(5e) Revised Sorcerer - GM Binder

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The Sorcerer class was revised to provide more flexibility and fluidity in spellcasting. Key changes include modifications to spellcasting ability and gaining additional options for Font of Magic and Metamagic.

Spell Versatility allows replacing one known spell after a long rest. The replaced spell must be the same level.

Empowering Reserves, Imbuing Touch, and Sorcerous Fortitude.

The Sorcerer, Revised

I
f you've ever played as a Sorcercer and thought, "gee, Sorcerer

I wish I was better at spellcasting." then sigh no more! Level Features


This revision to the sorcerer character class tweaks 1st Spellcasting
several features to allow the class a bit more flexibility
and fluidity when it comes to spellcasting, since that's 2nd Font of Magic
this class's bread 'n' butter! 3rd Metamagic
Some of the features described here is original content, and 10th Sorcerous Restoration
other features have been pulled from the recent Unearthed
Arcana publication, Class Variants. 20th High Sorcery

Revised Sorcerer Features


The Sorcerer

Level
Proficiency
Sorcery

Bonus Points Features


Cantrips
Spells
— Spell Slots per Spell Level —
Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spellcasting,

1st +2 — 4 3 2 — — — — — — — —
Sorcerous Origin
2nd +2 2 Font of Magic 4 4 3 — — — — — — — —
3rd +2 3 Metamagic 4 5 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 6 4 3 — — — — — — —
5th +3 5 — 5 7 4 3 2 — — — — — —
Metamagic,
6th +3 6 5 8 4 3 3 — — — — — —
Sorcerous Origin feature
7th +3 7 — 5 9 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 5 10 4 3 3 2 — — — — —
9th +4 9 — 5 11 4 3 3 2 1 — — — —
Metamagic,
10th +4 10 6 12 4 3 3 2 2 — — — —
Sorcerous Restoration
11th +4 11 — 6 13 4 3 3 2 2 1 — — —
12th +4 12 Ability Score Improvement 6 13 4 3 3 2 2 1 — — —
13th +5 13 — 6 14 4 3 3 2 2 1 1 — —
14th +5 14 Sorcerous Origin feature 6 14 4 3 3 2 2 1 1 — —
15th +5 15 — 6 15 4 3 3 2 2 1 1 1 —
16th +5 16 Ability Score Improvement 6 15 4 3 3 2 2 1 1 1 —
17th +6 17 Metamagic 6 16 4 3 3 2 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 16 4 3 3 2 2 1 1 1 1
19th +6 19 Ability Score Improvement 6 18 4 3 3 2 2 2 1 1 1
20th +6 20 High Sorcery 6 20 4 3 3 2 2 2 2 1 1

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting Nonlethal Spell
When you cast a spell that reduces a creature down to 0 hit
The Sorcerer's spellcasting ability has the following changes. points, you can spend 1 sorcery point to render the creature
unconscious, rather than killing it.
Spell Versatility You can use Nonlethal Spell even if you have already used a
UA Class Variants

different Metamagic option during the casting of the spell.


Whenever you finish a long rest, you can replace one spell you
learned from this Spellcasting feature with another spell from Ricochet Spell
the sorcerer spell list. The new spell must be the same level as When you make a spell attack roll and miss, you can use your
the spell you replace. bonus action to spend 2 sorcery points and redirect the spell
to another creature within the spell's total range. If the initial
Font of Magic attack roll would hit the second creature, the spell hits that
UA Class Variants

creature instead.
At 2nd level, you gain the following options when you gain the Seeking Spell
Font of Magic feature. UA Class Variants

Empowering Reserves When you cast a spell that requires you to make a spell attack
When you make an ability check on your turn, you can spend roll or that forces a target to make a Dexterity saving throw,
2 sorcery points to gain advantage on the check. you can spend 1 sorcery point to ignore the effects of half- and
three-quarters cover against targets of the spell.
Imbuing Touch Tenacious Spell
As an action, you can touch one nonmagical weapon and When a creature attempts to dispel or counter a spell you are
spend 2 sorcery points to imbue it with magic for 1 minute. casting, you may use your reaction to spend any number of
For the duration, the weapon is considered magical for the sorcery points up to the level of the spell to increase the DC by
purpose of overcoming immunity and resistance to half the number of sorcery points spent (rounded down).
nonmagical attacks. You can use Tenacious Spell even if you have already used a
Sorcerous Fortitude different Metamagic option during the casting of the spell.
As an action, you can spend any number of sorcery points to Transmuted Spell
roll a d4 for each point expended. You gain a number of When you cast a spell that deals acid, cold, fire, or lightning
temporary hit points equal to the total rolled. damage, you can spend 2 sorcery points to change the
Metamagic damage of the spell to another of these damage types.
At 3rd level, you gain the ability to twist your Spells to suit Unerring Spell
your needs. You gain two of the following Metamagic options UA Class Variants

of your choice, or choose from the Player's Handbook. You If you make an attack roll for a spell and miss, you can spend
gain another one at 6th, 10th, and 17th level. 2 sorcery points to reroll the attack roll. You must use the
Whenever you gain a level in this class, you can choose one result of the second roll.
of the Metamagic options you know and replace it with You can use Unerring Spell even if you have already used a
another option from this list. different Metamagic option during the casting of the spell.
You can use only one Metamagic option on a spell when you
cast it, unless otherwise noted. Sorcerous Restoration
Accurate Spell At 10th level, you can regain a number of expended sorcery
When you cast a spell that uses an attack roll, you can spend 1 points equal to your Charisma modifier during a short rest.
sorcery point to ignore a target's half-cover bonus, and 2 Once you regain sorcery points with this feature, you must
sorcery points to ignore a target's three-quarters-cover bonus. finish a long rest to do so again.
You can use Accurate Spell even if you have already used a
different Metamagic option during the casting of the spell. High Sorcery
Efficient Spell At 20th level, when you cast a spell, you can use two
When you cast a spell of 2nd, 3rd, 4th, or 5th level, you can Metamagic options, even if you could normally only use one.
spend a number of sorcery points equal to the spell's level - 1 You can use Metamagic in this way once per turn.
to cast it using a spell slot one level lower than the spell's
normal level, without changing the effects of the spell.
Elemental Spell
UA Class Variants

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, thunder.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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