is pitched as a freeform caster, a counterpart to the wizard that trades variety of spells for the ability to modify and boost the spells it knows. In practice, it's a wizard with far fewer spells, a more flexible Arcane Recovery, the ability to occasionally reroll a damage die, and higher level features that pale in comparison to Spell Mastery and Signature Spell. While I have added some "quality of life" features like Eschew Materials and a few extra Spells Known, there were three primary issues I identified: Metamagic Metamagic is the sorcerer's signature feature, the source of their "custom" magic. In practice, almost everyone takes Twinned, Quickened, and two of Empowered, Heightened, and Careful, rendering the options on offer moot. Adding extra choices would only dilute a sorcerer's decisions, so instead I improved the weak Metamagics to be viable, and folded the less interesting "no-brainer" options (Twinned and Quickened) directly into the class. While some Metamagics have obvious synergy with particular Origins (Primordial for Draconic Bloodline, Fierce for Favored Soul) My hope is that this will encourage a variety of sorcerer builds. Another issue, however, is that the promise of custom spells isn't truly fulfilled by Metamagic; while a tougher saving throw or a boosted range is certainly interesting, it's also not a huge difference. Unbound Casting is intended to remedy this, allowing the sorcerer to turn a lightning bolt into a lightning ball (or, with Primordial Spell, an acid cube). The sizes for each spell shape are calculated based on the Dungeon Master's Guide, with a little fudging and erring on the smaller side where necessary. Resources Sorcery Points are the class' special resource, and fuel its core, interesting class features. They are also at a premium, since the sorcerer burns them in Flexible Casting to keep up with the wizard's spell slots. I first tried to turn them into a short rest resource, but this required placing restrictions on Flexible Casting. Instead, I have tried to limit the extent to which features (whether weaker Metamagics or Sorcerous Origin features) eat into sorcery points. I have also added the 11th level Sorcerous Essence feature, and a further boost to the 20th level Sorcerous Restoration feature, to encourage point-spend without offering an infinite spell slots loop. Feedback This is a very early draft of the sorcerer rewrite. Areas that I am particularly unsure of (and, therefore, eager to receive feedback on) include the new and altered Metamagics, Unbound Casting, and the Favored Soul. I welcome all feedback, no matter how brief: please, let me know your thoughts, either about the rewrite or about the aspects of the original sorcerer I may have got wrong. -Revlid Sorcerous Origins Sorcerous Origins are some of the coolest subclass options in 5e. They are also among the most inconsistent in terms of structure, which is why I have tried to ensure some common ground here: 1st level offers some permanent enhancements to the sorcerer's general capabilities, usually including a defensive boost.

offers some permanent enhancements to the sorcerer's general capabilities, usually including a defensive boost. 6th level is a permanent combat feature that improves the sorcerer's spellcasting, often providing a boost to damage or defense.

is a permanent combat feature that improves the sorcerer's spellcasting, often providing a boost to damage or defense. 14th level is the only feature that is not directly aimed at improving the sorcerer's abilities in combat.

is the only feature that is not directly aimed at improving the sorcerer's abilities in combat. 18th level is a major combat feature, independent of the sorcerer's general capabilities, which often requires a long rest to recharge. Two further general rules to the changes made here: Firstly, Sorcerous Origins often included their own sorcery point costs, further stretching an already thin resource. Where possible these have been removed, even if it meant lowering the power of the feature in question. Secondly, almost every Sorcerous Origin in print or otherwise offered innate flight as a feature: the few exceptions instead provided teleportation or other forms of arcane movement. This is appropriate to the aesthetic, but also a waste of a unique subclass feature. With that in mind, I folded it into the core class at 15th level, freeing up 14th level for a less powerful but more interesting non-combat feature. Let me know what you think, and I hope you get some use of this revised version of the class. --Revlid.

Sorcerer Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him briefly off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. The storm lives in his soul. He need only set it loose. 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, wings of magical flame spread from her back and she takes to the air. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A burst of acid curves from her finger, winding around rock formations like a living serpent to scorch the creature. She ducks back with a grin, arcane vitriol still dribbling from her fingertips. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, otherworldly influence, or exposure to 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 spells that spring from an ancient bloodline infused with the power of mighty beings like dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is unpredictable at the best of times. 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 from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a brief yet soul-shattering 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. 1 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 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 m agical 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.

The Sorcerer Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Sorcerous Origin 4 3 2 — — — — — — — — 2nd +2 2 Font of Magic 4 4 3 — — — — — — — — 3rd +2 3 Metamagic (2) 4 5 4 2 — — — — — — — 4th +2 4 Ability Score Improvement 5 6 4 3 — — — — — — — 5th +3 5 Unbound Casting 5 7 4 3 2 — — — — — — 6th +3 6 Origin feature 5 8 4 3 3 — — — — — — 7th +3 7 — 5 9 4 3 3 1 — — — — — 8th +3 8 Ability Score Improvement 5 10 4 3 3 2 — — — — — 9th +4 9 — 5 11 4 3 3 3 1 — — — — 10th +4 10 Metamagic (3) 5 12 4 3 3 3 2 — — — — 11th +4 11 Sorcerous Essence 6 14 4 3 3 3 2 1 — — — 12th +4 12 Ability Score Improvement 6 14 4 3 3 3 2 1 — — — 13th +5 13 — 6 15 4 3 3 3 2 1 1 — — 14th +5 14 Origin feature 6 15 4 3 3 3 2 1 1 — — 15th +5 15 Winds of Magic 6 16 4 3 3 3 2 1 1 1 — 16th +5 16 Ability Score Improvement 6 16 4 3 3 3 2 1 1 1 — 17th +6 17 Metamagic (4) 6 17 4 3 3 3 2 1 1 1 1 18th +6 18 Origin feature 6 17 4 3 3 3 3 1 1 1 1 19th +6 19 Ability Score Improvement 6 18 4 3 3 3 3 2 1 1 1 20th +6 20 Sorcerous Restoration 6 18 4 3 3 3 3 2 2 1 1 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: Simple weapons

Simple weapons Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. 2 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 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.

Spellcasting By accident or birthright, you have been infused with arcane energy. This raw magical power fuels your spells. 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 spells of 1st level and higher. To cast a spell, 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 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. 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 you cast spells by projecting your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier to determine the saving throw DC and attack bonus for sorcerer spells you cast. Spell save DC = 8 + your proficiency bonus + your Charisma modifier

= 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Eschew Materials Your spellcasting stems from the raw magic of your blood and soul, rather than studies or rites. If a spell requires material components with a total value no greater than 25 gp, you do not need to supply them. You can still use an arcane focus as a spellcasting focus for your sorcerer spells, if you wish. Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power. Choose from a Draconic Bloodline, Favoured Soul, or Wild Magic, all 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 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 Your sorcerer level determines the number of points you have, 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 can spend sorcery points on different features. You start with two: Flexible Casting and Quick Casting. You learn more such features as you gain levels in this class. You regain all expended sorcery points when you finish a long rest. As a bonus action on your turn, you can expend one spell slot and gain sorcery points equal to the slot's level. Flexible Casting You can use a bonus action on your turn to transform sorcery points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You cannot create spell slots of a level higher than 5th, and any spell slot you create with this feature vanishes when you finish a short rest. Creating Spell Slots Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Quick Casting 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 that casting.

Metamagic At 3rd level, you develop the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another at 10th and 17th level. When you gain a sorcerer level, you can exchange any of your Metamagic options for another of your choice. You can only apply your Metamagic options to sorcerer spells. Careful Spell. When you cast a spell that requires one or more saving throws, you can spend 1 sorcery point to protect a number of creatures up to your Charisma modifier (minimum one), who automatically succeed on their saves. If the spell inflicts half damage on a successful save, protected creatures take no damage. Delayed Spell. You can spend 1 sorcery point when you ready a spell. Instead of expiring at the start of your next turn, the readied spell lasts up to a number of minutes equal to your Charisma modifier (minimum one). Empowered Spell. After 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) and use the higher roll. Fierce Spell. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls. This does not cost sorcery points. Heightened Spell. When you cast a spell that requires a saving throw to resist its effects, you can spend 3 sorcery points to give one target creature disadvantage on its first saving throw made against the spell. Lingering Spell. If a spell you cast with a duration of 1 minute or longer is about to end, you can spend 1 sorcery point to prevent it from ending and reset its duration. You can do so only once for each casting of a spell. Primordial Spell. Choose one damage type: acid, cold, fire, lightning, or poison. When you cast a spell that deals damage, you can cause it to inflict this damage type instead of the usual type. This costs no sorcery points. Remote Spell. When you cast a spell, you can spend 1 sorcery point to prevent its targets from receiving the benefits of half cover and three quarters cover against it. Additionally, the spell's range is doubled if it is 5 feet or greater, or increased to 30 feet if it has a range of touch. Subtle Spell. You can spend 1 sorcery point when you cast a spell to ignore the need for somatic or verbal components. If the spell requires you to touch a creature, it gains a range of 5 feet. If it requires a spoken command, the target instead subconsciously receives your instruction. 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. Unbound Casting Starting at 5th level, you can release the flow of magic into countless forms. When you use your action to cast a spell that cannot target more than one creature and does not have a range of self, you can spend a number of sorcery points equal to the spell's level (1 for cantrips) to target a second creature in range with the same spell. Alternatively, when you cast a spell that creates a single area of effect (Player's Handbook, pg. 204), you can alter its shape to another of your choice. This also changes the size of the shape, as shown in the Spell Shapes table. Size. The size of a shape refers to its length (line), radius (sphere), or size (cube, cone). Limits. The new shape's maximum size is 100 feet (line), 60 feet (cone), 30 feet (cube), or 20 feet (sphere). Shapes are rounded up to the nearest 5 feet. Range. Transformed lines and cones have a range of self, and lines are 5 feet wide. If a line or cone is transformed into a cube or sphere, it has a range equal to the size of the original shape. Other Shapes. Cylinders and radiuses are interchangeable with spheres for the purposes of this feature. Transformed cylinders are the same height as their radius. Spell Shapes New Shape: Line Cone Cube Cylinder Sphere Original Shape Line x1 ÷2 ÷3 ÷5 ÷5 Cone x2 x1 ÷2 ÷3 ÷3 Cube x3 x2 x1 ÷2 ÷2 Sphere x5 x3 x2 x1 x1 Sorcerous Essence Beginning at 11th level, when you roll initiative and have no sorcery points left, you regain 1 sorcery point. Winds of Magic By 15th level, you can use a bonus action on your turn to call up an aura of raw magic that bears you aloft, gaining a flying speed of 30 feet. This lasts until you dismiss the magical aura surrounding you. Its appearance depends on your origin: a draconic sorcerer might sprout scaled wings, while a storm sorcerer could be borne aloft on a cloud. Sorcerous Restoration At 20th level, when you start your turn and have no sorcery points left, you regain 1 sorcery point. You regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origins Different sorcerers claim different origins for their innate magic. Although many variations exist, the most prominent include a draconic bloodline, divine favor, or eruptions of raw, untamed magic. These origins alter a sorcerer who embraces them, their strange magical traits becoming increasingly prominent and powerful. Each is accompanied by a table of appropriate magical influences, which a player can choose from or roll on to create a quirk for their sorcerer. Draconic Bloodline Your innate magic comes from the draconic blood that courses through your veins. Most often, sorcerers with this origin trace their descent back to a mighty lord of ancient times who mingled with dragons, but a rare few can claim direct draconic parentage. Some draconic bloodlines are well established and documented, but many are obscure or even forgotten. The ancient heritage of dragons can lie dormant through generations before it awakens. Draconic Bloodline Quirks d6 Quirk 1 Treasure is a source of endless greed and fascination. 2 Your eyes glow like embers, and have reptilian slits. 3 When woken early, your temper is foul. 4 Your nails and hair share the color of your ancestor. 5 You expect others to treat you with deference. 6 Elemental power steams from your body. Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The effects associated with each dragon are used by features you gain later. Dragon Damage Type Spell Black Acid water breathing Blue Lightning darkvision Brass Fire darkvision Bronze Lightning water breathing Copper Acid feather fall Gold Fire water breathing Green Poison water breathing Red Fire feather fall Silver Cold feather fall White Cold darkvision You can speak, read, and write Draconic. 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, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll for that spell against one of its targets. In addition, you gain resistance to that damage type. At 18th level, you develop immunity to that damage type. Draconic Inheritance At 14th level, you can use an action and spend 1 sorcery point to cast identify or the spell associated with your draconic ancestry, calling on your instincts for treasure and lairs. Mighty Presence Beginning at 18th level, you can use your action to express a true draconic presence, exuding an aura of awe or terror (your choice) to a distance of 60 feet. For 1 minute, each creature that moves into this aura or starts its turn there must make a Wisdom saving throw. If it fails, it is charmed (if you chose awe) or frightened (if you chose fear) until the start of its next turn. If it succeeds, it is immune to your aura for the remaining minute. You can freely exclude creatures from this aura. You cannot use this feature again until you finish a long rest.

Favored Soul You enjoy a spark of divine power, evoking the might of a particular deity as their lover, descendent, or destined avatar. Some demigod bloodlines rule eternal theocracies, while other favored souls rise from the humblest of origins. Celestial miracles come to you naturally, infusing your body and soul with extraordinary abilities no mere mortal could ever match. Favored Soul Quirks d6 Quirk 1 You know holy texts by instinct, not rote. 2 Every night you dream of your patron's divine realm. 3 You roll out of bed looking pristine and well-groomed. 4 Divine authority booms in your voice. 5 Local priests receive omens in your presence. 6 A halo of power glows about your head. Chosen Warrior At 1st level, you gain proficiency with light armor, medium armor, shields, and martial weapons. You can also use a holy symbol as a spellcasting focus. Divine Avatar Also at 1st level, your link to the divine grants you new powers. Choose the domain associated with your divine patron from the Divine Domains available to the cleric class. The Domain Spells of that Domain are added to the sorcerer spell list for you.

When you cast one of these Domain Spells, you regain hit points equal to 2 + the level of the expended spell slot.

You can spend 3 sorcery points to perform the Channel Divinity granted by that Domain's 2nd level feature. Any reference to cleric levels is replaced with sorcerer levels. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Sacred Aegis Also at 6th level, you gain a bonus to your AC when you cast a sorcerer spell on your turn. This bonus is equal to half the level of the spell slot you expended (rounded up), and lasts until the start of your next turn. Next to Godliness At 14th level, you become immune to disease and the poisoned condition. Wrath of the Gods At 18th level, when you take the Attack action on your turn, the cost of your Quick Casting feature is reduced to 0 sorcery points until the end of the turn. In addition, when you hit a creature with a melee weapon attack, you can call on your divine power to deal 5d6 damage to the target, in addition to the weapon's damage. The type of damage you inflict depends on your divine patron: radiant damage (for good gods), necrotic damage (for evil gods), or thunder damage (for neutral gods) You must complete a long rest before you do so again.

Wild Magic Your magical prowess stems from the wild forces of chaos that underlie and ultimately fuel the order of creation. You've likely endured exposure to some form of raw magic, perhaps a magical experiment or passage through a planar portal. Or your magic could be a total fluke with no apparent cause or reason. Such is chaos. However it came to be, this chaotic magic churns within you, waiting for any outlet. Wild Magic Quirks d6 Quirk 1 Your eyes are blue. Er, brown. Wait, no, orange? 2 Unwanted laughter, unexpected tears, unneeded anger. 3 Your hair sometimes forgets its length, color, or style. 4 Forget the basics, and remember things you shouldn't. 5 You've woken up with more than two eyes, before... 6 Were you always an elf? You were, right? Touch of Chaos When you choose this origin at 1st level, you learn an additional cantrip, which does not count toward your total cantrips known and is a sorcerer cantrip for you. You do not choose this cantrip. Instead you roll on the Touch of Chaos table when you finish a long rest, and change the cantrip to the one you rolled. If you already know that cantrip, you can instead choose another from the table. Touch of Chaos d10 Cantrip 1 acid splash 2 chill touch 3 fire bolt 4 vicious mockery 5 poison spray 6 ray of frost 7 shocking grasp 8 sacred flame 9 thorn whip 10 eldritch blast Wild Luck Also at 1st level, you gain three Wild Luck dice, each a d4. You can use your reaction and roll a Wild Luck die when you see a creature make an attack roll, ability check, or saving throw, applying the number rolled as a bonus or penalty (your choice). You can do so after seeing the roll, but before the DM declares whether it succeeded or failed. The creature then gains a Wild Luck die for 1 minute. The next time it makes an attack roll, ability check, or saving throw, it rolls the die, and applies the number rolled as the opposite (i.e. a bonus, if the initial roll was a penalty). You regain all expended Wild Luck die when you complete a short or long rest. Mutating Magic Starting at 6th level, you can blur the lines between your wild spells. When you use your Flexible Casting feature to create a new spell slot, you can also choose one sorcerer spell you know of that level or lower. Roll on the Magic Mutation table for the appropriate level or lower, and replace the chosen spell with the one you rolled. This spell is a sorcerer spell for you. If you already know the rolled spell, you can choose a spell from that table. Your list of known spells returns to normal when you complete a long rest. Magic Mutation d10 1st level spell 1 burning hands 2 silent image 3 color spray 4 faerie fire 5 Tasha's hideous laughter 6 sleep 7 dissonant whispers 8 arms of Hadar 9 thunderwave 10 entangle d10 2nd level spell 1 blindness/deafness 2 darkness 3 enlarge/reduce 4 gust of wind 5 levitate 6 heat metal 7 silence 8 spike growth 9 shatter 10 moonbeam d10 3rd level spell 1 hypnotic pattern 2 fear 3 feign death 4 fireball 5 hunger of Hadar 6 bestow curse 7 lightning bolt 8 sleet storm 9 stinking cloud 10 wind wall

d10 4th level spell 1 compulsion 2 confusion 3 Evard's black tentacles 4 banishment 5 polymorph 6 ice storm 7 hallucinatory terrain 8 conjure minor elementals 9 wall of fire 10 grasping vine d10 5th level spell 1 cloudkill 2 cone of cold 3 destructive wave 4 flame strike 5 Bigby's hand 6 insect plague 7 animate objects 8 wall of force 9 wall of stone 10 contagion Arcane Odds Also at 6th level, when you roll a Wild Luck die, you can choose to roll 2d4 instead of 1d4. Other creatures still roll 1d4 as normal. Controlled Chaos Starting at 14th level, you can expend a Wild Luck die when you roll on a table for this Sorcerous Origin to roll twice, and choose your preferred result. This does not grant a Wild Luck die to another creature. Eruption of Madness At 18th level, when you expend a spell slot on your turn to cast a sorcerer spell, you can draw on the raw might of chaos to increase that spell slot's level by 1d6 (maximum 9th level). Such recklessness provokes unforeseen side-effects. Roll once on a Magic Mutation table: the rolled spell is also cast, as though by a hostile sorcerer who shares your traits and occupies your current position. This spell is directed by the DM, and cannot be interrupted with counterspell. You are considered a willing creature for its purposes. Your initial d6 roll determines which Magic Mutation table you roll on. If you rolled a 6, you choose which table to use, but the spell is cast using a 5th level slot. You must complete a long rest before you use this feature again.

Sorcerer Spells Cantrips (0 Level) Acid Splash

Blade Ward

Chill Touch

Dancing Lights

Fire Bolt

Friends

Light

Mage Hand

Mending

Message

Minor Illusion

Poison Spray

Prestidigitation

Ray of Frost

Shocking Grasp

True Strike 1st Level Burning Hands

Charm Person

Chromatic Orb

Color Spray

Comprehend Languages

Detect Magic

Disguise Self

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Jump

Mage Armor

Magic Missile

Ray of Sickness

Shield

Silent Image

Sleep

Thunderwave

Witch Bolt 2nd Level Alter Self

Blindness/Deafness

Blur

Cloud of Daggers

Crown of Madness

Darkness

Darkvision

Detect Thoughts

Enhance Ability

Enlarge/Reduce

Gust of Wind

Hold Person

Invisibility

Knock

Levitate

Mirror Image

Misty Step

Phantasmal Force

Scorching Ray

See Invisibility

Shatter

Spider Climb

Suggestion

Web 3rd Level Blink

Clairvoyance

Counterspell

Daylight

Dispel Magic

Fear

Fireball

Fly

Gaseous Form

Haste

Hypnotic Pattern

Lightning Bolt

Major Image

Protection from Energy

Sleet Storm

Slow

Stinking Cloud

Tongues

Water Breathing

Water Walk