A sorcerer with origins related to the far realm, astral plane, and other psionic related stuff.
Abilities are mostly subtle, with extra divination and enchantment spells + body mutations to grant bonuses. Not as offensive.
Great for playing a creepy or regal type character. Fun backstories.
Clockwork Soul:
A sorcerer that has abilities related to order. Mechanus is usually the go to origin.
Abilities are used to cancel out any advantage or disadvantage, extra abjuration and transmutation spells + shields and fixing stuff. One of the best support sorcerers.
Amazing for playing cool, resolved characters with alignments either in, or opposite to lawful neutral.
DivineSoul
A sorcerer touched by the devine. Good, bad, law, or chaos is yours to choose!
Abilities are good for warding. Knows the cleric spell list, and gains flight. Tanky sorcerers.
Fun to play if you want to be blessed by a demigod. How will you handle your destiny?
Draconic Bloodline
A sorcerer related to a dragon (of almost any type and allignment). A good damage subclass that can be flavored as an elemental!
Abilities give you AC and HP. Extra damage and resistance to elemental spells, Flight, and fear!
A good genaric sorcerer. One of the most simple, and you can really tie in fun dragon NPC family members.
Shadow Magic
A sorcerer related to the shadowfell and undead.
Abilities include sight in darkness, shadow teleportation, dark doggy, and hard to kill. Support based.
E d g y. But can have a lot of depth.
Storm Sorcery
A sorcerer related to storms & sea. Related to air elementals, etc.
Abilities involve movement, extra damage, and weather control. Punish enemies for attacking you.
Great for a sea based campaign.
Wild Magic Sorcerers
A sorcerer connected to limbo, or utter chaos.
Abilities include bending luck with advantage/disadvantage, bonus/hinderance to saves, and of course, randomness.
Like stated with the law sorcerer, it is great to play with the same or opposite allignment.
General sorcery roots. Most fall under these catagories:
Direct Ancestor.
One of the most common of sorcerer origins.
A parent or family member that is a monster that granted you power. Can be generational, random, or direct.
Dragon Mom, Angel Father, Etc.
Great for developing NPCs revolving around your character, giving them depth.
Exposure to energies.
Another common sorcerer origin.
You fell into another plane, saw an event, etc. Usually on accident.
Vision of the far realm, momentary existance in limbo or mechanus, portal to the shadowfell, or a science experiment.
Good for a good old accidental sorcery. Who did you meet? What was the significance of the event? Did you seek this out?
Blessings & Curses
The third most common sorcerer origin.
Your power was granted as a boon from another being (Not a pact. A gift with no servitude) or as a punishment granting you pain.
A baby chosen by a goddess or demon, a sailor cursed by the sea.
Good for determining personality. Do you want to prove your worth as a blessed? Hate your curse? Consider yourself superior?
I am starting my second campaign soon and I want to play a sorcerer. What are your craziest, most edgy, or most unique sorcerer ideas/backstories?
A general breakdown on all the subclasses:
General sorcery roots. Most fall under these catagories:
This is just to spark your imagination.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
thanks