The 5e Sorcerer Class
Recast
Firestarters, magical experiments, and magical children. Sorcerers were born with magical abilities they often don't understand. They can shape spells to be more powerful than other spellcasters.
The sorcerer class here has more flexibility and a greater ability to recuperate resources than the original 5e sorcerer. We also present two new abilities. Existing 5e subclasses will all work mechanically with this form of the sorcerer class. Click here for a summary of changes.
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Navigation
Class Features by Level*
6: Sorcerous Origin Feature
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*For abilities that appear at multiple levels, only the first case is listed.
eg. Ability Score Improvement is only listed at level 4.
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Spell Slots
Level 1 Sorcerers
When you create a level 1 sorcerer, follow these steps to add the following to your character:
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Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).
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Strength: 8 Dexterity:14 Constitution: 14 Intelligence: 12 Wisdom: 12 Charisma: 16
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Strength: 8 Dexterity:15 Constitution: 14 Intelligence: 10 Wisdom: 10 Charisma: 17
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Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.​
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Hit Points
At First Level: 6 + Constitution Modifier
At Higher Levels: 1d6 (or 4) + Constitution Modifier
Hit Dice: 1d6 per sorcerer level
Items
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a sling and 20 bullets -OR- a quarterstaff
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2 daggers
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a component pouch -OR- an arcane focus
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a dungeoneer's pack -OR- an explorer's pack
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Multiclass Characters
Instead of leveling up in your original class, you can take a sorcerer level when you level up. When you do, you gain only a portion of what first level sorcerers gain.
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Multiclassing Ability Score Requirements
Taking levels in several classes requires exceptional ability. You must meet the multiclassing ability score requirements for both your original class and the class you are multiclassing into.
For sorcerers you must have:​
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Charisma: 14
Hit Points
Per Level: 1d6 (or 4) + Constitution Modifier
Hit Dice: 1d6 per sorcerer level
Proficiencies
Weapons: Clubs, Daggers, Darts, Light Hammers, Slings, Quarterstaffs
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Class Features​
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level Sorcerers gain the Sorcerous Origin and Sorcerer Spellcasting abilities.
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Sorcerer Spellcasting
Most sorcerers are born with powerful magical abilities that allow them to cast spells. You might have had your powers awakened later, but your powers are part of you whether you like it or not. You use charisma as your spellcasting ability for sorcerer spells, since you draw upon your force of personality to shape the magical forces that empower you.
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Sorcerers are known spellcasters. The Sorcerer Progression Table shows how many spell slots you have, as well as how many cantrips and spells you know. You can search the list of sorcerer spells here or see full spell descriptions here.​​​​​
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Spellcasting Focuses
You can use an arcane focus or component pouch as a spellcasting focus for casting sorcerer spells. To do so, you need a free hand to hold your focus or access your components.
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Sorcerous Origin
Choose a Sorcerous Origin. This represents the source of your sorcerer's innate magical abilities. Some sorcerers inherit their power from a magical ancestor, and some sorcerers develop magical abilities as a result of some event, spell, or curse. The specific Sorcerous Origin you choose affects what you can do with your powers. Your Sorcerous Origin gives you new abilities at this level and at levels 6, 10, and 14, also listed below.
Sorcerous Origins available elsewhere are compatible with this version of the sorcerer class.
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Draconic Origin
Sorcerers with the draconic origin are almost always descended from dragons. Since dragons can change shape and take mortal form, it's not unheard of for mortal bloodlines to have a draconic ancestor. In some, the power of the draconic bloodline manifests as powerful magical abilities that only grow with use.
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In the world of Elkan, being part of a draconic Bloodline means you cannot be part of another, and you will forever have impulses to act similarly to the personalities of your Bloodlines. While you can control these impulses, it is a lifelong struggle. For more information, see dragonborn​.
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Draconic: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know.
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Draconic Toughness
Physical traits of your dragon ancestors begin to emerge. You're tougher, and parts of your skin grow dragon-like scales.
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Your hit point maximum increases by 1 for every sorcerer level you have.
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While you are not wearing any armor, you can choose to calculate your armor class as 14 + your Dexterity modifier. You can use a shield and still gain this benefit.
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Air Savant
Whether by birth, ritual, or accident, you are infused with powers from the elemental plane of air. Magic comes to you easily, and you have greater control over elemental air than any other.
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Air Savant: Empowered Cantrips
You learn the Lapidate and Static Charge cantrips. When you cast Static Charge, it uses a d8 die for damage instead of a d6. When you cast Lapidate, it uses a d10 die for damage instead of a d8. For example, at level 5, your Static Charge cantrip deals 2d8 electric damage.
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Air Savant: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know.
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Earth Savant: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know. ​
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Earth Savant: Empowered Cantrips
You learn the Resistance and Shout cantrips. When you cast Resistance, it uses a d6 die instead of a d4. When you cast Shout, it uses a d8 die for damage instead of a d6. For example, at level 5, your Shout cantrip deals 2d8 sonic damage.
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Earth Savant
Whether by birth, ritual, or accident, you are infused with powers from the elemental plane of earth. Magic comes to you easily, and you have greater control over elemental earth than any other.
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Fire Savant
Whether by birth, ritual, or accident, you are infused with powers from the elemental plane of fire. Magic comes to you easily, and you have greater control over elemental fire than any other.
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Fire Savant: Empowered Cantrips
You learn the Fire Bolt and Sacred Flame cantrips. When you cast Fire Bolt, it uses a d12 die instead of a d10. When you cast Sacred Flame, it uses a d10 die for damage instead of a d8. For example, at level 5, your Fire Bolt cantrip deals 2d12 fire damage.
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Fire Savant: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know. ​
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Water Savant: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know. ​
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Water Savant: Empowered Cantrips
You learn the Acid Splash and Ray of Frost cantrips. When you cast Acid Splash, it uses a d8 die instead of a d6. When you cast Ray of Frost, it uses a d10 die for damage instead of a d8. For example, at level 5, your Acid Splash cantrip deals 2d8 acid damage.
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Water Savant
Whether by birth, ritual, or accident, you are infused with powers from the elemental plane of water. Magic comes to you easily, and you have greater control over elemental water than any other.
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Wild Mage: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know. ​
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Wild Mage: Random Wild Surge
Sometimes when you cast spells, unpredictable things happen. Tapping into the source of your chaotic power is usually helpful, but can also be violent and dangerous.
When you cast a spell of 1st level or higher, roll 1d6. If you roll a 5 or a 6, you trigger a wild surge, granting your spell an additional effect. The additional effect is not affected by your metamagic features.
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See our spellcasting page for details on wild surges.
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Wild Mage
Your magic came to you seemingly at random. Whether the result of magical experimentation, a gift from a chaotic entity, or even appearing out of nowhere, your magic is chaotic and unpredictable. Some wild mages are spotted at a young age, whereas others discover their volatile magic when they're older. A wild mage's spells always have a chance to do something random. Usually this is a good thing, but accidents do happen.
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In the world of Elkan, wild magic is the domain of Baphomet, the wild minotaur god, who you can see on our homepage.
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Other Origin: Level 1 Feature
Choose this option if you'd like to use a Sorcerous Origin that comes from a source that isn't Elkan 5e. Sorcerous Origins from other sources are usually called a Sorcerous Bloodline. At this level, you gain access to the first of your Sorcerous Origin's extra spells. It's possible that your chosen origin might not grant you spells. In this case, we recommend you work with your GM to choose one appropriate spell for each spell slot level from levels 1-5.
Your origin likely lists features at level 1 other than new spells. You gain these features at level 3 instead.
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Sorcery Points
You gain a resource called Sorcery Points, which can be used to create more spell slots or fuel certain sorcerer abilities. Your sorcery point maximum is equal to your sorcerer level, and you can never have more sorcery points than this maximum. When you finish a long rest, you regain all your sorcery points.
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Flexible Casting
Bonus Action - Self - Magical
You gain the ability to exchange sorcery points for spell slots on a whim. ​
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Crush Spell Slot: You can crush a spell slot, gaining a number of sorcery points equal to the level of the spell slot you crushed.
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Restore Spell Slot: You can expend sorcery points to regain an expended spell slot. The Restored Spell Slots Table, pictured here, lists the cost in sorcery points to regain a spell slot of a given level.
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Restored Spell Slots
Magic Coalescence
You pull on magic around you to restore your magical power.
During a Short Rest - Self - 1/Long Rest - Magical
You regain a number of sorcery points equal to half your level (rounded down).
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Metamagic
You gain the ability to empower, change, and warp your spells. You gain three of the following metamagic options, which allow you to expend sorcery points to alter spells you cast. You gain one more metamagic option at both levels 7 and 15.
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Click to expand
​Accurate Spell
No Action Cost - 2 Sorcery Points - Magical
When miss with a spell attack roll, you can reroll the attack. If you are casting a spell that requires multiple attack rolls and you missed more than once, you reroll all misses with that spell.
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Careful Spell
No Action Cost - 1 Sorcery Point - Magical
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. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). All chosen creatures automatically succeed on their saving throws against the spell.
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Distant Spell
No Action Cost - 0 to 1 Sorcery Points - Magical
When you cast a spell that has a range of touch, you can make the range of the spell 30 feet (which does not cost sorcery points). Alternatively, 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.
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Empowered Spell
No Action Cost - 1 Sorcery Point - Magical
When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
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Extended Spell
No Action Cost - 2 Sorcery Points - Magical
When you cast a spell that requires you to concentrate on its ongoing effects, you can double its duration or increase the duration to 1 hour.
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Heightened Spell
No Action Cost - 3 Sorcery Points - Magical
Once when you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can force one of the targets to reroll a successful saving throw made against the spell.
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Quickened Spell
No Action Cost - 2 Sorcery Points - Magical
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. A quickened spell cannot benefit from any other metamagic abilities.
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Raw Spell
No Action Cost - 1 to 5 Sorcery Points - Magical
When you cast a spell that deals damage, you can expend a number of sorcery points equal to half the spell's level, rounded up (minimum of 1). This makes the spell deal force damage instead of whatever type(s) of damage the spell did previously.
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Subtle Spell
No Action Cost - 0 to 1 Sorcery Points - Magical
When you cast a spell, you can choose to cast that spell without the normal verbal components or without the normal somatic components (which does not cost sorcery points). Alternatively, you can spend 1 sorcery point to cast it without either somatic or verbal components. Click here for further explanation (1).
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Twinned Spell
No Action Cost - 1 to 9 Sorcery Points - Magical
When you cast a spell that has a casting time of 1 action or 1 bonus action that targets only one target other than yourself, you can spend a number of sorcery points equal to the spell’s level (1 if the spell is a cantrip) to target a second target in range with the same spell. To be eligible, a spell must not have an area of effect, and must only be capable of targeting one target. A twinned spell cannot benefit from any other metamagic abilities. Click here for a breakdown of which spells can be twinned as per Elkan 5e rules (2).
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Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.
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Chromatic Bloodlines (Click to Expand)
Draconic: Breath Weapon
You gain a breath weapon, corresponding to the dragon bloodline you are descended from. If you are a dragonborn and already have their breath weapon, you gain the Draconic Breath Control feat instead. Your breath weapons use your spellcasting saving throw DC.
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Metallic Bloodlines
Black Bloodline
Breath Weapon (1/Long Rest)
You spew a jet of acid.​
Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical
Dexterity Saving Throw
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Failure: 3d6 acid damage*
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Success: half damage
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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
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The black dragons of Elkan live in the swamps of Ananua, where they mercilessly hunt whatever intelligent prey they can find. They enjoy inflicting horrible pain upon sentient creatures. Members of the Black Bloodline feel an intrusive sense of satisfaction from watching creatures in physical pain.
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Blue Bloodline
Breath Weapon (1/Long Rest)
You breathe a stream of forking lightning.​
Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical
Dexterity Saving Throw
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Failure: 3d6 electric damage*
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Success: half damage
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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
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The blue dragons of Elkan live in the Sands of Nad, where they compete with each other for fame and status. They enjoy wielding their power over lesser creatures to mock or even ruin them. Members of the Blue Bloodline feel an intrusive desire to force weaker creatures to do things against their will.
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Green Bloodline
Breath Weapon (1/Long Rest)
You breathe noxious green gas.​
Action - 20 ft. cone - 1/Long Rest - Magical
Constitution Saving Throw
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Failure: 3d6 poison damage*
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Success: half damage
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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
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The green dragons of Elkan live in the Roots, where they run wild with twisted fey courts. They are narcissists, and create elaborate schemes to stroke their own egos. Members of the Green Bloodline have difficulty realizing that they are less than perfect, and find it comes naturally to blame others for their failures.
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Red Bloodline
Breath Weapon (1/Long Rest)
You breath a great blast of fire.​
Action - 20 ft. cone - 1/Long Rest - Magical
Dexterity Saving Throw
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Failure: 3d6 fire damage*
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Success: half damage
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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
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The red dragons of Elkan live in the Ashen Mountains, where they rule over their dragonborn, dwarf, and kobold slaves. They are tyrants, and will destroy any who get in the way of their domination. Members of the Red Bloodline feel an intrusive desire to dominate weaker creatures and suffer no insult.​
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White Bloodline
Breath Weapon (1/Long Rest)
You breathe a powerful blast of cold air.​
Action - 20 ft. cone - 1/Long Rest - Magical
Constitution Saving Throw
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Failure: 3d6 cold damage*
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Success: half damage
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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).
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The white dragons of Elkan live in remote tundras, hiding from their many draconic enemies. They are bullies, taking out their anger on whoever is smaller than them. Members of the White Bloodline have intrusive thoughts that the only way to overcome their own weaknesses is to victimize others.
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Brass Bloodline
Breath Weapon (1/Long Rest)
You breathe a colorful cloud of stars.​
Action - 20 ft. cone - 1/Long Rest - Magical
A creature that is already asleep or unconscious has disadvantage on this save
Wisdom Saving Throw
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Failure: 2d6 psychic damage*
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Success: half damage
If a creature is reduced to 0 hit points with this breath weapon, the creature falls unconscious, does not roll death saving throws or die as a result of this damage, and cannot wake for 1 hour.
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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
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The brass dragons of Elkan live in the desert known as the Dreamscape, living much of their lives in a collective lucid dream. They are thoughtful dreamers, withdrawn from the world around them. Members of the Brass Bloodline struggle not to lose focus and drift into daydreaming, sometimes even in reverie for hours at a time.
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Bronze Bloodline
Breath Weapon (1/Long Rest)
You roar, blasting enemies backwards with sonic force.​
Action - 20 ft. cone - 1/Long Rest - Magical
Strength Saving Throw
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Failure: 2d6 sonic damage*, and the target is pushed up to 10 ft. away from you.
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Success: half damage
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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
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The bronze dragons of Elkan live in coastal reefs near the Blasted Steppes. They are proud vigilantes and bounty hunters. Members of the Bronze Bloodline find it difficult not to start fights with those they consider evil or even just amoral.
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Copper Bloodline
Breath Weapon (1/Long Rest)
You spew heavy caustic globs which stick to enemies and hinder them.​
Action - 20 ft. cone - 1/Long Rest - Magical
Dexterity Saving Throw
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Failure: 2d6 acid damage*, and the target is slowed until the end of your next turn.
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Success: half damage
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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
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The copper dragons of Elkan live in secret, hiding throughout the world. They are kind, but unreliable guides to remote places. Members of the Copper Bloodline find it hard not to play petty pranks on those they don't like.
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Gold Bloodline
Breath Weapon (1/Long Rest)
You breathe a twisting white gas which cripples enemies.​
Action - 20 ft. cone - 1/Long Rest - Magical
Constitution Saving Throw
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Failure: 2d6 poison damage*, and the target is poisoned for 1 minute (save ends)
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Success: half damage
If a creature is reduced to 0 hit points with this breath weapon, the creature falls unconscious, does not roll death saving throws or die as a result of this damage.
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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
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The gold dragons of Elkan live on the Untouchable Shores, the magical mists preventing travelers from getting close. They often intervene to prevent tyrants from rising to power nearby. Members of the Gold Bloodline often feel they know what's best for others, even those they barely know.
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Silver Bloodline
Breath Weapon (1/Long Rest)
You breathe a beam of ice crystals which attempt to fix to your target.​
Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical
Constitution Saving Throw
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Failure: 2d6 cold damage*, and the target is restrained until the end of your next turn
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Success: half damage
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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
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The silver dragons of Elkan live in Alfand, where they protect high elven communities. They are staunch protectors, but tend to only care about their own. Members of the Silver Bloodline often struggle to look beyond their own community or social circle's problems.
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Air Savant: Volatile Current
Once Per Turn - 1 Creature - Magical
When you deal damage with a spell that deals electric or bludgeoning damage, you can choose to cause a jet of air or electricity to arc to nearby creature who wasn't affected by the spell. Choose a target within 15 ft. of the target that took damage.
Dexterity Save
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Failure: Target takes 1d10 bludgeoning or electric damage (whichever type the original spell dealt).
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Success: Half damage.
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Earth Savant: Fault Line
Once Per Turn - 1 Creature - 1 Round - Magical
When you deal damage with a spell that deals bludgeoning or sonic damage, you can choose one target affected by the spell and magically create a weak point in their defenses for 1 round.
Debuff​
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The next weapon attack that hits the target deals an additional 1d8 sonic damage.
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Fire Savant: Wreathing Flames
Once Per Turn- 1 Creature - 1 Round - Magical
When you deal damage with a spell that deals fire or radiant damage, you can choose to temporarily wreath one affected creature in flames.
Debuff
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Unless a creature uses their action to put out the fire or the fire is otherwise put out, the target takes 1d8 fire damage at the end of their next turn (or the end of the initiative round if the target is an object).
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Water Savant: Relentless Tides
Once Per Turn - 1 Creature - 1 Minute - Magical
When you deal damage with a spell that deals cold or acid damage, you can choose one affected creature who took full damage from the spell to suffer lingering damage.
Debuff
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For 1 minute or until you become incapacitated, the target takes 1d6 cold or acid damage at the end of each of their turns.
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Wild Mage: Avert Disaster
Once Per Turn - Self - 1 Sorcery Point - Magical
When you roll a wild surge and don't like what you rolled, you can reroll the surge, taking either result.
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Wild Mage: Voluntary Surge
Once Per Turn - Self - 3/Long Rest - Magical
Before you roll 1d6 to determine if your spell will be a random wild surge, you can force your spell to be a wild surge. You still roll the 1d6. If you roll a 5 or 6, your surge's effect is rolled on the table one level higher (which is the standard rule for triggering a surge in two different ways). For example, if you voluntarily surge on a 2nd level spell and then roll a 6 for a random surge, you roll your surge on the 3rd level wild surge table.
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Other Origin: Level 3 Feature
Your chosen Sorcerous Origin grants you one or more features at this level. If using an origin not from Elkan 5e, your origin's features are likely listed as level 1 features.
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Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can 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.
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Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
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You gain no new class features at this level. As always, see the Sorcerer Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.
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Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.
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Draconic: Frightful Gaze
Your gaze falls upon a lesser creature as you attempt to strike fear into their soul.
Bonus Action - 1 Creature (60 ft.) - 1 Minute - 1 Sorcery Point - Magical
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Wisdom Save
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Failure: Target is frightened (save ends).
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Success: No effect.
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Air Savant: Elemental Infusion
No Action Cost - 1 Sorcery Point - Magical
When you cast a spell that deals damage that isn't necrotic, poison, or psychic damage, you can infuse the spell with your elemental power, causing it to deal either bludgeoning or electric damage instead of the type(s) of damage it dealt before.
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Air Savant: Auran Speech
You learn the primordial language. You can read and write primordial and understand all spoken dialects of primordial. You can also use minor elemental magics to speak like an air elemental.
You can move air around in the air, recreating the whooshing and whistling sounds an air elemental makes to speak the Auran dialect of primordial.
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Earth Savant: Elemental Infusion
No Action Cost - 1 Sorcery Point - Magical
When you cast a spell that deals damage that isn't necrotic, poison, or psychic damage, you can infuse the spell with your elemental power, causing it to deal either bludgeoning or sonic damage instead of the type(s) of damage it dealt before.
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Earth Savant: Terran Speech
You learn the primordial language. You can read and write primordial and understand all spoken dialects of primordial. You can also use minor elemental magics to speak like an earth elemental.
You can move rocks and dirt around in the air, recreating the tumbling and grinding sounds an earth elemental makes to speak the Terran dialect of primordial.
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Fire Savant: Elemental Infusion
No Action Cost - 1 Sorcery Point - Magical
When you cast a spell that deals damage that isn't necrotic, poison, or psychic damage, you can infuse the spell with your elemental power, causing it to deal either fire or radiant damage instead of the type(s) of damage it dealt before.
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Fire Savant: Ignan Speech
You learn the primordial language. You can read and write primordial and understand all spoken dialects of primordial. You can also use minor elemental magics to speak like a fire elemental.
You can create roaring flames and crackling embers from your hands, recreating the sounds a fire elemental makes to speak the Ignan dialect of primordial.
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Water Savant: Elemental Infusion
No Action Cost - 1 Sorcery Point - Magical
When you cast a spell that deals damage that isn't necrotic, poison, or psychic damage, you can infuse the spell with your elemental power, causing it to deal either acid or cold damage instead of the type(s) of damage it dealt before.
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Water Savant: Aquan Speech
You learn the primordial language. You can read and write primordial and understand all spoken dialects of primordial. You can also use minor elemental magics to speak like a water elemental.
You can move water rapidly through the air, recreating the rushing and bubbling sounds a water elemental makes to speak the Aquan dialect of primordial.
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Wild Mage: Chaos Conductor
When you cast a spell with a random component you can control the chaos of that spell. You may choose to roll twice for every random component of a spell that isn't an attack roll, saving throw, damage roll, or healing roll, choosing which roll you want.
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For example, every time a creature is confused by the Confusion spell and rolls for a random effect, you can roll twice and pick which result you wish to apply. With Mirror Image, you can roll twice to determine whether an attacker hits one of your images.
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Other Origin: Level 6 Feature
Your chosen Sorcerous Origin grants you one or more features at this level.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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Shield of Will
Reaction - Self - 2 Sorcery Points - Magical
Your innate mastery of magic and the power flowing through you has given you the ability to shield your own mind. When you roll an intelligence, wisdom, or charisma saving throw, you are not proficient with the save, and you fail, you can add your proficiency bonus to your roll if that would allow you to succeed.
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Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.
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Draconic: Draconic Resistance
You gain resistance to the type of damage that your breath weapon deals. If you already have resistance to this damage type, then you can gain resistance to necrotic or poison damage, or one of the damage resistances offered by other bloodlines.​​
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Draconic: Blindsight
You gain blindsight with a radius of 30 ft.
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Air Savant: Ascendant Air
Your spells that deal electric damage ignore electric resistance and treat electric immunity as electric resistance. Your spells also ignore the effects of a creature’s 'electricity absorption' ability.
When you deal electric damage to a creature that is normally resistant, your magic twists their defenses against them. When you deal electric damage to a creature that is normally immune, you twist your magic to overwhelm their defenses. In the case of some magical creatures like elementals, you control and disperse their elemental essence.
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Earth Savant: Ascendant Earth
When you deal bludgeoning, piercing, or slashing damage with spells or weapons, you ignore resistance and immunity to non-adamantine and non-silver damage.
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When you deal bludgeoning, piercing, or slashing damage to a creature that is normally resistant or immune, your magic hardens your attacks to break through even the hardest of materials or the flesh of magical creatures.
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Fire Savant: Ascendant Fire
Your spells that deal fire damage ignore fire resistance and treat fire immunity as fire resistance. Your spells also ignore the effects of a creature’s 'fire absorption' ability.
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When you deal fire damage to a creature that is normally resistant, your magic twists their defenses against them. When you deal fire damage to a creature that is normally immune, you twist your magic to overwhelm their defenses. In the case of some magical creatures like elementals, you control and disperse their elemental essence.
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Water Savant: Ascendant Water
Your spells that deal acid or cold damage ignore acid or cold resistance and treat acid or cold immunity as resistance. Your spells also ignore the effects of a creature’s 'acid absorption' or 'cold absorption' ability.
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When you deal acid or cold damage to a creature that is normally resistant, your magic twists their defenses against them. When you deal acid or cold damage to a creature that is normally immune, you twist your magic to overwhelm their defenses. In the case of some magical creatures like elementals, you control and disperse their elemental essence.
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Wild Mage: Refract Magic
With a small bit of willpower and focus, you can corrupt or deflect magic affecting you.
Reaction - Self - 1 Sorcery Point - Magical
​When you fail a saving throw against a spell or magical effect, you can reroll the save.​​
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Other Origin: Level 10 Feature
Your chosen Sorcerous Origin grants you one or more features at this level. If using an origin not from Elkan 5e, your origin's feature is likely listed at level 14.
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You gain no new class features at this level. As always, see the Sorcerer Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.
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Draconic: Dragon Wings
You grow draconic wings from your back. You have a fly speed of 60.​
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Air Savant: Air Elemental Form
You transform into an hybrid humanoid and air elemental form, crackling with electricity and surrounded by whipping winds. Your form shifts, transforming back and forth from solid to gas.
Bonus Action - Self - 10 Minutes - 3 Sorcery Points - Magical
You choose whether your equipment falls to the ground in your space, merges into your new form, or if you continue to visibly wear it.
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You have a fly (hover) speed of 40 ft.
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You are resistant to electric damage.
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You are immune to poison damage and the poisoned condition.
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You are immune to the grappled, petrified, and restrained conditions.
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You weigh close to nothing and can squeeze through gaps as small as 1 inch wide.
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You no longer have normal bodily functions. You don't breathe, can't bleed, be magically aged, or otherwise do anything that relies on your normal biological functions.
You can revert to your normal form using a bonus action. You also revert to your normal form if you are reduced to 0 hit points.​
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Earth Savant: Earth Elemental Form
You transform into an hybrid humanoid and earth elemental form, your skin made from soil and rocks which slowly shift across your body.
Bonus Action - Self - 10 Minutes - 3 Sorcery Points - Magical
You choose whether your equipment falls to the ground in your space, merges into your new form, or if you continue to visibly wear it.
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You have tremorsense with a radius of 60 ft.
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You are resistant to non-adamantine bludgeoning, piercing, and slashing damage.
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You are immune to poison damage and the poisoned condition.
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You are immune to the petrified condition.
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You weigh twice as much.
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You no longer have normal bodily functions. You don't breathe, can't bleed, be magically aged, or otherwise do anything that relies on your normal biological functions.
You can revert to your normal form using a bonus action. You also revert to your normal form if you are reduced to 0 hit points.
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Fire Savant: Fire Elemental Form
You transform into an hybrid humanoid and fire elemental form, your body made of (mostly) harmless flames that dance in the air.
Bonus Action - Self - 10 Minutes - 3 Sorcery Points - Magical
You choose whether your equipment falls to the ground in your space, merges into your new form, or if you continue to visibly wear it.​
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You are immune to fire damage and resistant to radiant damage.
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You are immune to poison damage and the poisoned condition.
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You are immune to the grappled, petrified, and restrained conditions.
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You shed bright light in a 30 ft. radius and dim light in a 60 ft. radius.
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You can squeeze through gaps as small as 1 inch wide.
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​You no longer have normal bodily functions. You don't breathe, can't bleed, be magically aged, or otherwise do anything that relies on your normal biological functions.
You can revert to your normal form using a bonus action. You also revert to your normal form if you are reduced to 0 hit points.
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Water Savant: Water Elemental Form
You transform into an hybrid humanoid and water elemental form, your flesh transforming into a semisolid flowing form, with ice crystals or bubbles throughout.
Bonus Action - Self - 10 Minutes - 3 Sorcery Points - Magical
You choose whether your equipment falls to the ground in your space, merges into your new form, or if you continue to visibly wear it.​
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You have a swim speed of 90 ft.
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You are immune to acid damage and resistant to fire damage.
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You are immune to poison damage and the poisoned condition.
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You are immune to the grappled, petrified, and restrained conditions.
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You can squeeze through gaps as small as 1 inch wide.
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​You no longer have normal bodily functions. You don't breathe, can't bleed, be magically aged, or otherwise do anything that relies on your normal biological functions.
You can revert to your normal form using a bonus action. You also revert to your normal form if you are reduced to 0 hit points.
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Wild Mage: Magical Blowout
You make yourself a conduit for chaotic powers, allowing your magic to run rampant.
No Action Cost - Self - 1/Long Rest - 1 Minute - Magical
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Every time you cast a spell, you can choose to trigger a wild surge. You still have the normal limit of one surge per turn.
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You can use Voluntary Surge or trigger a Random Wild Surge after choosing to surge this way, raising the level of your surge.​​
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Other Origin: Level 14 Feature
Your chosen Sorcerous Origin grants you one or more features at this level. If using an origin not from Elkan 5e, your origin's feature is likely listed at level 18.​
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You gain no new class features at this level. As always, see the Sorcerer Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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You gain no new class features at this level. As always, see the Sorcerer Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.
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Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.
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Effortless Metamagic
You gain the ability to bolster your less powerful spells using minimal magical power. When you cast a spell of 3rd level or lower, including cantrips, you can use one of your metamagic options that costs 1 sorcery point for free. If you use a metamagic option that costs more than 1 sorcery point, you gain no benefit from this feature.
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Notes and Examples
(1) Regarding Subtle Spell: If you cast a spell without verbal components, you don't have to speak for the spell or make noise, and if you cast a spell without somatic components, you don't have to move, meaning you can cast a spell even if restrained. The spell itself will still be visible and make sound, and may give you away if it originates from you, like a Magic Missile shooting from your hands.
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(2) Regarding Twinned Spell: You may twin a spell if the spell is only capable of targeting one target and is not an area of effect spell. Here's some examples.
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Fire Bolt, which only targets one creature (or object), may be twinned.
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Hold Creature using a level 2 spell slot, which only targets one creature, may be twinned.
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Hold Creature using a level 3 spell slot, which targets two creatures, cannot be twinned.
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Fireball, targeting an area with three creatures inside, cannot be twinned.
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Fireball, targeting an area with only one creature inside, cannot be twinned.
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Magic Missile, whether or not all the missiles target the same creature, cannot be twinned.
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