Upheaval

Sorcerer


Some magic users spend years learning how to manifest arcane powers. Others tap into them naturally. The sorcerer is born to magic and finds himself with a natural gift for the arcane. These powers often manifest themselves unexpectedly sometime in the sorcerer's youth, often the result of a magical influence somewhere in his family's bloodline. This magical influence allows the sorcerer to intuitively tap into arcane powers that are otherwise beyond the reach of most morals.

LevelSorcery PointsSpells KnownSpells Slots per DayCombat Proficiency BonusTechniques
1st2nd3rd4th5th6th7th8th9th
1st--43--------+01st
2nd254--------+1
3rd365--------+12nd
4th4763-------+2
5th5864-------+2
6th69653------+33rd
7th710664------+3
8th8116653-----+4
9th9126664-----+44th
10th101366653----+5
11th111466664----+5
12th1215666653---+65th
13th1316666664---+6
14th14176666653--+7
15th15186666654--+76th
16th161966666542-+8
17th172066666543-+8
18th1821666665432+97th
19th1922666665532+9
20th2023666665533+10

Class Features

Prime Ability: Charisma

Hit Points: d6 + Con bonus per level

Skill Points: Low (2 per level)

Knowledge Points: Low (2 per level)

Save DC: 10 + Character Level + Cha Bonus

Spell Attack Bonus: Character Level + Cha Bonus

Starting Proficiencies

Weapon Proficiency: Simple Weapon Proficiency

Armor Proficiency: None

Other: Eschew Materials

Eschew Materials

At first level, sorcerers get the Eschew Materials feat.

Spells

Sorcerers begin by knowing four spells drawn from the sorcerer spell list. You always know these spells and do not have to prepare them daily, like some spellcasters. To cast any of these spells, you will need to expend a spell slot. Spell slots come in different levels, and you must use the appropriate level slot to cast the spell. Casting spells at higher levels than necessary can sometimes boost the spell's effects. Used spell slots are regained once per day after a long rest.

Both spell slots and the number of spells known increase as you level up (see table). When you acquire new spells, you may choose any spell from your spell list if you are able to cast it. Every level, you may also choose to swap out one of your existing spells for a different one.

See spellcasting.

Cantrips

Some spells are so minor or intuitive that they don't require spell slots. At level 1 you start by knowing three cantrips of your choice. Once chosen, you cannot change these, though you gain a new cantrip at level 5 and every fifth level afterward. Cantrips are cast like normal spells, except they don't require spell slots. You can cast them as many times as you wish. See cantrips.

Bloodline

Each sorcerer has a source of magic somewhere in her heritage that grants her spells and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. Bloodlines may be crafted by the GM or the player or chosen from a pre-made list. Each bloodline grants sorcerer's innate powers which augment other magical abilities. See Bloodlines below.

Flexible Casting

At level 2, you gain a pool of sorcery points that allows you to create a variety of magical effects. When full, this pool has a number of points equal to your sorcerer level. You regain all spent sorcery points when you finish a long rest.

You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. Either conversion takes a bonus action. The rate of exchange between slots and points can be found on the following table.

Spell Slot LevelPoint Cost
1st2
2nd3
3rd5
4th6
5th7

You can never have more points than your caster level. Any created spell slots vanish at the end of a long rest.

Versatile Spells

At level 2, by spending two sorcery points, as a bonus action you can add one spell from the sorcerer spell list to your list of known spells, allowing you to cast it if you have spell slots to do so. The spell remains known until your next long rest.

Metamagic Sorcery

At levels 3, 5, 11, and 14 you learn bonus metamagic techniques for free.

You can use metamagic techniques in the same way other spellcasters can, by casting spells at a higher level than usual. However, you can also bypass the level requirements and use sorcery points to cast spells at their base level. To do so, you spend one point per level increase requirement (e.g. Extend Spell costs one point. Empower Spell costs two).

Extra Attack (Ex)

At level 12 you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first are made at a -5 penalty.

Sorcerer Bloodlines

Aberrant Bloodline

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.

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged spell attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 5th level, your reach increases by 5 feet whenever you are making a touch spell attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 11th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 14th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 19th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and resist physical damage 10.

Abyssal Bloodline

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.

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full combat bonus. These attacks deal 1d6 points of damage each plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of creature vulnerabilities. At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 5th level, you gain resist electricity 5 and advantage on saving throws made against poison. At 9th level, your resistance to electricity increases to 10.

Strength of the Abyss (Ex): At 11th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 14th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 19th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).

Aranea Bloodline

You are an aranea or are descended from someone of aranean ancestry. The magical forces that once created your spider-like ancestors still linger in your blood.

Speak with Spiders (Sp): At level 1, you are able to communicate with spiders at will. This functions as the speak with animals spell, but it only affects spiders. You are also considered to have wild empathy when speaking with spiders and can make persuasion or animal checks to influence their behavior.

Blood Drain (Su): At level 5, you gain the ability to replenish your sorcery points by drinking fresh blood. The blood must be from a small or larger creature that has not been dead more than 1 minute. Doing so takes a full-round action and replenishes 2 sorcery points that have been previously used. If you are actually an aranea, you can use your fangs to drink from a living creature, replenishing 3 sorcery points instead. Doing so will poison the target with your venom and inflict 2 points of Con damage if they fail the usual saving throw. You may use blood drain once per short rest.

Chitin Form (Su): At level 11, you are able to transform your skin into aranea-like chitin, granting you a +7 natural armor bonus. You can activate chitin form once per short rest. However, if you are actually an aranea (and not just a humanoid with aranean blood), your chitin form is always active, but only in hybrid form.

Invisibility (Sp): At level 14, you gain the ability to cast invisibility (level 2) as a spell-like ability. You can do so twice per short rest.

Venomous Magic (Su): At level 19, any spell you cast that deals damage is also infused with aranea poison.

Arcane Bloodline

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 (Su): At 1st level, you gain a bonded object as a wizard usually does. Once per day, your bonded item allows you to cast any one of your spells known.

Familiar (Ex): At 5th level, you automatically know find familiar and can cast it to summon a familiar.

Arcane Recovery (Ex): At 11th level you learn arcane recovery, just like a wizard. Once per day when you finish a short rest, you can choose to recover expended spell slots equal to half your sorcerer level.

School Power (Ex): At 14th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

High Arcana (Ex): At level 19, you may choose one high arcana from the wizard list to learn.

Celestial Bloodline

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 (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures 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 day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 5th level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 11th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 14th 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 day.

Ascension (Su): At 19th level, you become infused with the power of the heavens. You gain:

Destined Bloodline

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it advantage on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 5th level, you gain favor on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Meant To Be (Su): At 11th level, you may reroll any one attack roll or spell attack made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 14th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 WIS save. If successful, you are instead reduced to 0 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 19th level, once per day, you can automatically succeed at one spell attack.

Draconic Bloodline

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full combat bonus. Each of these attacks deals 1d6 points of damage plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of creature vulnerabilities. At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 5th level, you gain resist 5 against your energy type and a +6 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +8. At 15th level, your natural armor bonus increases to +10.

Breath Weapon (Su): At 11th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Dex save for half damage against your spell save DC. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon TypeEnergy TypeBreath Shape
BlackAcid60-foot line
BlueElectricity60-foot line
GreenAcid30-foot cone
RedFire30-foot cone
WhiteCold30-foot cone
BrassFire60-foot line
BronzeElectricity60-foot line
CopperAcid60-foot line
GoldFire30-foot cone
SilverCold30-foot cone

Wings (Su): At 14th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 19th level, your draconic heritage becomes manifest. You gain immunity to stunning, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Elemental Bloodline

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a spell attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 5th level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Elemental Blast (Sp): At 11th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Dex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 14th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on

ElementEnergy TypeElemental Movement
AirElectricityFly 60 feet (average)
EarthAcidBurrow 30 feet
FireFire+30 feet base speed
WaterColdSwim 60 feet

Elemental Body (Su): At 19th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.

Fey Bloodline

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 (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself 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 day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 5th level, 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 (Sp): At 11th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 14th level, you may reroll any spell attack made to overcome spell resistance. 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.

Soul of the Fey (Su): At 19th level, your soul becomes one with the world of the fey. You gain immunity to poison, resist physical damage 10, vulnerability to cold iron 10. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Infernal Bloodline

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 (Sp): At 1st level, you can cause a creature to gain level 1 fear as a touch spell attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures affected by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 5th level, you gain resist fire 5 and advantage on saving throws made against poison. At 9th level, your resistance to fire increases to 10.

Hellfire (Sp): At 11th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Dex save for half damage. Good creatures that fail their saves also are frightened (level 1) for a number of rounds equal to your sorcerer level. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

On Dark Wings (Su): At 14h level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet. The wings can be dismissed as a free action.

Power of the Pit (Su): At 19th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

Undead Bloodline

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.

Grave Touch (Sp): Starting at 1st level, you can make a touch spell attack as a standard action that causes a living creature to gain one level of fear for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 5th level, you gain resist cold 5. At 9th level, your resistance to cold increases to 10.

Grasp of the Dead (Sp): At 11th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Dex save for half damage. Those who fail the save are unable to move for 1 round. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 11th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 14th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 19th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, stunning, and sleep. You also gain resist physical damage 5. Unintelligent undead do not notice you unless you attack them. You receive advantage on saving throws made against spells and spell-like abilities cast by undead.