Sorcerer Changes
Relevant Universal Character Changes
Changes for all classes
Spellcaster General Changes
Class Changes
Font of Magic
2nd-level Sorcerer feature
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. You have a pool of 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. 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. Any spell slot you create with this feature vanishes when you finish a field or long rest.
- 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
3rd-level Sorcerer feature
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 6th, 10th, and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Heightened Spell. 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 force
giveone target of the spell to make a Charisma saving throw against your spell DC. If the target fails, they have disadvantage on theiritsfirst saving throw made against the spell. If the target succeeds on the Charisma saving throw for this metamagic, you regain three sorcery points.
Sorcerer Subclass Changes
Sorcerer – Clockwork Soul
- Restore Balance
- 1st-level Clockwork Soul feature
- 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 or situational bonuses or demerits, you can use your reaction to prevent the roll from being affected by any of those roll modifiers
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.
- 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 or situational bonuses or demerits, you can use your reaction to prevent the roll from being affected by any of those roll modifiers
Sorcerer – Divine Soul
- Holy spells
- 1st-level Divine Soul feature
- You learn additional spells when you reach certain levels in this class, as shown on the Holy 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 evocation or necromancy spell from the cleric, druid, or paladin spell list.
| Sorcerer Level | Spells |
| 1st | Ceremony, Sanctuary |
| 3rd | Aid, Prayer of Healing |
| 5th | Aura of Vitality, Revivify |
| 7th | Aura of Life, Aura of Purity |
| 9th | Circle of Power, Summon Celestial |
Sorcerer – Draconic Soul
- Draconic spells
- 1st-level Draconic Soul feature
- You learn additional spells when you reach certain levels in this class, as shown on the Draconic 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 evocation or transmutation spell from the druid, sorcerer, or wizard spell list.
| Sorcerer Level | Spells |
| 1st | Burning Hands, Cause Fear |
| 3rd | Dragon’s Breath, Enlarge/Reduce |
| 5th | Fear, Lightning Bolt |
| 7th | Stoneskin, Wall of Fire |
| 9th | Cone of Cold, Summon Draconic Spirit |
Sorcerer – Lunar Soul
- Lunar Embodiment
- 1st-level Lunar Sorcery feature
- You learn additional spells when you reach certain levels in this class, as shown on the Lunar 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.
| Sorcerer Level | Full Moon Spell | New Moon Spell | Crescent Moon Spell |
| 1st | Shield | Ray of Sickness | Color Spray |
| 3rd | Lesser Restoration | Blindness/Deafness | Alter Self |
| 5th | Dispel Magic | Bestow Curse | Phantom Steed |
| 7th | Death Ward | Confusion | Hallucinatory Terrain |
| 9th | Rary’s Telepathic Bond | Hold Monster | Mislead |
- Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Lunar Boons6th-level Lunar Soul featureThe current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:Full Moon. Abjuration and divination spellsNew Moon. Enchantment and necromancy spellsCrescent Moon. Illusion and transmutation spells
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Lunar Empowerment
- 14th-level Lunar Soul feature
- The power of a lunar phase saturates your being. When
Whileyou enterare ina Lunar Embodiment phase, or choose a Lunar Embodiment phase at the end of a long rest, you may spend a sorcery point toalsogain the following benefit associated with that phase:- Full Moon. You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
- New Moon. You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
- Crescent Moon. You have resistance to necrotic and radiant damage.
- The power of a lunar phase saturates your being. When
Sorcerer – Shadow Soul
- Umbral spells
- 1st-level Shadow Soul feature
- You learn additional spells when you reach certain levels in this class, as shown on the Umbral 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 illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
| 1st | Arms of Hadar, Silent Image |
| 3rd | Silence, Shadow Blade |
| 5th | Fear, Summon Shadowspawn |
| 7th | Greater Invisibility, Shadow of Moil |
| 9th | Enervation, Mislead |
- Strength of the Grave
- 1st-level Shadow Soul feature
- Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the remaining damage taken after reaching 0 hit points). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
- After the saving throw succeeds, you can’t use this feature again until you finish a long rest.
Sorcerer – Storm Soul
- Tempest spells
- 1st-level Storm Soul feature
- You learn additional spells when you reach certain levels in this class, as shown on the Tempest 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 an evocation spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
| 1st | Guiding Bolt, Thunderwave |
| 3rd | Rime’s Binding Ice, Vortex Warp |
| 5th | Call Lightning, Lightning Bolt |
| 7th | Ice Storm, Summon Elemental |
| 9th | Maelstrom, Steel Wind Strike |
Sorcerer – Wild Magic Soul
- Wild spells
- 1st-level Wild Magic Soul feature
- You learn additional spells when you reach certain levels in this class, as shown on the Wild 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 from random schools of magic. To determine these schools, roll a d8 twice at each level up. Each number has a corresponding school of magic. If you roll the same number twice, the second school of magic can be an option of your choosing.
| 1 | Abjuration |
| 2 | Conjuration |
| 3 | Divination |
| 4 | Enchantment |
| 5 | Evocation |
| 6 | Illusion |
| 7 | Necromancy |
| 8 | Transmutation |
- When replacing a spell from your spell list with one of your random schools of magic, the new spell must be from the Druid, Wizard, or Warlock spell list.
| Sorcerer Level | Spells |
| 1st | Chaos Bolt, Jim’s Magic Missile |
| 3rd | Nathair’s Mischief, Vortex Warp |
| 5th | Blink, Summon Lesser Demons |
| 7th | Confusion, Polymorph |
| 9th | Seeming, Bigby’s Hand |
- Wild Magic Surge
- 1st-level Wild Magic Soul feature
- 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 youroll a d20. If you roll a 1 or a 20, roll twice on the Wild Magic Surge table to determine whatcreate arandom magical effect is created. On a 20, you choose which Wild Magic option is selected between your two rolls. On a 1, the DM chooses. A Wild Magic Surge can happen once per turn. - If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
- 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,
- Tides of Chaos
- 1st-level Wild Magic Soul feature
- 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.Youthenregain the use of this feature whenever you roll on the Wild Magic table.
- Bend Luck
- 6th-level Wild Magic Soul feature
- 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 1
2sorcery pointsto force the creature to make a Charisma saving throw (it can willingly fail). On a failed save, roll 1d81d4and 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.
- 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 1
- Controlled Chaos
- 14th-level Wild Magic Soul feature
- At 14th level, you gain a bit more
modicum ofcontrol over the surges of your wild magic. Now no matter whether you roll a 1 or a 20 to trigger a Wild Magic Surge, you get to pick which Wild Magic table roll to keep.Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
- At 14th level, you gain a bit more
Spell Changes
New Spells
- Cantrips
- 1st-level spells
- 2nd-level spells
- 3rd-level spells
- 4th-level spells
Relevant Spell Changes
- Cantrips
- 1st-level Spells
- 2nd-level Spells
- 3rd-level Spells
- 4th-level Spells
- 5th-level Spells
- 7th-level Spells
Removed Spells
- 1st-level Spells
- Silvery Barbs
- 5th-level Spells
- Animate Objects
- 7th-level Spells
- Plane Shift
- 9th-level Spells
- Wish