Sorcerer
All classes · Multiclassing · Rules Glossary
Core Sorcerer Traits
| Primary Ability | Charisma |
|---|---|
| Hit Point Die | D6 per Sorcerer level |
| Saving Throw Proficiencies | Constitution and Charisma |
| Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Armor Training | None |
| Starting Equipment | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP |
Becoming a Sorcerer ...
As a Level 1 Character
- Gain all the traits in the Core Sorcerer Traits table.
- Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character
- Gain the Hit Point Die from the Core Sorcerer Traits table.
- Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points |
|---|---|---|---|
| 1 | +2 | Spellcasting, Innate Sorcery | - |
| 2 | +2 | Font of Magic, Metamagic | 2 |
| 3 | +2 | Sorcerer Subclass | 3 |
| 4 | +2 | Ability Score Improvement | 4 |
| 5 | +3 | Sorcerous Restoration | 5 |
| 6 | +3 | Subclass feature | 6 |
| 7 | +3 | Sorcery Incarnate | 7 |
| 8 | +3 | Ability Score Improvement | 8 |
| 9 | +4 | - | 9 |
| 10 | +4 | Metamagic | 10 |
| 11 | +4 | - | 11 |
| 12 | +4 | Ability Score Improvement | 12 |
| 13 | +5 | - | 13 |
| 14 | +5 | Subclass feature | 14 |
| 15 | +5 | - | 15 |
| 16 | +5 | Ability Score Improvement | 16 |
| 17 | +6 | Metamagic | 17 |
| 18 | +6 | Subclass feature | 18 |
| 19 | +6 | Epic Boon | 19 |
| 20 | +6 | Arcane Apotheosis | 20 |
| -Spell Slots per Spell Level | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1 | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2 | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
| 3 | 4 | 6 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | 5 | 7 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | 5 | 9 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | 5 | 10 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | 5 | 11 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | 5 | 12 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
Drawing from your innate magic, you can cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
Cantrips. You know four Sorcerer cantrips of your choice. Light , Prestidigitation , Shocking Grasp , andSorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2: Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
Creating Spell Slots
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Level 2: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3: Sorcerer Subclass
You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
Level 5: Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Careful Spell
Cost: 1 Sorcery Point
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, 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, and it takes no damage if it would normally take half damage on a successful save.
Distant Spell
Cost: 1 Sorcery Point
When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.
Empowered Spell
Cost: 1 Sorcery Point
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), and you must use the new rolls.
You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.
Extended Spell
Cost: 1 Sorcery Point
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.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Heightened Spell
Cost: 2 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
Quickened Spell
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Seeking Spell
Cost: 1 Sorcery Point
If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.
Subtle Spell
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Transmuted Spell
Cost: 1 Sorcery Point
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.
Twinned Spell
Cost: 1 Sorcery Point
When you cast a spell, such as Charm Person , that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.
Sorcerer Spell List
This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, Rmeans it's a Ritual, and M means it requires a specific Material component.
Cantrips (Level 0 Sorcerer Spells)
| Spell | School | Special |
|---|---|---|
| Acid Splash | Evocation | - |
| Chill Touch | Necromancy | - |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | - |
| Fire Bolt | Evocation | - |
| Light | Evocation | - |
| Mage Hand | Conjuration | - |
| Mending | Transmutation | - |
| Message | Transmutation | - |
| Minor Illusion | Illusion | - |
| Poison Spray | Necromancy | - |
| Prestidigitation | Transmutation | - |
| Ray of Frost | Evocation | - |
| Shocking Grasp | Evocation | - |
| Sorcerous Burst | Evocation | - |
| True Strike | Divination | - |
Level 1 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Burning Hands | Evocation | - |
| Charm Person | Enchantment | - |
| Chromatic Orb | Evocation | M |
| Color Spray | Illusion | - |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Disguise Self | Illusion | - |
| Expeditious Retreat | Transmutation | C |
| False Life | Necromancy | - |
| Feather Fall | Transmutation | - |
| Fog Cloud | Conjuration | C |
| Grease | Conjuration | - |
| Ice Knife | Conjuration | - |
| Jump | Transmutation | - |
| Mage Armor | Abjuration | - |
| Magic Missile | Evocation | - |
| Ray of Sickness | Necromancy | - |
| Shield | Abjuration | - |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Thunderwave | Evocation | - |
Level 2 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Alter Self | Transmutation | C |
| Blindness/Deafness | Transmutation | - |
| Blur | Illusion | C |
| Darkness | Evocation | C |
| Darkvision | Transmutation | - |
| Detect Thoughts | Divination | C |
| Dragon's Breath | Transmutation | C |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Flame Blade | Evocation | C |
| Flaming Sphere | Evocation | C |
| Gust of Wind | Evocation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | - |
| Levitate | Transmutation | C |
| Magic Weapon | Transmutation | - |
| Mirror Image | Illusion | - |
| Misty Step | Conjuration | - |
| Scorching Ray | Evocation | - |
| See Invisibility | Divination | - |
| Shatter | Evocation | - |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
| Web | Conjuration | C |
Level 3 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Blink | Transmutation | - |
| Clairvoyance | Divination | C, M |
| Counterspell | Abjuration | - |
| Daylight | Evocation | - |
| Dispel Magic | Abjuration | - |
| Fear | Illusion | C |
| Fireball | Evocation | - |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Haste | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Lightning Bolt | Evocation | - |
| Major Image | Illusion | C |
| Protection from Energy | Abjuration | C |
| Sleet Storm | Conjuration | C |
| Slow | Transmutation | C |
| Stinking Cloud | Conjuration | C |
| Tongues | Divination | - |
| Vampiric Touch | Necromancy | C |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
Level 4 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Banishment | Abjuration | C |
| Blight | Necromancy | - |
| Charm Monster | Enchantment | - |
| Confusion | Enchantment | C |
| Dimension Door | Conjuration | - |
| Dominate Beast | Enchantment | C |
| Fire Shield | Evocation | - |
| Greater Invisibility | Illusion | C |
| Ice Storm | Evocation | - |
| Polymorph | Transmutation | C |
| Stoneskin | Transmutation | C, M |
| Vitriolic Sphere | Evocation | - |
| Wall of Fire | Evocation | C |
Level 5 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Animate Objects | Transmutation | C |
| Arcane Hand | Evocation | C |
| Cloudkill | Conjuration | C |
| Cone of Cold | Evocation | - |
| Creation | Illusion | - |
| Dominate Person | Enchantment | C |
| Hold Monster | Enchantment | C |
| Insect Plague | Conjuration | C |
| Seeming | Illusion | - |
| Telekinesis | Transmutation | C |
| Teleportation Circle | Conjuration | M |
| Wall of Stone | Evocation | C |
Level 6 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Chain Lightning | Evocation | - |
| Circle of Death | Necromancy | M |
| Disintegrate | Transmutation | - |
| Eyebite | Necromancy | C |
| Flesh to Stone | Transmutation | C |
| Freezing Sphere | Evocation | - |
| Globe of Invulnerability | Abjuration | C |
| Mass Suggestion | Enchantment | - |
| Move Earth | Transmutation | C |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
Level 7 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Delayed Blast Fireball | Evocation | C |
| Etherealness | Conjuration | - |
| Finger of Death | Necromancy | - |
| Fire Storm | Evocation | - |
| Plane Shift | Conjuration | M |
| Prismatic Spray | Evocation | - |
| Reverse Gravity | Transmutation | C |
| Teleport | Conjuration | - |
Level 8 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Demiplane | Conjuration | - |
| Dominate Monster | Enchantment | C |
| Earthquake | Transmutation | C |
| Incendiary Cloud | Conjuration | C |
| Power Word Stun | Enchantment | - |
| Sunburst | Evocation | - |
Level 9 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Gate | Conjuration | C, M |
| Meteor Swarm | Evocation | - |
| Power Word Kill | Enchantment | - |
| Time Stop | Transmutation | - |
| Wish | Conjuration | - |
Sorcerer Subclass: Draconic Sorcery
Breathe the Magic of Dragons
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 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 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
Draconic Spells
| Sorcerer Level | Spells |
|---|---|
| 3 | Alter Self, Chromatic Orb, Command, Dragon's Breath |
| 5 | Fear, Fly |
| 7 | Arcane Eye, Charm Monster |
| 9 | Legend Lore, Summon Dragon |
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.
Additional Bible5e Class Spell Options
These additional class-list options are retained for Bible5e campaigns. They are not automatically prepared; use this class's normal spell preparation rules.
Additional Level 3 Spells
| Spell | School | Special |
|---|---|---|
| Deluge | Conjuration | M |
| Induce Envy | Enchantment | C |
| Induce Gluttony | Enchantment | C, M |
| Induce Greed | Enchantment | C, M |
| Induce Lust | Enchantment | C, M |
| Induce Pride | Enchantment | C, M |
| Induce Sloth | Enchantment | C, M |
| Induce Wrath | Enchantment | C |
Additional Level 4 Spells
| Spell | School | Special |
|---|---|---|
| Bind with Water | Conjuration | C |
| Pillar of Fire | Evocation | C |
Additional Level 5 Spells
| Spell | School | Special |
|---|---|---|
| Tehom | Conjuration | C, M |
| Walk in Shadow | Transmutation | C |
Additional Level 6 Spells
| Spell | School | Special |
|---|---|---|
| Visitation | Conjuration | M |
Additional Level 7 Spells
| Spell | School | Special |
|---|---|---|
| Hail and Fire | Evocation | — |
| Transubstantiation | Transmutation | — |
Additional Level 8 Spells
| Spell | School | Special |
|---|---|---|
| Weave Sin | Necromancy | M |
Additional Level 9 Spells
| Spell | School | Special |
|---|---|---|
| Ascension | Conjuration | — |
| Aura of Temptation | Enchantment | M |
Bible5e custom subclass options
Sorcerer Subclass: Echoes of Eden
While most subclasses represent skills and abilities developed through hard work and earned through dedication to one's path in life, the Echoes of Eden Sorcerer is different. The precious few mortals touched by the powers of Eden did not ask for this blessing; they happened upon it by chance.
The realm of Eden pulses with the magic of pure creation, and those who come into contact with it are never the same. Some may unknowingly stumble past the Sacred Grove while lost in the Forest of Sumer; some may be exposed to the innate magic of Eden through meditation, a vision, or other mystical experience; and in extremely rare cases, a mortal may even be permitted to enter Eden for a brief time to complete a sacred mission or fulfill a divine promise.
Regardless of how a mortal came into contact with the sacred grove of Eden, their body and mind is forever changed. Eden sprang into existence at the Word of God, and this divine Word still echoes throughout the cosmos, but nowhere more strongly than here, at its source. Just as the mountains, trees, flowers, and animals of Eden conform to the creative whims of the Most High, so too does the soul of mortal who comes a little too close. An echo of this divine Word now resides within the heart of the Echoes of Eden Sorcerer, and now the creative energy of Eden will follow them wherever their travels might take them.
Appearance: Mark of Creation
Although most Sorcerers are indistinguishable from the average mortal, the Echoes of Eden Sorcerer usually carries a kind of mark from their encounter with the Sacred Grove. This mark is different for each sorcerer, but is a manifestation of the creative magic that is now contained within them, yearning to be unleashed. Choose a mark from the table below, determine it randomly, or invent your own.
| d6 | Mark |
|---|---|
| 1 | The air around you always smells like the cool breeze after a thunderstorm. |
| 2 | There are always 1 or 2 butterflies flitting through the air around you. |
| 3 | On cloudy days or nights, there is always a break in the clouds just above you. |
| 4 | Whenever you cast a spell, thin vines of ivy and blooming flowers sprout from your arms. |
| 5 | Your hair is always moving slightly, as though being tussled by and unseen and unfelt breeze. |
| 6 | Whenever you cast a spell that requires a verbal component, your voice is replaced by the sound of a chorus of birds singing merrily. |
Subclass Progression
| Level | Feature |
|---|---|
| 3rd | Eden Magic, The Garden Path |
| 6th | Word of Creation |
| 14th | Nature's Wrath |
| 18th | Sacred Grove |
Level 3: Eden Magic
Starting at 3rd level, you always have the spells listed for your Sorcerer level and lower in the Eden Spells table prepared. They are Sorcerer spells for you and do not count against the number of spells you can prepare with Spellcasting. 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 from the Druid, Ranger, or Sorcerer spell list.
Eden Spells
| Level | Spells |
|---|---|
| 3rd | Create or Destroy Water, Goodberry |
| 3rd | Pass Without Trace, Spike Growth |
| 5th | Conjure Animals, Plant Growth |
| 7th | Bind With Water, Guardian of Nature |
| 9th | Commune with Nature, Tree Stride |
Level 3: The Garden Path
At 3rd level, the earth begins to subtly change and reshape itself in response to your presence. Your movement is unaffected by nonmagical difficult terrain. When you are not in combat, you (and any companions who follow in your steps) are unaffected by nonmagical difficult terrain while traveling.
Level 6: Word of Creation
Starting at 6th level, you can unleash the power of creation that resides inside of you to create items of your choice. As an action, you can spend a number of Sorcery Points to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item can be anything, but its size and gp value are limited to the number of Sorcery Points you spend when you create it, shown in the table below.
Once you have created an item, it lasts a number of hours equal to your Sorcerer level, after which it vanishes, leaving behind a spontaneous growth of wildflowers in its place.
| Sorcery Points | Size Limit | Value Limit |
|---|---|---|
| 1 | Tiny | 25 gp |
| 2 | Small | 100 gp |
| 4 | Medium | 2,500 gp |
| 8 | Large | 10,000 gp |
| 16 | Huge | No limit |
Level 14: Nature's Wrath
Beginning at 14th level, the very stones of the earth will move from their place to avenge you. If you are reduced to 0 hit points or are otherwise Incapacitated against your will, an Earth Elemental immediately rises from the ground, appearing in an unoccupied space within 10 feet of you, positioned between you and the enemy the elemental perceives as the greatest threat. The elemental is indifferent to your allies and hostile to your enemies. Unless given a different command by you, the elemental guards you or attacks your enemies, whichever it perceives to be the best course of action. The elemental remains for 1 hour, until it is reduced to 0 hit points, or until it is dismissed by you. Once you have benefited from this feature, you cannot do so again until you finish a Short or Long Rest.
Level 18: Sacred Grove
At 18th level, you can cause a miniature reflection of Eden to manifest itself. If you spend 10 minutes in meditation, channeling the echoes of the divine Word that created Eden, you can create a 50-foot-cube of protected area, centered on the spot in which you spent your meditation. This area becomes overgrown in soft, green grass, blossoming flowers, and fruit-bearing trees. This area is also comfortably warm and breezy like a spring morning, regardless of the climate in which it is created. All creatures of your choice (this can include you) that enter this area are immune to the Charmed and Frightened condition, as well as any spell, ability, or effect that would sense its location, emotions, alignment, or thoughts. Also, any spell cast from outside the sacred grove cannot affect creatures within it.
Spells can still target creatures within the grove, but the spell does not take effect within the grove.
Additionally, creatures of a type you specify (example: fiends, undead, dragons) when you create your grove are barred from entry. A magical barrier surrounds your grove on all sides. This barrier also extends into the the ethereal plane. Any creature of the specified type that attempts to enter the grove through this barrier must first succeed on a DC 18 Wisdom saving throw or it is unable to enter. Any creature of the specified type that succeeds in entering the area takes 21 (6d6) Psychic damage at the start of each of its turns while it remains in your grove.
Your Sacred Grove lasts for 12 hours, or until you dismiss it as a bonus action. When your grove disappears, the land where it was created returns to normal. Once you have used this feature, you cannot do so again until you finish a Long Rest.