Font of Magic: (Level 2)
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points: (Level 2)
You have a number of Sorcery Points equal to your Sorcerer level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting: (Level 2)
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Spell Slot Level - Sorcery Point Cost
1st Level - 2 Sorcery Point
2nd Level - 3 Sorcery Point
3rd Level - 5 Sorcery Point
4th Level - 6 Sorcery Point
5th Level - 7 Sorcery Point
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Metamagic: (Level 3)
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell: (Level 3)
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell: (Level 3)
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell: (Level 3)
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell: (Level 3)
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell: (Level 3)
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell: (Level 3)
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell: (Level 3)
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell: (Level 3)
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have al ready used a different Metamagic option during the casting of the spell.
Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Ability Score Improvement: (Level 4)
When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
(Level 8)
When you reach 8th level, get another Ability Score Improvement.
(Level 12)
When you reach 12th level, get another Ability Score Improvement.
(Level 16)
When you reach 16th level, get another Ability Score Improvement.
(Level 19)
When you reach 19th level, get another Ability Score Improvement.
Sorcerous Restoration: (Level 20)
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Skills:
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Sorcerous Versatility (optional): (Level 4)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
* Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
* Replace one cant rip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
Magical Guidance (optional): (Level 5)
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Modifiers
weapon_proficiency: 2
weapon_proficiency: 12
weapon_proficiency: 14
weapon_proficiency: 8
weapon_proficiency: 11
Sub Class
Draconic Bloodline
Dragon Ancestor: (Level 1)
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
(Level 1)
Dragon Color - Damage Type
Black - Acid
Blue - Lightning
Brass - Fire
Bronze - Lightning
Copper - Acid
Gold - Fire
Green - Poison
Red - Fire
Silver - Cold
White - Cold
(Level 1)
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience: (Level 1)
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity: (Level 6)
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings: (Level 14)
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, 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.
Draconic Presence: (Level 18)
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Wild Magic
Wild Magic Surge: (Level 1)
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos: (Level 1)
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Bend Luck: (Level 6)
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos: (Level 14)
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment: (Level 18)
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Chaos Caster
Chaos Magic: (Level 1)
Your spells are not under your control. When casting, declare at what level spell you wish to cast. Roll the letter (A-Z) die. You MUST declare which level you are casting at BEFORE you roll the letter die. Whichever letter is rolled casts the spell indicated within the letter for the level declared. If WILD is rolled, re-roll the letter die until you get a letter. Wild magic surge is applied to that spell.
There is only 1 spell per letter for each spell level unlocked. Your number of casts are limited to your normal number of spell slots. All spells are considered prepared for the day as each cast is entirely random and based upon the die roll. DM is allowed to perform wild magic surge as normal even if WILD is not rolled. Character MUST be Sorcerer and chosen Wild Magic origin. Character knows only 1 cantrip throughout the entire campaign. DM can apply Wild Magic Surge to the cantrip. Sorcery points work as normal. Player must confirm spells with DM before adding to the table.
Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos: (Level 1)
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Twisted Chaos: (Level 5)
Starting at 5th level, you can spend a sorcery point to reroll your letter die, but you must use the new result.
Shaped Chaos: (Level 6)
Starting at 6th level, you have the ability to alter your form using your innate chaos magic. Once per long rest, you can magically assume the shape of a Cobalt Dragon Wyrmling for 10 minutes.
While transformed, the following rules apply:
*Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, all of your skill, and saving throw proficiencies.
*When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, you return to half the number of hit points you had before you transformed (rounded up).
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
* You can still cast spells. However, you may not have the access to required material components.
(Level 18)
You can magically assume the shape of a Young Cobalt Dragon for one hour.
Controlled Chaos: (Level 14)
At 14th level, you gain a modicum of control over the chaos magic and surges of your wild magic.
Whenever you roll your letter die, you may choose to take the letter alphabetically before or after the one you rolled.
Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Aberrant Mind
Psionic Spells: (Level 1)
You learn additional spells when you reach certain levels in this class, as shown on the Psionic 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.
Telepathic Speech: (Level 1)
You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Psionic Sorcery: (Level 6)
When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Psychic Defenses: (Level 6)
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh: (Level 14)
You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
* You can see any invisible creature within 60 feetof you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
* You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
* You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
* Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion: (Level 18)
You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Soul
Clockwork Magic: (Level 1)
You learn additional spells when you reach certain levels in this class, as shown on the Clockwork 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 an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Clockwork Spells: 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 (a spell in chapter 3)
9th | greater restoration, wall of force
Manifestation of Order: d6 | Manifestation
1 | Spectral cogwheels hover behind you.
2 | The hands of a clock spin in your eyes.
3 | Your skin glows with a brassy sheen.
4 | Floating equations and geometric objects overlay your body.
5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.
Restore Balance: (Level 1)
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bastion of Law: (Level 6)
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Trance of Order: (Level 14)
You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Cavalcade: (Level 18)
You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
* The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
* Any damaged objects entirely in the cube are repaired instantly.
* Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.