Sorcerer

Hit Points

 * Hit Dice: 1d6 per sorcerer level
 * Hit Points at 1st Level: 6 + Constitution modifier
 * Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

 * Armor: None
 * Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
 * Tools: None
 * Saving Throws: Constitution, Charisma
 * Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

 * (a) A light crossbow and 20 bolts, or, (b) any simple weapon
 * (a) A component pouch, or, (b) an arcane focus
 * (a) A Dungeoneer's Pack, or, (b) an Explorer's Pack
 * Two daggers Alternatively, you can ignore the equipment from your class and background and start with 3d4 x 10 gp.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + Charisma modifier. Spell attack modifier = Your proficiency bonus + Charisma modifier.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Spell Versatility
(Unearthed Arcana)

Starting at 1st level, you may enhance your Spellcasting with this feature (subject to DM approval).

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
 * Aberrant Mind
 * Divine Soul
 * Draconic Bloodline
 * Giant Soul
 * Phoenix Sorcery
 * Pyromancer
 * Sea Sorcery
 * Shadow Magic
 * Stone Sorcery
 * Storm Sorcery
 * Wild Magic

Font of Magic
At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.

Alternate Font of Magic
(Unearthed Arcana)

Starting at 2nd level, you may use the following Font of Magic options alongside any previous ones (subject to DM approval).
 * Empowering Reserves: When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.
 * Imbuing Touch: As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
 * Sorcerous Fortitude: As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Metamagic
At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
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, you 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.

Distant Spell
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. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
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). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

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 give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Alternate Metamagic Options
(Unearthed Arcana)

Starting at 1st level, you may choose from the following Metamagic options alongside any previous ones (subject to DM approval).

Elemental Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

Seeking Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

Unerring Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.

You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Aberrant Mind
(Unearthed Arcana)

Invasive Thoughts
At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

Psionic Spells
Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Warped Being
Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.

Psionic Sorcery
Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

Psychic Defenses
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh
Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

• You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.

• You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.

• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

• Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.

Warp Reality
At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.

As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can’t use it again until you finish a long rest.

Divine Soul
(Xanathar's Guide to Everything)

Divine Magic
Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Favored by the Gods
Starting at 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing
Starting at 6th level, whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherworldy Wings
At 14th level, using a bonus action, you can manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery
At 18th level, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.

Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. The damage bonus applies to one damage roll of a spell, not multiple rolls. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence
Beginning at 18th level, as an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Giant Soul
(Unearthed Arcana) The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.

Jotun Resilience
The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Mark of the Ordning
At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.

Soul of Lost Ostoria
Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature. Cloud Giant. Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier. Fire Giant. You gain a bonus to the damage rolls of your Mark of the Ordning spells. The bonus equals your Constitution modifier (minimum of +1). Frost Giant. Immediately after you cast any of your Mark of the Ordning spells, you gain temporary hit points equal to your Constitution modifier (minimum of 1). But if the spell is Armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1). Hill Giant. Immediately after you cast any of your Mark of the Ordning spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save. Stone Giant. Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn. Storm Giant. Immediately after you cast any of your Mark of the Ordning spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).

Rage of Fallen Ostoria
Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:
 * Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
 * Your reach increases by 5 feet.
 * Your walking speed increases by 5 feet.
 * You have advantage on Strength checks and Strength saving throws.
 * You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1). Once you use this feature, you can’t use it again until you finish a short or long rest.

Blessing of the All Father
At 18th level, your Constitution score increases by 2, up to a maximum of 22. In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.

Phoenix Sorcery
(Unearthed Arcana)

Ignite
At 1st level, as an action, you can magically ignite a flammable object you touch with your hand.

Mantle of Flame
Starting at 1st level, as a bonus action, you magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits:
 * You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
 * Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
 * Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.

Phoenix Spark
Starting at 6th level, if you are reduced to 0 hit points, you can use your reaction instead be reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can't use it again until you finish a long rest.

Nourishing Fire
Starting at 14th level, when you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.

Form of the Phoenix
At 18th level, while under the effect of your Mantle of Flame feature, you gain additional benefits:
 * You have a flying speed of 40 feet and can hover.
 * You have resistance to all damage.
 * If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.

Pyromancer
(Plane Shift: Kaladesh)

Heart of Fire
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level

Fire in the Veins
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Pyromancer's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Sea Sorcery
(Unearthed Arcana)

Soul of the Sea
At 1st level, you gain the ability to to breathe underwater, and you have a swim speed equal to your walking speed.

Curse of the Sea
At 1st level,when you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature. Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):
 * Cold Damage: If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.
 * Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
 * Forced Movement: If the target is moved by your spell, increase the distance it is moved by 15 feet.

Watery Defense
At 6th level, you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from the attack, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest.

Shifting Form
Starting at 14th level, when you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Water Soul
Starting at 18th level, you gain the following benefits:
 * You no longer need to eat, drink, or sleep.
 * A critical hit against you becomes a normal hit.
 * You have resistance to bludgeoning, piercing, and slashing damage.

Shadow Magic
(Xanathar's Guide to Everything)

Eyes of the Dark
Starting at 1st level you have darkvision with a range of 120 feet. When you reach 3rd level in this class you learn the Darkness spell which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave
Starting at 1st level, when damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + damage taken). 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.

Hound of Ill Omen
At 6th level, as a bonus action you can spend 3 Sorcery Points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the Dire Wolf's statistics, with the following changes:
 * The hound is size Medium, not Large, and it counts as a Monstrosity, not a Beast.
 * It appears with a number of temporary Hit Points equal to half your Sorcerer Level.
 * It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
 * At the start of its turn the hound automatically knows its target's location. If the target was hidden it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll Initiative for the hound. On its turn it can only move toward its target by the most direct route and it can use its action only to attack its target. The hound can make opportunity attacks but only against its target. Additionally, while the hound is within 5 feet of its target the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 Hit Points, if its target is reduced to 0 Hit Points, or after 5 minutes.

Shadow Walk
At 14th level when you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form
Starting at 18th level, you can spend 6 Sorcery Points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Stone Sorcery
(Unearthed Arcana)

Bonus Proficiencies
At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Metal Magic
When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Stone's Durability
At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Stone Aegis
Starting at 6th level, as a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by an amount equal to your proficiency bonus. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Stone's Edge
Starting at 14th level, when you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master's Aegis
Beginning at 18th level, when you use your Stone's Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

Storm Sorcery
(Xanathar's Guide to Everything)

Wind Speaker
You can speak, read, and write Primordial.

Tempestuous Magic
At 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide
At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius sphere around you. The wind blows in that direction until the end of your next turn. This feature does not alter the speed of the wind.

Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul
At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Wild Magic Surge
At 1st level, immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos
Starting at 1st level, you can 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. You then regain the use of this feature.

Bend Luck
Starting at 6th level, when another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and 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.

Controlled Chaos
At 14th level, whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment
Beginning at 18th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.