Sorcerer Bloodlines Aberrant There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form. This alien taint in your blood causes malformations and mutations in others in addition to yourself. Warp Touch Starting at 1st level, whenever you cast a spell of 1st level or higher, your body physically changes, grantingyou one random effect from the Warped Alteration Benefits table (see below). If this spell effects another creature positively, you must also roll once on the table for that creature. The change in appearence matches the effect's name. A creature may only benefit from one bonus at a time, and these bonuses last 5 minutes. Warped Transmutation Benefits d10 Effect 1 Sticky Digits: +2 on climb checks and advantage in checks to hold objects 2 Bug Eyes: +2 on Perception checks 3 Camouflage: +2 on Stealth checks 4 Tough Hide: +1 natural armor bonus 5 Hardy: +1 on Constitution saving throws 6 Lively: +1 on Dexterity saving throws 7 Astute: +1 on Wisdom saves 8 Quick: +5 ft. movement rate 9 Vicious: +1 on melee attack rolls 10 Eagle Eyes: +1 on ranged attack rolls Changing Anatomy At 6th level, your body begins to mutate in weird ways, and your limbs begin to get longer. Your reach increases by 5 feet whenever you are making a melee attack. Adittionaly, whenever you roll on the Warped Transmutation Benefits for yourself, you may spend 2 sorcery points and roll again, gaining the benefits of both rolls. If both rolls have the same result, you add both effects. Unusual Biology At 14th level, your body changes further, giving you a 50% chance to ignore any critical hit or sneak attack scored against you, treating it as a normal hit instead. Aditionaly, whenever you recieve damage from a non-magical bludgeoning, piercing or slashing damage, you may use your reaction to reduce the damage by 5 points. Aberrant Form At 18th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks, and treat these as regular attacks. Adittionaly, you gain such control over your transformations, whenever rolling in the Warped Transmutation Benefits for yourself, you may forgo the rolls and simply pick the effects you wish. Abyssal Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you. Demon Claws At 1st level, you can grow claws as a bonus action. These claws are treated as natural weapons, allowing you to make two claw attacks as an attack action. You must use your Strength modifier for the attack roll. These attacks deal 1d4 points of slashing damage each plus your Strength modifier. You can use your claws for a number of rounds per long rest equal to 5 + twice your Charisma modifier. These rounds do not need to be consecutive. Demon Resistances At 6th level you gain resistance to either poison or ligning damage, your choice. Aditionally, your claws are considered magic weapons for the purpose of overcoming Damage Resistances, and their damage die increase to a d6. Strength of the Abyss At 14th level, the power of the Abyss that flows through your veins begins to improve your physical prowesses. You gain a +2 bonus to you Strength score. You also gain resistance to the damage type you did not chose at level 6. Demonic Might At 18th level are able to fully acces you Abyssal powers. You gain immunity to lightning and poison damage, and may use your claws freely, without any time restriction. You also gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language) Furthermore, you gain the ability to sprout a pair of leathery wings, gaining a flying speed of 45 feet. 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. Arcane Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Arcane Bond At 1st level you learn the find fammiliar spell, and may add it to your spell knowns without occupying a Spells Known slot. Arcane Bolt Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged attack. This ray deals 1d4 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per long rest equal to 3 + your Charisma modifier.

Metamagic Adept At 6th level, you are able to tap further into the magic within youreslf, and beacuse of your knowledge of it, you are able to mold it more freely. You gain additional Sorcery Points equal to your proficiency bonus. Whenever you use a Metamagic option on one of your spells, its save DC or attack roll increases by 1. You may spend additional sorcery points to increase this bonus further, up to a maximum of 5 points. You may also, once per short rest, use a Metamagic spell option that uses up to 2 sorcery points without spending sorcery points. School Power At 14th level, pick one school of magic. The save DC for any spells you cast from that school increases by 1, and you may spend a number of sorcery points equal to the spell’s level to increase the final damage of the spell by 50%, rounded down. You may also add any one spell from the sorcerer/wizard spell list of that school to your list of spells known. Arcane Apotheosis At 18th level, your body surges with arcane power. You may use Metamagic options that cost 1 sorcery point without spending any sorcery points. Aditionally, whenever you use magic items that require charges, you can instead expend spell slots to power the item. The number of spell slots per charge depends on maxim number of charges the item has, as noted in the table below Spell slots by Bumber of charges Number of charges (N) Spell Slots N<30 1 10<N<30 3 N<10 5 Aquatic Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command Water Blast Beggining at 1st level, as an action, you can fire a bolt of water at a foe within 30 feet as a ranged attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A Dex save against your spellcasting save DC negates the prone effect, but not the push. You can use this ability a number of times per long rest equal to 3 + your Charisma modifier. Aquatic Adaptation Also at 1st level, you gain a swim speed of 30 feet. Whenever you are in a body of water large enough to float in, your spells gain a +1 bonus to DC or attack roll. Fish-like Beginning at 6th level, you become amphibious, and may breathe either air or water. When immersed in water, you gain blindsense 30 feet. You also gain the ability to communicate telepathicaly with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast Suggestion on such creatures a number of times per long rest equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components Raise the Deep At 14th level you gain the ability to create water in any place. You are able to create water in an area of 15 feet by 15 feet, and the water can be up to 10 feet deep. This created water is stationary and does not flow out of the area where you create it; It lasts 1 round per sorcerer level you posses and then disappears. You also improve your swim speed to 60 feet and blindsense to 60 feet in water. Deep One At 18th level your body is covered with fine, slippery scales granting immunity to cold damage, and you are constantly under the effect of the freedom of movement spell. Underwater, you gain blindsight 120 feet, and you are immune to pressure damage from deep water. Celestial Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine. Heavenly Fire Starting at 1st level, you can unleash a ray of heavenly fire as a bonus action, targeting any creature within 30 feet as a ranged touch attack. The effects of the ray depend on the creature's alignement. Against enemy creatures, this ray deals 1d4 points of radiant damage + 1 for every two sorcerer levels you possess. This ray heals allies of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per long rest. Adittionally, you learn the Detect good and evil spell, and may cast it once per short rest without spending spell slots. Conviction At 6th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per long rest at level 6, twice per long rest at level 14 and 3 times per long rest at level 18. You also gain resistance to Radiant damage. Wings of Heaven At 14th level, you gain the ability to sprout a pair of feathery wings, 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.

Ascension At 18th level, you become infused with the power of the heavens. You gain immunity to radiant damage and resistance to necrotic damage. You may also cast Detect good and evil on yourself at will. Aditionally, you gain the ability to speak with any creature that has a language and gain telepathy with a range of 60 feet. Deep Earth The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation. Tremor At 1st level, as an action, you can cause the ground to shake beneath a single creature within 30 feet. This creature is knocked prone and takes damage equal to half your sorcerer level. A Dex save against your spellcasting save DC negates the prone effect, and the taget takes only half damage. You can use this ability a number of times per long rest equal to 3 + your Charisma modifier. Cave Fighting Also at 1st level you gain tremorsense 10 feet and whenever you and the target of your spell are both underground, the spell’s save DC is increased by +1. Iron Hide Starting at 6th level, your earth powers begin to enharden your skin. Your AC increases by 1. This bonus increases to +2 at level 14 and to +3 at level 18. You also gain advantage in tests for resisting forced movment while in contact with the ground. Earth Glide At 14th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each long resty. The duration need not be continuous, but it must be used in 1-minute increments. Also, your tremorsense improves to 20 feet. Strength of Stone At 18th level your flesh becomes as hard as stone, granting you immunity to petrification, resistance to nonmagical physical damage and immunity to any forced movment while in contact with the ground. Also, your tremorsense increases to 40 feet, and you may spend 2 sorcery points to gain the benefits of a Ring of X-Ray Vision for 5 minutes. Fey The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage. Laughing Touch At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can take no actions, but can move normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per long rest equal to 3 + your Charisma modifier. You also gain a +1 bonus to the DC of any spell of the Enchantment school you cast. Woodland Stride Also at level 1 you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Fleeting Glance At 6th level, you can turn invisible for a number of rounds per long rest equal to your sorcerer level. This ability functions as the spell Invisibility. These rounds need not be consecutive Fey Magic At 14th level, you may reroll any saving throws against spells and other magical effects. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. Also at 14th level, you can grow insectlike wings from your back and become one size category smaller, gaining a fly speed equal to your current speed. You can maintain this form for 1 minute per sorcerer level you posses. This duration does not need to be consecutive, but it must be used in 1-minute increments Soul of the Fey At 18th level, your soul becomes one with the world of the fey. You gain advantage on any saving throws against spells and other magical effects. Also, creatures of the beast type do not attack you unless compelled to do so through magic. Additionally, you can cast the Misty Step spell at will. Infernal Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit. Corrupting Touch At 1st level, you can cause a creature to become frightened as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per long rest equal to 3 + your Charisma modifier. Infernal Resistances At 6th level you gain resistance to fire and poison damage and gain advantage on saving throws against being poioned. You also gain the ability to see through any type of darkness, including magical darkness, in a range of 15 feet.

Hellfire At 14th level, you can call down a column of hellfire. The area of effect for this ability is a cylinder with 10-foot-radius burst and 30 feet tall. This collumn does 1d6 points of fire damage per sorcerer level you posses to the creatures in this area. Those caught in the area of your blast receive a Dexterity save for half damage. Good creatures that fail their saves are frightened for a number of rounds equal to your sorcerer level You may use this ability once per long rest at level 14, and twice per long rest at level 18. Power of the Pit At 18th level, your form becomes infused with vile power. You gain immunity to fire and poison damage and immunity to the poisoned condition. You also gain the ability to see perfectly in darkness of any kind to a range of 60 feet. Protean You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have difficulty following through on a task when another, new and exciting, catches your interest. Anarchich Feedback Starting at level 1, your chaotic nature bagins to manifest itself. Whenever you take damage, you must make a Constitution saving throw. The DC equals 10 or the damage you took to a maximum of 20, whichever number is higher. If you fail the test, a cantrip effect is created. Also, whenever you fail a skill check to mantain concentration on a spell, a cantrip effect is created. The cantrip is determined by rolling once on the Anarchich Feedback Cantrips Table. When this effect is triggered, roll a d4. If the result is either 2, 3 or 4, this cantrip affects a target of your choice within 60 feet; if the result is 1, it affects you. Anarchich Feedback Cantrips Table d8 Cantrip 1 Acid Splash 2 Chill Touch 3 Create Bonfire 4 Fire Bolt 5 Frostbite 6 Poison Spray 7 Ray of Frost 8 Shocking Grasp Chaotic Gamble Also at 1st level, whenever targeted by an attack, you may decide to use your chaos to either help or harm you. Before the attack against you is rolled, you may chose to activate this ability. If the attack misses, you deal double damage until the end of your next turn. However, if the attack hits, you take twice as much damage from it. Improved Response At 6th level, you gain more control over your anarchic powers. If your Anarchich Feedback is used against an enemy you chose, the cantrip hits automatically if it requires an attack roll, and if it requires a saving throw, the saving throw is automatically failed. Aditionally, when determining the target of your Anarchic Feedback, you roll a d6 instead of a d4. if the roll is above 1, the cantrip affects a target of your choice within 60 feet; if the result is 1, it affects you. Spatial Tear At 14th level, once per long rest, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as Dimension Door, while also casting Destructive Wave centered on your former location. At 14th level you can use this ability once per long rest. At 18th level you can use this ability twice per long rest. Aditionally, when determining the target of your Anarchic Feedback, you roll a d8 instead of a d6. if the roll is above 1, the cantrip affects a target of your choice within 60 feet; if the result is 1, it affects you. Avatar of Chaos At 18th level, you are infused with the essence of raw chaos. You do not need to roll constitution for your Anarchic Feedback ability, it is activated every time you take damage. Your Anarchic Feedback has no chance of hitting yourself, and will always taget a target of your choice within 60 feet. Adittionally, whenever using your Anarchich Feedback, you may roll two additional damage dice for the cantrips. Serpentine Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage Serpent’s Fang At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of piercing damage plus 1d4 poison damage plus your Strength modifier. Creatures hit by your fangs must make a Constitution Saving throw againt your spellcasting save DC or be poisoned for 5 rounds. You may use your fangs to deliver melee spells, dealing the fang's damage besides the spell's damage on a hit. Serpentfriend At 6th level, you can use Speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures). You also gain a Poisonous Snake familiar, as per the Find Fammiliar spell. Aditionally, you gain resistance to poison and to saving throws against being poisoned. Envenom At 6th level, as a bonus action, you can lick or bite a melee weapon to imbue it with 1 dose of Serpent Venom (see page 258 of the DMG). The poison’s DC is equal to your Spellcasting Save DC. You may use this ability twice per long rest at 6th level, four times per long rest at level 14, and six times per long rest at level 18.

The poison cannot be removed or stored, and the weapon loses the benefit of the poison after the first successful attack or 1 hour has passed. Den of Vipers At 14th level, you may summon a host of writhing serpents. This power acts as Conjure Animals as a 5th level spell and can only be used to summon Swarms of Poisonous Snakes. You can use this power once per long rest. Aditionally, you gain immunity to poison and the poisoned condition. Scaled Soul At 18th level you gain +1 bonus to your natural armor, and may cast Polymorph on yourself to turn into any snake wihn a CR of up to 5. You retain the power of speech and the ability to use somatic spell components when transformed. You can transform yourself this way a number of times per long rest equal to your Charisma Modifier (Minimum 1) Shadow Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own Shadowborn You gain Darkvision in a range of 60 feet and you gain proficiency in the Stealth skill. Also, whenever you cast a spell in an area of dim light or darkness the save DC for that spell and the spell's attack roll recieves a +1 bonus. Cloak of Shadow At 1st level, as an action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks equal to 1/2 your sorcerer level for 1 round every sorcerer level you possess (minimum +1 bonus for 1 round). You can target yourself with this ability and may have a maximum of 5 people with this bonus at any given time. You may use this ability a number of times per long rest equal to 3 + your Charisma modifier. Shadow Well At 6th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as an action you may choose switch places with a willing ally within 60 feet, who must also be in darkness or dim light. You may use the ability to switch places once per long rest at 6th level plus one additional time per long rest at 14th level and 18th level. Enveloping Darkness At 14th level, you may create an area of Darkness that you can see through without penalty. All creatures you choose consider the area inside this darkness rough terrain. You may use this ability once per long rest Adittionally, your darkvision improves to 120 feet. Shadow Master At 18th level, you can see perfectly in natural or magical darkness. Also, you emmanate an aura of dim light in a range of 5 feet. You may use a bonus action to release or contract this aura, and may spend 2 sorcery points to turn this area into magical darkness, that cant be seen through by regular darkvision. Stormborn You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins Thunderstaff At 1st level, you can touch a weapon as an action, granting it an extra 1d4 lightning damage on hit for a number of rounds equal to 1/2 your sorcerer level. You can use this ability a number of times per long rest equal to 3 + your Charisma modifier. Thunderbolt At level 6 you gain resistance to lightning and thunder damage. You also learn how to command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is lightning damage and half is thunder damage. A Dexterity save against your Spellcasting Save DC halves this damage. Creatures that fail their saves are deafened for 2 rounds. At 6th level, you can use this ability once per long rest, at 14th twice per long rest, and at 18th three times per long rest. This power has a range of 120 feet. Ride the Lightning At 14th level, as an action you can become a living lightning bolt and move in a straight line up to 2 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per long rest for a number of rounds equal to your sorcerer level. Storm Lord At 18th level, you are one with the storm. You gain immunity to deafness, lightning and thunder damage. Once per long rest, when attacked with lightning or thunder, you may absorb the energies of the attack, taking no damage and healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt. Undead The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action The Blood Is the Life At 1st level, you can gain sustenance from the flesh of the recently dead. As an action, you can consume a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have flesh. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal.