Player's Handbook 2024
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.
Level 3: Aberrant Spells
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Aberrant Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you prepare.
| Spell Level |
Spells |
|
| Cantrip |
Mind Sliver |
|
| 1st |
Arms of Hadar |
Dissonant Whispers
|
| 2nd |
Calm Emotions |
Detect Thoughts
|
| 3rd |
Hunger of Hadar |
Sending
|
| 4th |
Evard's Black Tentacles |
Summon Aberration
|
| 5th |
Rary's Telepathic Bond |
Telekinesis
|
Level 3: Telepathic Speech
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 yourself. You and the chosen creature can communicate 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 mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
Level 6: Psionic Sorcery
When you cast any level 1+ spell from your Aberrant Spells feature, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.
Level 6: Psychic Defenses
You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
Level 14: Revelation in Flesh
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Spell Point or more to magically alter your body for 10 minutes. For each Spell Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
- Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.
- Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
- See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
- Wormlike Movement. 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, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.
Level 18: Warping Implosion
You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. 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 only.
Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Player's Handbook 2024
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it's part of a vast and glorious system.
Level 3: Clockwork Spells
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Clockwork Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you prepare.
| Spell Level |
Spells |
|
| 1st |
Alarm |
Protection from Evil and Good
|
| 2nd |
Aid |
Lesser Restoration
|
| 3rd |
Dispel Magic |
Protection From Energy
|
| 4th |
Freedom of Movement |
Summon Construct
|
| 5th |
Greater Restoration |
Wall of Force
|
Level 3: Restore Balance
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 6: Bastion of Law
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Spell Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. 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.
The ward lasts until you finish a Long Rest or until you use this feature again.
Level 14: Trance of Order
You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, or when you use your Overload feature you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 5 Spell Points (no action required) to restore your use of it.
Level 18: Clockwork Cavalcade
You momentarily summon spirits of order to expunge disorder around you. As a Magic 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 effects below within the Cube before vanishing. Once you use this action, you can't use it again until you finish a Long Rest unless you spend 7 Spell Points (no action required) to restore your use of it.
- Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.
- Repair. Any damaged objects entirely in the Cube are repaired instantly.
- Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.
Player's Handbook 2024
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
Level 3: Draconic Spells
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Draconic Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you prepare.
| Spell Level |
Spells |
|
| 1st |
Chromatic Orb |
Command
|
| 2nd |
Alter Self |
Dragon's Breath
|
| 3rd |
Fear |
Fly
|
| 4th |
Arcane Eye |
Charm Monster
|
| 5th |
Legend Lore |
Summon Dragon
|
Level 3: Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 6: Elemental Affinity
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
Level 14: Dragon Wings
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Level 18: Dragon Companion
You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Forgotten Realms: Heroes of Faerun
Your innate power stems from the source of magic itself: the Mana Stream. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.
Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Trading Triangle between the continents, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Garond to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts.
Level 3: Spellfire Spells
You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Spellfire Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you prepare.
| Spell Level |
Spells |
|
| 1st |
Cure Wounds |
Guiding Bolt
|
| 2nd |
Lesser Restoration |
Scorching Ray
|
| 3rd |
Aura of Vitality |
Dispel Magic
|
| 4th |
Fire Shield |
Wall of Fire
|
| 5th |
Flame Strike |
Greater Restoration
|
Level 3: Spellfire Burst
When you spend at least 1 Spell Point as part of the Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.
- Bolstering Flames: You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.
- Radiant Fire: One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).
Level 6: Absorb Spells
You always have Counterspell prepared.
Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Spell Points.
Level 14: Honed Spellfire
Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of Radiant Fire increases to 1d8.
Level 18: Crown of Spellfire
When you use Overload, you can enhance it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Overload is active. Once you use this feature to enhance Overload, you can't use it again until you finish a Long Rest unless you spend 5 Spell Points (no action required) to restore your use of it.
- Burning Life Force: Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.
- Flight: You gain a Fly Speed of 60 feet and can hover.
- Spell Avoidance: When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this benefit if you have the Incapacitated condition.
Player's Handbook 2024
Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
Level 3: Wild Magic Surge
Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell using Spell Points. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.
If the magical effect is a spell, it is too wild to be affected by your Metamagic.
While your Overload is active, a roll of 20 minus your Proficiency Bonus causes a Wild Magic Surge to occur.
Level 3: Tides of Chaos
You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with spell points or finish a Long Rest before you can use this feature again.
If you do cast a Sorcerer spell with spell points before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.
Level 6: Bend Luck
You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Spell Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
Level 14: Controlled Chaos
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.
Level 18: Tamed Surge
Immediately after you cast a Sorcerer spell with spell points, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.
Once you use this feature, you can't do so again until you finish a Long Rest.