Sorcerer
Base Class: Sorcerer

Your magic flows from the pure essence of the Upper or Lower Planes. Somewhere in your ancestry lies the spark of an angel, demon, or even a god themselves. This celestial or infernal inheritance fills your veins with radiance or hellfire and your soul with divine authority. You are a living weapon of mercy and judgment, carrying the grace of the heavens or wrath of the hells into the mortal realm. Your magic is a living current from the Upper or Lower Planes made flesh in your bloodline: a supernatural spark that grants you divine power and purpose. That inheritance shapes how your sorcery feels and acts—sometimes as a balm that heals and protects, sometimes as a blade that judges and unmakes; always an expression of a higher tenor that responds to your convictions. It manifests in small omens and ritual cadence, and it pulls you toward choices that preserve, correct, reveal, upend, or end depending on its nature. You are at once sanctuary and instrument, a focused point where divine intent meets mortal will. Your tone determines how the world sees you and how your power most readily answers your call.

The affinity of your divine ancestor shapes your power. Good affinity arises from benevolent celestials or compassionate deities, favoring healing, protection, and mercy. Law traces to metallic dragons or aspects of the righteous dragon god Bahamut, tilting your gifts toward authority, unflinching justice, and righteous wrath. Neutrality stems from impartial celestials or cosmic balances, emphasizing knowledge, resilience, and defensive clarity. Chaos reflects capricious deities or fiends, granting influence, disruption, and the power to unsettle rigid systems. Evil comes from gods or demigods of death or the afterlife, turning your radiance toward decay, disease, and the cold certainty of death.

Level 3: Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn additional spells based on that affinity, and when you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared among those associated in the table below with your divine affinity.

Divine Spells Table

  Divine Affinity
Sorcerer Level Good Law Neutral Chaos Evil
3 spare the dying, healing word, bless, lesser restoration starry wisp, sanctuary, command, moonbeam resistance, shield, protection from evil and good, augury thaumaturgy, sleep, tasha's hideous laughter, suggestion poison spray, inflict wounds, bane, blindness/deafness
5 revivify spirit guardians dispel magic sleet storm bestow curse
7  death ward banishment divination confusion vitriolic sphere
9 greater restoration wall of force scrying telekinesis contagion
Chaos Affinity

Your divine affinity is chaos.

Evil Affinity

Your divine affinity is evil.

Good Affinity

Your Divine Affinity is Good.

Law Affinity

Your divine affinity is law.

Neutral Affinity

Your divine affinity is neutral.

Level 3: Innate Divinity

Your divine ancestry begins to manifest itself. While you are not wearing armor, you gain a +2 bonus to your armor class. While your Innate Sorcery feature is active, you add 1d4 to saving throws, and the cantrip associated with your Divine Affinity becomes more powerful.

Blinding Wisp (Law)

When you deal damage to a creature with starry wisp while your Innate Sorcery feature is active, it must succeed on a Constitution Saving Throw or be Blinded until the end of your next turn.

Empowered Resistance (Neutral)

When you cast resistance while your Innate Sorcery feature is active it also grants resistance to the chosen damage type. This resistance is applied before other forms of damage reduction.

Heal the Dying (Good)

When you cast spare the dying while your Innate Sorcery Feature is active, the chosen creature regains Hit Points equal to your Charisma modifier.

Overwhelming Wonder (Chaos)

When you cast thaumaturgy while your Innate Sorcery feature is active, enemy creatures within 15 feet of you must succeed on a Wisdom Saving Throw or be Frightened of you until the end of your next turn.

Pestilent Spray (Evil)

When you hit a creature with poison spray while your Innate Sorcery feature is active, you can change its damage type to necrotic, and on a critical hit the target becomes Poisoned until the end of your next turn.

Level 6: Divine Presence

Divine energy courses through your body and spirit with an intensity that can now be felt by those around you. While your Innate Sorcery feature is active, an invisible aura of divine power radiates from you in a 15-foot Emanation. The effects of your divine aura are determined by your Divine Affinity.

Aura of Enfeeblement (Evil)

When an enemy creature enters the aura for the first time in a turn or ends its turn within the aura, it takes Necrotic damage equal to 1d4 times your Charisma modifier. In addition, enemy creatures within the aura can't regain Hit Points and subtract your Charisma modifier from their damage rolls until they leave the aura or it is no longer active. Undead creatures are not affected by this aura.

Aura of Equilibrium (Neutral)

If a creature within the aura is about to roll a d20 with Advantage or Disadvantage, you may use your Reaction to prevent the roll from being affected by Advantage or Disadvantage.  

Aura of Hysteria (Chaos)

When an enemy creature starts its turn within the aura, it becomes distracted by emotional turmoil and can't take Reactions until the start of its next turn. In addition, it must succeed on a Wisdom Saving Throw or roll a d4 and become overwhelmed by an emotion until the end of your next turn. If it rolls a 1, it becomes Incapacitated by a fit of laughter. On a 2, it becomes Frightened of you and other creatures in the aura. On a 3, it becomes Charmed by you. On a 4, it falls Prone and weeps uncontrollably. If a creature succeeds on the Wisdom Saving Throw, it becomes immune to this aura for 1 minute. Undead creatures and constructs are not affected by this aura.

Aura of Rejuvenation (Good)

At the start of your turn, you and allied creatures within the aura with fewer than half of their maximum Hit Points regain Hit Points equal to your Charisma modifier plus your proficiency bonus. If you or an allied creature within the aura has half or more of their maximum Hit Points, they instead gain Temporary Hit Points equal to your Charisma modifier.

Aura of Thorns (Law)

Whenever an enemy creature hits you or an allied creature within the aura with a melee attack, the attacking creature must succeed on a Dexterity Saving Throw or it receives radiant damage equal to half the damage dealt by the attack (rounded up).

Level 14: Miracle Worker

Your growing divine power enables you to perform a miracle. The nature and effects of this miracle are determined by your divine affinity. After you use this feature, you can't do so again until you finish a Long Rest. 

Miracle of Creeping Death (Evil)

As a Magic action, choose a creature you can see within 60 feet of you. The chosen creature becomes marked for death for 1 minute or until it dies. At the start of each of its turns, a creature marked this way makes a Constitution saving throw. On a success, it takes necrotic damage equal to 1d4 times half your Sorcerer level (rounded down). On a failure, it suffers one strike of demise and its maximum Hit Points are reduced by 1d4 times your Sorcerer level. Upon suffering a third strike of demise, the creature's maximum Hit Points are reduced to 1. The creature's Hit Point maximum is restored to normal when it is no longer affected by this feature. If a creature dies while marked for death, its body turns to dust and it can only be restored to life by a true resurrection or wish spell.

Miracle of Inquisition (Law)

As a Magic action, choose a large or smaller creature you can see within 60 feet of you. An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around the target, trapping them inside. The prison is a solid box with 1-inch thick walls, 10 feet on a side, which completely surround the target. The prison prevents any matter from passing through it and blocking any spells cast into or out of it, and a creature cannot leave it by non-magical means. If the creature tries to use magical means to leave, it must succeed on a Charisma saving throw to do so. This prison disappears after 1 minute, unless you choose to end it sooner (no action required). It cannot be dispelled by the dispel magic spell, but it can be destroyed by a disintegrate spell.

While the creature is imprisoned, you can communicate with each other telepathically but cannot deliberately lie to one another. However, either of you can respond evasively or refuse to answer questions. To understand each other, you each must mentally use a language the other knows.

 

Miracle of Pandemonium (Chaos)

As a Magic action, choose up to 5 creatures that you can see within 30 feet of you. The chosen creatures must succeed on a Wisdom saving throw or be teleported to an unoccupied space of your choice within 60 feet of you, take psychic damage equal to 1d4 times your sorcerer level, and become affected by the confusion spell on their next turn.

Miracle of Resurrection (Good)

As a Magic action, touch a creature which died within the past 24 hours. That creature returns to life with 1 Hit Point. This miracle closes all mortal wounds and neutralizes all poisons that affected the creature at the time of its death, but it doesn’t restore missing body parts. The revived creature subtracts 1d6 from all d20 rolls it makes until it finishes a Long Rest.

Miracle of Stasis (Neutral)

If a creature that you can see within 60 feet of your would take damage, you can use your Reaction to reduce the damage to 0. If you do, the creature becomes incapacitated and immune to all damage and all other conditions until the start of its next turn as it is briefly encased in a shimmering force field and frozen in suspended animation.

Level 18: Divine Transformation

Your divine power grants you the ability to assume a new form. You learn an alternate version of the shapechange spell, modified as follows. You may only cast shapechange while your Innate Sorcery feature is active and the spell ends when your Innate Sorcery feature is no longer active. When selecting a new form, you may only choose one of the forms listed in the Divine Forms table below that is associated with your Divine Affinity, among the options with a specified Sorcerer Level equal to or below your Sorcerer Level (you need not have seen the creature before and it can be an undead creature). You may cast this version of shapechange without using a Spell Slot, and have Advantage on Constitution Saving throws to maintain your Concentration on it. After using this feature, you cannot cast shapechange again until you complete a Long Rest unless you expend 9 Sorcery Points to restore your use of it.

Divine Forms Table

  Divine Affinity
Sorcerer Level Good Law Neutral Chaos Evil
18 Deva, Djinni Adult Copper Dragon, Adult Bronze Dragon  Dao, Sphinx of Lore Nalfeshnee, Marilith Vampire, Mummy Lord
19 Planetar, Storm Giant Adult Silver Dragon, Adult Gold Dragon Dragon Turtle, Sphinx of Valor Goristro, Balor Dracolich, Death Knight
20 Solar Ancient Brass Dragon Animal Lord Pit Fiend Lich

 

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