Sorcerer - Unchained
Devotion
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Your magical bloodline has been activated, granting you your sorcerous powers, your magical nature realized you are stuck within the bounds of your sorcerous blood, to break free from it is nearly impossible. You cannot retrain out of this class once attained, without consequences. Leaving this class without proper actions and research is considered certain death.
Magic Weaves
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Through your innate magical bloodline, you are able to grasp at the weaves of magic in order to propel your arcane power forward, producing magical effects with ease, beyond the traditional castings of magic.
Starting at 1st level as a sorcerer, you know one Weave and learn additional weaves as you grow in power within this class, gaining an additional weave every 3 levels thereafter. Most weaves require you to expend Stamina to function. The saving throw of any weave that you produce is equal to your Sorcerer Spell Save DC.
Starting at 1st level as a sorcerer, you know one Weave and learn additional weaves as you grow in power within this class, gaining an additional weave every 3 levels thereafter. Most weaves require you to expend Stamina to function. The saving throw of any weave that you produce is equal to your Sorcerer Spell Save DC.
Acid Jet
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You can spend 1 point of Stamina to unleash a jet of acid as a Bonus Action. Make a ranged spell attack using your sorcerer spell attack bonus against the Ballistic AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Charisma modifier points of Acid damage. With an additional 1d8 points of Acid damage whenever your Proficiency bonus would increase above +2.
Additionally, should your target be hit, they must make a Constitution saving throw against your Sorcerer Spell Save DC, or suffer from the Sickened condition for 1 round.
Additionally, should your target be hit, they must make a Constitution saving throw against your Sorcerer Spell Save DC, or suffer from the Sickened condition for 1 round.
Arcane Barrier
- Prerequisite: Sorcerer 5
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You can spend 1 point of Stamina as a Bonus Action to produce a barrier of magical energy to protect yourself from harm. This barrier grants you 1d6 + your Sorcerer level + your Charisma modifier points of Temporary Hit Points that remain until spent or for 1 minute. These temporary hit points do not stack with themselves.
Arcane Builder
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The sorcerer gains the Master Craftsman feat as a bonus feat. You can select this exploit multiple times. Its effects do not stack. Each time, select a new tool to be tied to this feat.
Blood Tears
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You can spend 1 point of Stamina as a Bonus Action to tap into blood magic and draw forth your own blood to protect and aid you. When you do so, your eyes turn red and you begin to weep blood. During this time, you are immune to Gaze attacks, and gain Lifesense out to 30 feet. This effect persists for 1 minute.
While under this effect, you can as an Action flick your bloody tears from your face, splattering all creatures within a 15 foot cone. These creatures must make a Dexterity saving throw against your Sorcerer spell save DC or suffer from the Entangled condition for 1 minute, receiving a new save to end this condition early at the end of each of their turns. Once you flick your tears in this way, this effect immediately ends.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.
While under this effect, you can as an Action flick your bloody tears from your face, splattering all creatures within a 15 foot cone. These creatures must make a Dexterity saving throw against your Sorcerer spell save DC or suffer from the Entangled condition for 1 minute, receiving a new save to end this condition early at the end of each of their turns. Once you flick your tears in this way, this effect immediately ends.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.
Counterspell
- Prerequisite: Sorcerer 5
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You can expend an amount of Stamina equal to the desired spell level, to cast the spell Counterspell as a Reaction. You can only cast this spell of a level with which you have spell slots in.
Damnation Susurrus
- Prerequisite: Sorcerer 5
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You can spend 1 point of Stamina as an Action to manifest a choir of insidious whispers which echo into the minds of a single creature within 30 feet. That creature must make a Charisma saving throw against your spell save DC or attack a creature of your choice on its next turn, you can choose to make the creature attack itself. On failure it will use its Action to take the Attack action against the target.
You can spend an additional point of Stamina to target an additional target for each additional point spent, to a maximum number of targets equal to your Proficiency bonus.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.
You can spend an additional point of Stamina to target an additional target for each additional point spent, to a maximum number of targets equal to your Proficiency bonus.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.
Defensive Feedback
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When you use your Reaction to cast a spell that prevents damage, you can additionally spend 1 point of Stamina to cause the attacking creature to suffer 1d6 points of Force damage. The attacking creature must be within 30 feet of you to be a valid target for this ability. When using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st.
Energy Shield
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You can spend 1 point of Stamina as an Action to form a shield of protection around yourself or a creature that you touch within 5 feet of you. Your target gains DR 5 against a single non-Physical damage type of your choice for 1 minute.
Expanded Arcanum
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Your innate understanding of magic has grown further; you learn an additional number of spells equal to your Charisma modifier. These spells must be of a level you can cast. You can change these known spells whenever you would gain a new level in this class.
Feral Shifting
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You can spend 1 point of Stamina as an Bonus Action to grow a pair of claws and a set of fangs, granting you a natural Claw and Bite attack, each with the Light weapon property. Your claws deal 1d4 points of Slashing damage, while your bite deals 1d6 points of Piercing damage. These natural weapons remain for 10 minutes, and utilize your Charisma modifier for attack and damage.
Flame Arc
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You can spend 1 point of Stamina to unleash an arc of flame as a Bonus Action. Produce a 5-foot wide, 30-foot long line of fire that causes all creatures within its area to make a Dexterity saving throw against your Sorcerer Spell Save DC, or suffer 1d10 + your Charisma modifier points of Fire damage, and the Aflamed (1d10 Fire) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns.
The base damage of this exploit increases by 1d10 whenever your Proficiency bonus would increase above +2.
The base damage of this exploit increases by 1d10 whenever your Proficiency bonus would increase above +2.
Focused Summoning
- Prerequisite: Sorcerer 5
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Whenever you cast a Summoning spell, you can spend 1 point of Stamina as a part of the action to cast that spell to enhance the summons formed through it. Each summon called by this spell gains your Proficiency bonus in temporary HP, and increase their Strength and Dexterity scores by 2, this effect remains for as long as the creature remains summoned or after you complete a Long Rest, whichever comes first.
Force Strike
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You can spend 1 point of Stamina to unleash a blast of force as a Bonus Action. This attack automatically hits a creature within 30 ft., and deals suffers 1d4 + your Charisma modifier points of Force damage. With an additional 1d4 points of Force damage whenever your Proficiency bonus would increase above +2.
Ice Missile
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You can spend 1 point of Stamina to unleash a freezing blast of ice as a Bonus Action. Make a ranged spell attack using your Sorcerer spell attack bonus against the Ballistic AC of a target within 30/90 ft., on a hit, your target suffers 2d8 + your Charisma modifier points of Cold damage. With an additional 1d8 points of Cold damage whenever your Proficiency bonus would increase above +2.
Additionally, should your target be hit, they must make a Constitution saving throw against your Sorcerer Spell Save DC, or suffer from the Burdened condition for 1 round.
Additionally, should your target be hit, they must make a Constitution saving throw against your Sorcerer Spell Save DC, or suffer from the Burdened condition for 1 round.
Illusion Catcher
- Prerequisite: Sorcerer 5
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You gain a +1 Insight bonus on checks and saves made to resist or see through Illusions. Additionally, you can as a Reaction whenever you would successfully disbelieve an illusion spend 1 point of Stamina to attempt to take control of the illusion disbelieved. Make a spellcasting ability check as if you were dispelling the illusion, on success, you gain control of the illusion, as if you had cast it, and may alter how it looks as if you had just now cast the illusion.
Infectious Charms
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You can as a Reaction whenever you would successfully affect a single target creature with a Charm effect spell, spend 1 point of Stamina to have this charm effect infect an additional creature of your choice within 30 feet of the original target. That creature is now considered a target of the spell, and must make saves or checks as appropriate to resist the effects.
Lightning Lance
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You can spend 1 point of Stamina to unleash a crackling lance of lightning as a Bonus Action. Make a ranged spell attack using your Sorcerer spell attack bonus against the Ballistic AC of a target within 120/360 ft., on a hit, your target suffers 2d6 + your Charisma modifier points of Lightning damage. With an additional 1d6 points of Lightning damage whenever your Proficiency bonus would increase above +2.
Additionally, should your target be hit, this attack jumps to another creature within 30 feet of the original target, make another ranged spell attack against this target, should it hit they suffer 1d6 less damage than normal, but otherwise are treated as if they were struck by this attack. This attack can only chain once.
Additionally, should your target be hit, this attack jumps to another creature within 30 feet of the original target, make another ranged spell attack against this target, should it hit they suffer 1d6 less damage than normal, but otherwise are treated as if they were struck by this attack. This attack can only chain once.
Mending Flesh
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You can spend 1 point of Stamina as an Action to infuse yourself or a creature touched with positive energy, healing the target. Your target gains Fast Healing equal to your Proficiency bonus for 1 minute.
Multimorph
- Prerequisite: Sorcerer 5
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You can spend 2 points of Stamina as a Bonus Action while under a polymorph effect that you have produced to change your form as if you had just cast the polymorph spell. Any damage that your previous form is currently suffering from is applied to your new form.
Potent Magic
- Prerequisite: Sorcerer 5
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You can spend 1 point of Stamina whenever you would make a spellcasting ability check to increase the total of your check by your Proficiency bonus.
Rift Fog
- Prerequisite: Sorcerer 10
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You can spend 1 point of Stamina as an Action to conjure forth a fell vortex of chilling fog within 5 feet of you. This fog is a 5 foot radius area of chilling gray fog that holds hints of leering, fiendish faces that whirl within the mist. This fog acts like the Fog Cloud spell, with the following exceptions.
You can move the Fog on your turn as a Bonus Action up to 30 feet in any direction, including vertically. All creatures that start their turn inside the fog are surrounded by the coiling, otherworldly mist and suffer 2d6 points of Cold damage, and must make a Wisdom saving throw against your Sorcerer Spell Save DC or suffer from the effects of the Slow spell for 1 minute, receiving a new save at the end of each of their turns to end this effect early. A creature that saves against this effect is immune to the Slowing effect of this ability for 24 hours.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.
You can move the Fog on your turn as a Bonus Action up to 30 feet in any direction, including vertically. All creatures that start their turn inside the fog are surrounded by the coiling, otherworldly mist and suffer 2d6 points of Cold damage, and must make a Wisdom saving throw against your Sorcerer Spell Save DC or suffer from the effects of the Slow spell for 1 minute, receiving a new save at the end of each of their turns to end this effect early. A creature that saves against this effect is immune to the Slowing effect of this ability for 24 hours.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.
Shadows Out of Light
- Prerequisite: Sorcerer 5
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You can spend 1 point of Stamina as an Action to pull forth fiendish essence of the outer rifts to surround yourself in shadows for 1 minute, while formed with this nearly amorphous shadowy cloud, your eyes turn completely black. You gain a +2 Deflection bonus to Armor Class, and whenever a creature would trigger a Reactionary attack by you due to movement, you can use your Reaction to have this shadow attack them, dealing 2d6 points of Psychic damage to the triggering creature.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.
Sonic Blast
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You can spend 1 point of Stamina to unleash a burst of thunderous energy as a Bonus Action. Choose a point that you can see within 120 feet, you produce a 10-foot radius burst of sonic resonance that causes all creatures within its area to make a Constitution saving throw against your Sorcerer Spell Save DC, or suffer 2d6 + your Charisma modifier points of Thunder damage, and the Deafened condition for 1 minute, save for half and negating the Deafened condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns.
The base damage of this exploit increases by 1d6 whenever your Proficiency bonus would increase above +2.
The base damage of this exploit increases by 1d6 whenever your Proficiency bonus would increase above +2.
Spell Disruption
- Prerequisite: Sorcerer 5
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You can expend an amount of Stamina equal to the desired spell level, to cast the spell Dispel Magic as an Action. You can only cast this spell of a level with which you have spell slots in.
Steward of the Great Beyond
- Prerequisite: Sorcerer 7
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Whenever a creature within 60 feet of you would attempt to use a Teleportation effect, you can spend 1 point of Stamina to attempt to Anchor that creature to this plane. The triggering creature must make a Charisma saving throw against your Sorcerer Spell Save DC or suffer from the Anchored condition for 1 minute. A creature anchored in this way receives a new save to end this effect early at the end of each of their turns.
Quickened Spell
When you cast a spell that has a casting time of an Action, you can spend 2 Sorcery Points to change the casting time to 1 Bonus Action for this casting. You can cast a 2nd leveled spell with this feature; however, the 2nd spell must be one level lower or less than the Quickened spell.Rapid Casting
Starting at 3rd level, you can spend a number of Stamina points equal to the level of the spell desired to cast that spell as a Bonus Action instead of as an Action. If you do so, you can cast a second leveled spell as an Action on this turn. Additionally, this feature allows you to cast a 2nd leveled spell on the same turn that you utilize the Quickened Spell metamagic without lowering the maximum spell level of the 2nd leveled spell cast.Arcane Battery
Starting at 5th level, your innate magic has awoken in you greater potential for the arcane, allowing you to produce the simple magics of the apprentice arcanist with ease. If you cast a levelled spell on your turn, you may cast any Cantrip that requires an Action to cast as a Bonus Action instead.Sorcererous Origins
Aberrant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.
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Aberrant Origin Spells
You learn additional spells when you reach certain levels in this class, as shown on the Origin Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.| Sorcerer Level | Spells |
|---|---|
| 1st | Arms of Hadar, Dissonant Whispers, Mind Sliver |
| 3rd | Calm Emotions, Detect Thoughts |
| 5th | Hunger of Hadar, Sending |
| 7th | Black Tentacles, Summon Aberration |
| 9th | Telepathic Bond, Telekinesis |
| 11th | Mental Prison, Programmed Illusion |
| 13th | Mirage Arcane, Regenerate |
| 15th | Feeblemind, Telepathy |
| 17th | Weird |
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
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Clockwork Magic
At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Clockwork Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.| Sorcerer Level | Spells |
|---|---|
| 1st | Alarm, Protection from Evil and Good |
| 3rd | Aid, Lesser Restoration |
| 5th | Dispel Magic, Protection From Energy |
| 7th | Freedom of Movement, Summon Construct |
| 9th | Greater Restoration, Wall of Force |
| 11th | Contingency, Create Homunculus |
| 13th | Force Cage, Simulacrum |
| 15th | Antimagic Field, Demiplane |
| 17th | Time Stop |
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.
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Divine Magic
At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Divine Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination, evocation, or necromancy spell from the cleric, sorcerer, warlock, or wizard spell list.| Sorcerer Level | Spells |
|---|---|
| 1st | Cure Wounds, Guiding Bolt |
| 3rd | Aid, Augury |
| 5th | Beacon of Hope, Revivify |
| 7th | Banishment, Divination |
| 9th | Commune, Summon Celestial or Summon Fiend |
| 11th | Heal or Harm, Planar Ally |
| 13th | Divine Word, Plane Shift |
| 15th | Divine Aura, Sunburst |
| 17th | True Resurrection |
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
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Draconic Magic
At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation, enchantment, or transmutation spell from the sorcerer, warlock, or wizard spell list.| Sorcerer Level | Spells |
|---|---|
| 1st | Chromatic Orb, Command |
| 3rd | Dragon’s Breath, Alter Self |
| 5th | Fear, Protection From Energy |
| 7th | Compulsion, Elemental Bane |
| 9th | Dominate Person, Summon Draconic Spirit |
| 11th | Disintegrate, Platinum Shield |
| 13th | Draconic Transformation, Whirlwind |
| 15th | Dominate Monster, Earthquake |
| 17th | True Polymorph |
Shadow Magic
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
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Shadow Magic
At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.| Sorcerer Level | Spells |
|---|---|
| 1st | False life, Silent image |
| 3rd | Invisibility, Mirror Image |
| 5th | Feign Death, Nondetection |
| 7th | Greater Invisibility, Shadow of Moil |
| 9th | Enervation, Mislead |
| 11th | Circle of Death, Programmed Illusion |
| 13th | Etherealness, Project Image |
| 15th | Illusory Dragon, Maddening Darkness |
| 17th | Weird |
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 allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
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Storm Magic
At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Storm Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the druid, sorcerer, warlock, or wizard spell list.| Sorcerer Level | Spells |
|---|---|
| 1st | Fog Cloud, Thunderwave |
| 3rd | Gust of Wind, Warding Wind |
| 5th | Call Lightning, Wind Wall |
| 7th | Control Water, Storm Sphere |
| 9th | Control Winds, Maelstrom |
| 11th | Chain Lightning, Freezing Sphere, Investiture of Wind |
| 13th | Reverse Gravity, Whirlwind |
| 15th | Control Weather, Tsunami |
| 17th | Storm of Vengeance |
Wild Magic
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
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Chaos Magic
At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Chaos Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.| Sorcerer Level | Spells |
|---|---|
| 1st | Color Spray, Chaos Bolt |
| 3rd | Enlarge/Reduce, Nathair’s Mischief |
| 5th | Blink, Enemies Abound |
| 7th | Confusion, Polymorph |
| 9th | Animate objects, Awaken |
| 11th | Irresistable Dance, True Seeing |
| 13th | Prismatic Spray, Reverse Gravity |
| 15th | Maddening Darkness, Mind Blank |
| 17th | Prismatic Wall |

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