TEXT: 1
  
  2
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Com-
  munity Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2021 by Pyromaniac Press and published under the Community Content Agreement for Dun-
  geon Masters Guild.
  Credits
  Project Lead: Micah Watt
  Writing: Elise Cretel, Jeremy Forbing, Bryan Holmes, 
  Ryan Langr, Isaac May, Iam Pace, and Micah Watt
  Editing: Kathleen Harrington
  Layout: Micah Watt
  Graphic Design Dante Ezio Cifaldi
  Cover Art: Alex Sturdee, Dante Ezio Cifaldi
  Artwork: Alex Sturdee, Basilisk Art, Bryan Syme, Dean Spencer, Denny 
  Ibnu, Eric Loftgren, Forest Immel, John Latta Art, Quico Vincens 
  Picatto, Vagelio Kaliva, DM’s Guild Creator Resources, Adobe Stock Art.
  Blackstaff's 
  Book of Bloodlines
  
  3
  Introduction
  4
  Alchemcal Bloodline
  5
  Arcane Bloodline
  8
  Avian Galecaster
  11
  Battlemind
  13
  Ceremorphosis Bloodline
  16
  Conjurer of the Waves
  18
  Cosmic Bloodline
  20
  Cursed Bloodline
  23
  Elemental Enchanter
  25
  Erythrocyte Bloodline
  27
  Eye Tyrant Bloodline
  29
  Fey Diviner
  32
  Fiend Bloodline
  34
  Ghost Bloodline
  36
  Hatred-Driven
  40
  Kinetic Mind
  42
  Lich Bloodline
  45
  Mechanus-Born
  49
  Medusa Bloodline
  51
  Mistborn Bloodline
  54
  Moontouched Bloodline
  57
  Nomad Mind
  59
  Prophetic Soul
  62
  Raven Queen's Beloved
  64
  Sanguiraptor Bloodline
  68
  Scaled Bloodline
  70
  Solar Bloodline
  72
  Spellfire Wielder
  75
  Twin Bloodline
  79
  Vampire Bloodline
  82
  Wildheart Bloodline
  86
  Spell Index - by Name
  88
  Spell Index - by Level
  89
  Spell Index - by Spell School
  90
  Spell Index - by Class
  91
  Contributor Biographies
  93
  Table of Contents
  
  4
  Introduction
  One of the more disappointing, but enduring, 
  fallacies amongst the scholarly wizard fraternities 
  is that sorcery is somehow a lesser discipline of 
  magic. Perpetuated by petty jealousy, the notion 
  that sorcery powers are "gifted" rather than 
  "earned" or an elitist notion that study makes one 
  "better’ than others (more educated certainly, but 
  in no way better), many in wizarding communities 
  dismiss sorcery as a pale shade of their discipline.
  Sorcerers, like all creatures that are able to 
  touch and manipulate the Weave, are favored 
  by Mystra. Blessed (or cursed) with an origin or 
  bloodline that is naturally attuned to the Weave 
  in a specific way, the sorcerer’s journey is one of 
  self-discovery and mastery of a gift that can often 
  be as highly difficult to overcome or control as any 
  eldritch tome is to the studious wizard. 
  What follows is an account of some of the more 
  obscure bloodlines of sorcery found throughout 
  Faerûn, their origins, and their abilities. Some of 
  the most important magical advancements have 
  come—and still come—from the efforts and trials 
  of these masters of magical arts.
   
  Vajra Safahr  
  SPELL SOURCES
  The subclasses contained within this book include 
  spells from several sources. Unless specified, a spell is 
  from the Player's Handbook. Spells marked with * are 
  new spells found within this book, within the text of 
  archetype. Spells marked XGE are from Xanathar's Guide 
  to Everything. Spells marked with TCE are from Tasha's 
  Cauldron of Everything.
  
  5
  Alchemical Bloodline
  While most magic users must learn from others, or 
  pledge themselves to otherworldly powers, sorcerers 
  enjoy the ability to naturally cast spells thanks to some 
  magical property of their blood. However, there are 
  those who have decided that this inborn power can be 
  transferred, and via an alchemical ritual you are the 
  result of their experimentation. You weren’t born a 
  sorcerer, but you’ve gained their power all the same.   
  Alchemical Expression
  Whenever you cast a spell, because the magic has been 
  infused into you rather than something you were born 
  with naturally, there is usually a secondary effect. You 
  can roll once on the table below, each time you cast, or 
  come up with your own secondary effect.
  d6
  Secondary Effect
  1
  Your eyes glow until the end of your turn. This 
  glowing changes based on the school of the spell 
  that was cast.
  2
  Your veins thicken and enlarge, as though you 
  pushed the magic through your body. This lasts 
  until the end of your turn.
  3
  Your hair stands on end and small crackles of 
  power or a deep inner glow accompanying the 
  effect lasts until the end of your turn.
  4
  Steam, electricity, frost, or some other elemental 
  effect is carried on your breath until the end of 
  your turn.
  5
  Your hair and fingernails lengthen a few inches 
  until the end of your turn.
  6
  Illusionary echoes of your movements follow 
  you until the end of your turn.
  Alchemical Magic
  1st-level Alchemical Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Alchemical Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  enchantment, evocation, or necromancy spell from the 
  artificer, sorcerer, or wizard spell list.
  Alchemical Spells
  Sorcerer Level
  Spells
  1st
  healing word, sleep
  3rd
  Melf’s acid arrow, shatter
  5th
  animate dead, mutate power*
  7th
  chaos walking*, transfer magical 
  prowess*
  9th
  contagion, raise dead
  Blood Infusion
  1st-level Alchemical Bloodline feature
  Thanks to your unnatural magical talents, you can store 
  magic in your blood. When you complete a short or long 
  rest, you can expend up to half your Hit Dice (rounded 
  up). For each hit die expended this way, you can create 
  a potion storing a 1st-level spell. These potions last until 
  you recover your Hit Dice.
  A creature can use its bonus action to drink this 
  potion. When it does, it can then cast the spell contained 
  within the potion any time before the end of its next 
  turn as though it had prepared the spell. Spells cast this 
  way use your spell save DC and spell attack bonus with 
  a −2 penalty.
  At 8th level, you can use this ability to store 2nd 
  level spells. At 16th level, you can store 3rd level spells. 
  Storing a spell of the 2nd level costs two Hit Dice, and 
  storing a spell of 3rd level costs three Hit Dice.
  Spell Captivation
  6th-level Alchemical Bloodline feature
  When you succeed on a saving throw against a spell, 
  you absorb some of its magical properties. Until the end 
  of your next turn, you have advantage on saving throws 
  against spells or other magical effects.  
  Alchemical Admixture
  6th-level Alchemical Bloodline feature
  When you drink a potion you created using your Blood 
  Infusion feature, you also regain 1 expended sorcery 
  point, up to your maximum. This feature stops restoring 
  sorcery points once you’ve recovered a number of 
  points equal to your proficiency bonus. You can’t use 
  this feature again until you finish a long rest.      
  Power Burn
  14th-level Alchemical Bloodline feature
  Whenever you take damage from a melee attack, you 
  can use your reaction to cause the attacker to take force 
  damage equal to your sorcerer level. If the attack was 
  a critical hit, the attacker takes force damage equal 
  
  6
  to twice your sorcerer level. You can use this feature 
  a number of times equal to your Charisma bonus 
  (minimum of once). You regain all expended uses when 
  you finish a long rest.
  Power Infusion
  18th-level Alchemical Bloodline feature
  You can enter a special trance as an action, which lasts 
  for 1 minute. During this trance you become attuned 
  to the weave of magic more closely, able to see and 
  enhance nearby spells as they are cast. As a reaction to 
  a willing creature within 30 feet casting a spell, you can 
  spend 1 sorcery point to enhance the spell being cast. 
  The spell then counts as if it were cast using a slot one 
  level higher than was actually used to cast it.
  New Alchemical Bloodline Spells
  Chaos Walking
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a prism worth 3,000gp)
  Duration: Concentration, up to 10 minutes.
  An aura of chaos emanates from your body, warping 
  magical effects within a 20-foot radius sphere centered 
  on you that moves with you. Whenever a creature 
  makes a spell attack or rolls a saving throw against a 
  spell or other magical effect while in this sphere, you 
  and the target each roll 1d6. If you roll higher, they 
  subtract your roll from their magic attack or saving 
  throw. If they roll higher, they add their roll to their 
  magic attack or saving throw.
  Mutate Power
  3rd-level abjuration
  Casting Time: 1 reaction
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous 
  As a reaction to a creature you can see within range 
  casting a spell, you instead cause it to mutate into a 
  random spell of the same level that the target is able to 
  cast (your Dungeon Master can determine this). If the 
  spell was 3rd level or lower, this happens instantly. 
  For spells of a higher level, make an ability check using 
  your Spellcasting ability. The DC equals 10 + the spell’s 
  level. On a successful check, the spell is mutated.
  At Higher Levels. When casting this spell using a spell 
  slot of 4th level or higher, you automatically mutate the 
  spell if the spell level is equal to or less than the level of 
  the spell slot used.
  Transfer Magical Prowess
  3rd-level enchantment
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (three metal spheres, which are 
  consumed by the spell)
  Duration: Until expended
  You charge your hands with magical power and touch a 
  target that possesses spell slots. The target may expend 
  this energy at any time to restore a 1stlevel spell slot 
  that they have expended. The spell ends once expended 
  or the target completes a short or long rest.
  At Higher Levels. If cast using a spell slot of 4th level 
  or higher, the target can restore an additional 1st level 
  spell slot that they have expended for each spell slot 
  above 3rd. The target can combine multiple 1st level 
  spell slots to restore a higher level spell slot instead. 
  The level of this spell slot is equal to the total number of 
  spell slots restored.
  Weave Well
  8th-level abjuration
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a metal plate comprised of at 
  least 3 different metals worth 1,000 gp each, which is 
  consumed as part of casting the spell)
  Duration: Concentration, up to 1 minute
  You force the weave to twist and reform around a point 
  of your choosing within range, creating a heavy well 
  toward which magic is drawn. Whenever a creature 
  tries to cast a spell or use a magical ability within 300 
  feet of you, it must make an ability check using either its 
  Charisma or Spellcasting ability against your spell save 
  DC. On a failure, the spell is drawn to the point you 
  chose (with all of its normal effects).
  As an action, you can move the point up to 30 feet.
  Bryan Holmes
   
  
  7
  
  8
  Arcane Bloodline
  The weave of magic touches every realm, every place. 
  It is a great river flowing through all realities and times, 
  a single force connecting the multiverse. It is through 
  the manipulation of the Weave by means of spells 
  that allows travel among the planes and even beyond. 
  The Weave is composed of eight known threads 
  corresponding to the eight schools of magic. These 
  threads wax and wane, writhe and repose as though a 
  living thing. And, like a migrating beast, a thread can 
  be drawn to certain locations. The thread gathers there, 
  growing and strengthening, becoming clumped up 
  until it shapes reality much in the same way that dense 
  matter bends light and slows time with its gravitational 
  force. 
  As the magic permeates the area, the land, as well as 
  the flora and fauna within, are altered. The Weave can 
  also be drawn to a creature, becoming connected to it, 
  and this creature can call upon it instinctively. 
  Whether through accident or intention, through 
  methodical experiment or unforeseen happenstance, 
  you are such a creature. The threads of the Weave are 
  attracted to you. And unlike other sorcerous bloodlines 
  that require special ancestry to act as a conduit to the 
  Weave, you can directly connect to magic, granting you 
  unparalleled control over it. But this can be a dangerous 
  burden, for to have the power to control the Weave is to 
  have power over reality itself.
  Source of Arcane Essence
  d6
  Arcane Essesnce
  1
  Your mother was an archmage who frequently 
  wove mighty incantations while carrying you.
  2
  A guild of wizards used you as a subject in 
  arcane experiments, which left residual energy 
  pulsing within you.
  3
  You were exposed to the raw power of an 
  arcane artifact, such as being near a detonating 
  staff of the magi. Part of such an item is 
  embedded in you.
  4
  You were the child of a chosen priest of a deity 
  of magic, whose blessing has passed to you.
  5
  You are a devout follower of a deity of magic, 
  but for whatever reason, abstained from taking 
  up the mantle and rituals of the clergy.
  6
  Through sheer force of will during a moment 
  of desperation, you connected yourself to the 
  Weave to save yourself or another.
  Arcane Mark
  Those so closely connected to the weave of magic 
  are often marked by the magic that pervades the 
  multiverse. Each school of magic is associated with a 
  different color, which can change your hair, eye, or even 
  skin pigmentation. This isn’t random or chaotic in the 
  way of wild magic, but ordered and predictable based 
  on which thread of magic you touch. You can work with 
  your DM to decide what color belongs to each school, 
  but D&D Beyond has assigned colors to the eight 
  schools of magic.
  When you cast a spell, this mark appears and persists 
  for 1 hour or until you cast a spell from another school.
  d6
  Arcane Mark
  1
  Your skin glitters as though covered in gem 
  dust corresponding to the color associated with 
  the spell’s school.
  2
  The movement of your body leaves behind 
  faint trails of chromatic flickering, the most 
  prominent color of which is associated with the 
  last school of magic you used.
  3
  When you cast a spell, your eyes glow a distinct 
  color associated with the school of magic the 
  spell belongs to.
  4
  Your hair changes to the color associated with 
  the school of magic you just cast.
  5
  Your skin changes to the color associated with 
  the school of magic you just cast.
  6
  Magical writing or symbols appear across 
  your skin after you cast a spell, slowly fading 
  afterward.
  Arcane Magic
  1st-level Arcane Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Arcane Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know. Whenever you gain a sorcerer level, 
  you can replace one spell you gained from this feature 
  with another spell of the same level. The new spell 
  must be an abjuration or a transmutation spell from the 
  sorcerer, warlock, or wizard spell list.
  Arcane Spells
  Sorcerer Level
  Spells
  1st
  identify, Tenser’s floating disk
  3rd
  ball lightning*, Nystul’s magic aura
  5th
  magic circle, summon feyTCE
  7th
  Otiluke’s resilient sphere, spell filch*
  9th
  greater dispel magic*, percussive 
  counterspell*
  
  9
  Creature of Magic
  1st-level Arcane Bloodline feature
  You have become imbued by the Weave. You have 
  advantage on saving throws against spells and other 
  magical effects. In addition, you can see magical auras 
  within 30 feet of you as if you had cast detect magic. You 
  must have line of sight for this feature to function. 
  However, effects that detect magic, such as the detect 
  magic spell, detect you. You radiate magic based on the 
  school of magic of the last spell you cast.
  Arcane Mastery
  6th-level Arcane Bloodline feature
  You can draw upon your sorcerous power to gain an 
  intuitive understanding of the arcane. You can choose 
  one arcane power from the list below. Arcane powers 
  require sorcery points to use. You learn one additional 
  arcane power of your choice at 9th, 12th, and 15th level. 
  Each time you learn a new arcane power, you can also 
  replace one power you know with a different one.
  • 
  Arcane Insight. Whenever you make an Arcana 
  check, a concentration check, or an ability check 
  using your spellcasting ability, you can spend 
  1 sorcery point to roll a d6 and add the number 
  rolled to the check. The die becomes a d8 at 10th 
  level, a d10 at 14th level, and a d12 at 18th level.
  • 
  Devour Magic.  When you successfully end 
  another creature’s spell (such as with counterspell, 
  dispel magic, greater dispel magic, percussive 
  counterspell, or spell filch) or break a creature’s 
  concentration, you can absorb part of the energy 
  from the disrupted magic and gain 1 sorcery 
  point.
  • 
  Spell Force. When you cast a spell that deals 
  damage, you can spend 2 sorcery points to change 
  that damage type to force.
  • 
  Weave Warding. When you or a creature within 
  30 feet takes damage from a spell or magical 
  effect, you can spend 1 sorcery point and grant 
  yourself or another creature within 30 feet 
  resistance to damage from spells and other 
  magical effects for that instance of damage. You 
  can spend up to your proficiency bonus in sorcery 
  points with this ability in a single round. 
  Metamagic Mastery
  14th-level Arcane Bloodline feature
  Your instinctive understanding of the Weave allows you 
  to shape magic more efficiently. Metamagic costs are 
  reduced by 1, to a minimum of 1. Furthermore, you gain 
  two additional metamagic options. 
  Spell Reaper
  18th-level Arcane Bloodline feature
  You can spend a number of sorcery points and use your 
  reaction to absorb a spell that is targeting only you 
  and not with an area of effect. The sorcery points equal 
  the level that was used to cast the spell. The absorbed 
  spell’s effect is canceled, and you regain a number of 
  temporary hit points equal to five times the level of the 
  spell or end one condition affecting you.
  New Arcane Bloodline Spells
  Ball Lightning
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a copper ball wrapped in wire)
  Duration: Concentration, up to 1 minute.
  You create one to four 3-foot-diameter spheres of 
  lightning. The more spheres you create, the less 
  powerful each sphere is individually. 
  Each sphere appears in an unoccupied space you can 
  see within 120 feet of you. Each sphere sheds dim light 
  in a 30-foot radius. 
   As a bonus action, you can move each sphere up to 30 
  feet, but no farther than 120 feet away from you. When a 
  creature other than you comes within 5 feet of a sphere, 
  the sphere discharges lightning at that creature and 
  disappears. That creature must make a Dexterity saving 
  throw. On a failed save, the creature takes lightning 
  damage based on the number of spheres you created.
  Spheres
  Lightning Damage
  4
  2d4
  3
  2d6
  2
  5d4
  1
  4d12
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1 die for each category for each slot above 3rd level.
  Greater Dispel Magic
  5th-level abjuration
  Casting Time: 1 action
  Range: 150 feet (20-foot-radius sphere)
  Components: V, S, M (a crystal tuning fork)
  Duration: Instantaneous 
  Choose an area within range. Make an ability check 
  using your spellcasting ability for each spell or magical 
  effect in the area. The DC equals 10 + the spell’s level. 
  On a successful check, the spell ends or the magical 
  
  10
  effect (e.g., magical traps) is suppressed  for 10 minutes. 
  The DC to dispel or suppress magical traps is the same 
  DC to disarm it.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you automatically end 
  the effects of spells in the area if the spell’s level is equal 
  to or less than the level of the spell slot you used.
  Percussive Counterspell
  5th-level abjuration
  Casting Time: 1 reaction, which you take when you see 
  a creature within 120 feet of you casting a spell
  Range: 120 feet
  Components: V, S, M (a silver mirror)
  Duration: Instantaneous 
  You cause a spell to backfire on the caster. Make an 
  ability check using your spellcasting ability. The DC 
  equals 10 + the spell’s level. On a success, the creature’s 
  spell fails and has no effect. In addition, the creature 
  must make an Intelligence saving throw. On a failure, 
  the creature takes 1d8 force damage for each level of 
  the spell that was countered and lose concentration, or 
  half as much on a successful one; the creature doesn't 
  automatically lose concentration but must make a 
  concentration check caused by the damage as per 
  normal. Cantrips count as 1st-level spell slots for this 
  purpose.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you deal an extra 1d8 
  arcane damage for each spell slot above 5th.
  Spell Filch
  4th-level abjuration
  Casting Time: 1 reaction, which you take when you see 
  a creature within 90 feet of you casting a spell
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Make an ability check using your spellcasting ability. 
  The DC equals 10 + the spell’s level. On a success, the 
  creature’s spell is captured by you. The spell has no 
  effect, other than to be “stored” in you. When you cast 
  a stored spell, the spell uses the slot level, spell save 
  DC, spell attack bonus, and spellcasting ability of the 
  original caster, but is otherwise treated as if you cast the 
  spell. The stolen spell vanishes once the spell ends, or 
  once you "cast it."
  Iam Pace
   
  
  11
  Avian Galecaster
  Avian Galecasters are masters of the skies and can 
  reach into the Weave to summon powerful zephyrs 
  and necrotic energy. Many have ancestors who were 
  either avians, denizens of the Elemental Plane of Air, or 
  creatures of flight.
  Avian Galecasters specialize in necrotic power. They 
  have a reputation for stealing into crypts and dark 
  temples to retrieve old tomes and artifacts, reducing the 
  influence of evil spellcasters, cults, and tyrants, while 
  empowering themselves for their own ends.  
  Avian Origins
  d6
  Origin
  1
  You apprenticed with a druid who passed on 
  the gift of galecasting to you.
  2
  You found an ancient avian relic. After wearing 
  the artifact for a year, you were granted this gift 
  of sorcery.
  3
  Your parents made a deal with a galecaster to 
  save your life as an infant. When you turned 13, 
  you discovered your sorcerous ability, and the 
  galecaster returned asking for its repayment. 
  You had to serve the galecaster for a decade 
  before gaining your own freedom.
  4
  You were a part of a secret group of an avian 
  royal army. All members were given the gift of 
  sorcery to protect the queen, who ruled alone.
  5
  None of your family has been spellcasters for 
  generations, but you were born with the power 
  of the galecaster. A family heirloom has a 
  prophecy that the next galecaster would have a 
  great necromancer that they must defeat.
  6
  An ancient grimoire has been passed down 
  through your family. Each person gifted with 
  the grimoire is granted the gift of avian magic.
  Magical Manifestations
  While casting galecaster spells, you can choose 
  or randomly select how spells manifest from the 
  Manifestation of the Galecaster table.
  d6
  Manifestation
  1
  A large flock of ravens flies overhead and begins 
  to caw loudly.
  2
  Necrotic energy swirls in your eyes.
  3
  A swirl of necrotic energy crackles around you.
  4
  Veins of necrotic energy snake down your arms.
  5
  Clouds of thick necrotic energy begin to form 
  above the area.
  d6
  Manifestation
  6
  A cyclone of air forms around you, picking up 
  any loose objects in the area.
  Galecaster Magic
  1st-level Avian Galecaster feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Galecaster Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  necromancy or a transmutation spell from the sorcerer, 
  warlock, or wizard spell list.
  Galecaster Spells
  Sorcerer Level
  Spells
  1st
  ray of sickness, shield, witch bolt
  3rd
  invisibility, warding windXGE
  5th
  dispel magic, necrotic vanitas*, 
  7th
  blight, reaper’s bolt**
  9th
  control winds, enervation
  Obscuring Cumulonimbus
  1st-level Avian Galecaster feature
  You can spend a sorcery point as a bonus action to 
  create a heavily obscuring cloud in a 10-foot radius at 
  a point of your choosing within 60 feet. All creatures 
  in the area (except for yourself) are blinded unless they 
  have abilities that allow them to see through fog. The 
  cloud lasts 1 minute, or until dispersed by a moderate 
  or stronger wind (at least 10 miles per hour). You regain 
  the use of this ability after a short rest.
  Gale Walker
  6th-level Avian Galecaster feature
  As a reaction to being hit by an attack you can spend 1 
  sorcery point to summon a great gust of wind to levitate 
  you 30 feet directly upwards until the start of your next 
  turn, where you gently descend back to your original 
  position, or the nearest unoccupied space. The damage 
  of the initial attack is halved, and the movement does 
  not provoke attacks of opportunity. You can use this 
  ability a number of times equal to your Charisma 
  modifier, regaining all expended uses after a long rest.
  Galecast
  14-level Avian Galecaster feature
  You can spend 2 sorcery points to add a powerful gale 
  of wind to your offensive spells. When you successfully 
  
  12
  hit with a spell attack or a creature fails its saving 
  throw against a galecasted spell, the target must make 
  a Dexterity saving throw against your spellcasting DC. 
  On a failure, the target is pushed 15 feet away and falls 
  prone. On a success, the target is pushed 10 feet away. 
  Soul Collector
  18h-level Avian Galecaster feature
  When a creature you can see within 100 feet is reduced 
  to 0 hit points, you can use your reaction to spend 3 
  sorcery points to regain hit points equal to the damage 
  that reduced the target to 0 hit points.
  New Avian Galecaster Spells
  Akadi's Exhalation
  4th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pinch of aquamarine dust)
  Duration: Instantaneous
  A mighty wind blows across a 10-foot by 30-foot area 
  starting at a point within range and moving in the 
  direction of your choice. All creatures in this area must 
  make a Dexterity saving throw. On a failure, creatures 
  are pushed 10 feet directly away and are knocked 
  prone. On a successful save, creatures are pushed half 
  the distance and aren’t knocked prone.
  Finalem Moriendi
  8th-level necromancy
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a pinch of grave dust)
  Duration: 1 minute
  For the duration of the spell, a 70-foot radius cyclone 
  of necrotic energy forms at the center of a point you 
  select within range. All light sources, whether magical 
  or mundane, in the area of effect are extinguished 
  when the cyclone forms. When a creature enters the 
  spell’s area for the first time on a turn or starts its turn 
  there, that creature must make a Constitution saving 
  throw. On a failed save, the creature takes 10d8 necrotic 
  damage and is paralyzed for the duration of the spell, 
  or half as much damage and is not paralyzed on a 
  successful one. A paralyzed creature may make a new 
  saving throw at the end of each of its turns to end the 
  effect. Creatures that perish within the area of this spell 
  are reduced to bones and dust.
  Necrotic Vanitas
  3rd-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a sapphire worth 50 gp)
  Duration: Instantaneous 
  Three bolts of necrotic energy crackle through the air, 
  each hitting a creature of your choice that you can see 
  within range. Creatures hit must make a Dexterity 
  saving throw, taking 1d10 necrotic damage on a failed 
  save. 
  If a bolt reduces a creature to 0 hit points, you regain 
  lost hit points equal to the damage dealt by the bolt. 
  Creatures slain by this spell turn to dust.
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you generate an 
  additional bolt for every two slot levels above 3rd.
  Reaper's Bolt
  4th-level necromancy
  Casting Time: 1 action
  Range: 200 feet
  Components: V, S, M (a pinch of grave dust)
  Duration: 1 minute.
  You cast a 30-foot line of necrotic energy starting at a 
  point within range and moving in the direction of your 
  choice. All flying or levitating creatures within this line 
  must make a successful Wisdom saving throw or fall, 
  and their source of flight or levitation is suppressed for 
  the duration of the spell. 
  Each affected creature can make a saving throw at the 
  start of each of its turns to end the effect.
  Elise Cretel
  
  13
  Battlemind
  Endowed with strange and mysterious insights, you 
  can read an unfolding battlefield as easily as a page in a 
  book. Other sorcerers may have psychic gifts, but yours 
  manifest as an instinctive sense for the geometry and 
  possibilities of conflict. You have an uncanny intuition 
  for the intentions and movements of your foes, making 
  it nigh impossible for an enemy to elude you. Some 
  legends say powers such as yours appear in children 
  of war-torn lands, or even those born on a battlefield. 
  While there is some truth to this, most of these sorcerers 
  arise in places threatened or invaded by aberrations.
  An ancient tome, the Talaric Codex, teaches that when 
  the Far Realm’s horrors spill into a plane, they corrupt 
  and reform mortal life into their own image. The natural 
  world recoils from this contact, imbuing sentient 
  beings with the ability to wield psionic energy. Some 
  battleminds interpret this belief as a calling to defend 
  the Material Plane against aberrations. Others born 
  with these powers seek to avoid such violence entirely, 
  pursuing peace or using their psychic gifts to solve 
  impossible mysteries. Sooner or later, however, fate 
  draws every battlemind into large-scale conflict. Destiny 
  is all.
    
  Battlemind Drives
  In times of strife, every battlemind has their own 
  personal motivations for intervening on one side or 
  the other. You have your own fraught, complicated 
  relationship with warfare, not unlike the thorny 
  relationship one might have with a difficult parent. Use 
  the suggestions on the following table to determine 
  what drives you when it comes to battle:
  d6
  Drive
  1
  Acceptance. For one reason or another, you’ve 
  never fit in with normal folk. Through victory, 
  glory, and the camaraderie of battle, you hope 
  to finally find a sense of belonging.
  2
  Devotion. You have a passionate cause, close 
  bond, or sworn loyalty, and that is what 
  motivates you in any conflict. Great woe shall 
  befall any fool who threatens the object of your 
  devotion.
  3
  Freedom. You are tired of being drawn into 
  battles that are not your own. Even when you 
  do fight, you do so in the hopes of freeing 
  yourself from the agendas of others.
  4
  Power. By means of your preternatural martial 
  prowess, you seek to attain greatness, whether 
  that means wealth, influence, land, glory, or 
  rank. You hone your psychic gifts to a keen 
  edge.
  d6
  Drive
  5
  Reciprocity. A great wrong has been done, and 
  you marshal all your innate warcraft to bring 
  justice to the guilty. Those who meddle with 
  your glorious purpose shall pay.
  6
  Security. You believe the only worthy objective 
  of war is to create peace and safety. Acutely 
  aware of how the powerful threaten the 
  vulnerable, you are vigilant and relentless in 
  defending those you care for.
  Claircognizant Magic
  1st-level Battlemind feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Claircognizant 
  Spells table. Each of these spells counts as a sorcerer 
  spell for you, but it doesn’t count against the number of 
  sorcerer spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  divination spell from the cleric, sorcerer, warlock, or 
  wizard spell list.
  Claircognizant Spells
  Sorcerer Level
  Spells
  1st
  detect evil and good, hunter’s mark, 
  battlemind’s step*
  3rd
  detect thoughts, mind spikeXGE
  5th
  clairvoyance, Quivaelyn’s persistent 
  harrier*
  7th
  arcane eye, nightmare vortex*
  9th
  Rary’s telepathic bond, shattered time*
  Bonus Proficiencies
  1st-level Battlemind feature
  You gain proficiency with shields, simple weapons, 
  martial weapons, and your choice of one of the 
  following skills: Arcana, Athletics, History, Insight, 
  Investigation, Perception or Survival. When you reach 
  6th level as a sorcerer, you gain expertise with the 
  skill you chose for this feature, which means your 
  proficiency bonus is doubled for any ability check you 
  make with it.
  Martial Surge
  1st-level Battlemind feature
  At the beginning of battle, you instantly enter a focused 
  state of combat awareness, allowing you to avoid harm 
  and move with greater speed and precision. Whenever 
  you roll initiative, you gain temporary hit points 
  equal to 1d6 + your sorcerer level. While you still have 
  
  14
  temporary hit points gained from this feature, you 
  gain resistance to bludgeoning, piercing, and slashing 
  damage.
  When you gain temporary hit points from this feature, 
  you can choose one weapon within 5 feet of you that 
  you are proficient with and that lacks the two-handed 
  property. For the next 10 minutes, when you attack 
  with that weapon, you can use your Charisma modifier, 
  instead of Strength or Dexterity, for the attack and 
  damage rolls, and while you are holding that weapon, 
  you can take the Disengage action as a bonus action.
  Claircognizant Sorcery
  6th-level Battlemind feature
  When you cast any spell of 1st level or higher from 
  your Claircognizant 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 verbal or somatic components, and it requires no 
  material components unless they are consumed by the 
  spell.
  In addition, you can communicate telepathically with 
  any creature you can see within 30 feet of you. You 
  don’t need to share a language with the creature for it to 
  understand your telepathic utterances, but the creature 
  must be able to understand at least one language. If a 
  creature can speak at least one language, it can respond 
  to you telepathically as well. 
  When a creature you can communicate with 
  telepathically hits you with an attack roll, or when 
  an attack still hits you even though having half cover 
  or three-quarters cover grants you a bonus to your 
  AC against it, you can spend 1 sorcery point to gain 
  resistance to that attack’s damage.
  Extra Attack
  6th-level Battlemind feature
  While you are holding a weapon you are proficient 
  with, you can attack twice, instead of once, whenever 
  you take the Attack action on your turn. Moreover, 
  you can use any weapon you are proficient with as a 
  spellcasting focus.
  Tactical Prescience
  14th-level Battlemind feature
  You have trained your psychic talents into an uncanny 
  ability to predict the dangers of the battlefield. You 
  add your proficiency bonus to your ability checks 
  for initiative, and attack rolls against you can’t gain 
  advantage. Whenever you would be hit by a successful 
  attack roll, you can spend 2 sorcery points as a reaction 
  to impose disadvantage on that attack roll, possibly 
  causing it to miss.
  Bound by Conflict
  18th-level Battlemind feature
  The minds of those you interact with in battle are laid 
  open to your psionic power. During your turn, when 
  you attack one or more creatures, or force one or more 
  creatures to make a saving throw, you can immediately 
  spend 4 sorcery points as a bonus action to force one of 
  those creatures to make an Intelligence saving throw. A 
  creature automatically succeeds on this saving throw if 
  it is immune to being charmed, if it is not a creature you 
  can communicate with telepathically, or if it has already 
  made a successful saving throw against this ability since 
  the last time you finished a long rest.
  On a success, the target is unaffected. On a failed 
  save, you can deal 2d10 psychic damage to it (or no 
  damage if you so choose), and you can impose one of 
  the following effects of your choice on it:
  • 
  The target must truthfully answer one question you 
  ask it telepathically.
  • 
  You choose the target’s movement on its next 
  turn. This movement cannot provoke attacks of 
  opportunity or move the target directly into harm’s 
  way (such as moving the target off a cliff or into a 
  bonfire).
  • 
  The target has disadvantage on the next Intelligence 
  or Wisdom saving throw it makes before the end of 
  your next turn.
  When you deal psychic damage with this feature, you 
  can spend up to 5 additional sorcery points, increasing 
  the psychic damage by 1d10 for each additional sorcery 
  point spent.
  
  15
  New Battlemind Spells
  Battlemind Step
  Conjuration cantrip
  Casting Time: 1 reaction, which you take when a 
  creature within 5 feet of you uses the Disengage action
  Range: Self
  Components: V, M (a weapon worth at least 1 sp)
  Duration: 1 round
  Make a melee spell attack against the triggering 
  creature. On a hit, the target takes force damage equal 
  to your spellcasting ability modifier, and you bend 
  reality between yourself and the target, allowing you to 
  reach it quickly if it tries to escape. If the target is more 
  than 5 feet away from you at the start of your next turn, 
  you can immediately use a bonus action to teleport 
  up to 30 feet to an unoccupied space adjacent to that 
  creature. Once you make the choice of whether or not to 
  use your bonus action to teleport, the spell ends. After 
  this spell ends, until the end of your next turn, your 
  speed is halved and you cannot benefit from any bonus 
  to your speed.
  This spell’s damage increases when you reach certain 
  levels. At 5th level, the damage increases to 1d6 + your 
  spellcasting ability modifier. This damage increases by 
  1d6 at 11th level and again at 17th level.
  Nightmare Vortex
  4th-level enchantment
  Casting Time: 1 action
  Range: 15 feet
  Components: V, M (a weapon worth at least 1 sp)
  Duration: Concentration, up to 1 minute.
  You generate a vortex of nightmares around yourself 
  that engulfs the minds of your enemies, forcing your 
  foes to move away from imagined attacks. Each 
  creature within 5 feet of you must make a Wisdom 
  saving throw. On a failed save, the creature takes 7d8 
  psychic damage and you can move that target up to 
  5 feet into any unoccupied space within range. This 
  movement does not provoke opportunity attacks.
  Until the spell ends, whenever a creature starts its 
  turn within 15 feet of you, you can move that creature 
  up to 5 feet into any unoccupied space within range.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d8 for each slot level above 4th.
  Quivaelyn's Persistent Harrier
  3rd-level conjuration
  Casting Time: 1 reaction, which you take when a 
  creature within range hits or misses you with an attack 
  roll
  Range: 30 feet
  Components: V, M (a weapon worth at least 1 sp)
  Duration: 1 round
  You brandish the weapon used in the spell’s casting 
  and make a melee attack with it against the triggering 
  creature. Any creature within range of this spell is 
  considered to be inside your weapon’s reach for this 
  attack. On a hit, the target suffers the attack’s normal 
  effects, the attack deals an extra 1d4 psychic damage, 
  and until the end of your next turn, you psionically 
  mark the target. While it is within 5 feet of you, a 
  creature marked by you has disadvantage on any attack 
  roll that doesn't target you. This spell ends early if you 
  are incapacitated or you die, or if someone else marks 
  the creature.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the range increases to 60 
  feet, and the extra psychic damage increases by 1d4 for 
  each slot level above 3rd.
  Shattered Time
  5th-level evocation
  Casting Time: 1 reaction, which you take when you hit 
  a creature with a melee weapon attack
  Range: 5 feet (20-foot radius sphere)
  Components: V, M (a weapon worth at least 1 sp)
  Duration: Concentration, up to 1 minute
  You infuse your weapon with the temporal magic 
  called chronomancy, landing a blow so powerful that 
  it disrupts the flow of time in a 20-foot-radius sphere 
  around you, allowing you to better harry your foes. The 
  target of the triggering attack takes an additional 2d8 
  psychic damage, and you choose a point within 5 feet 
  of you to be the center of the sphere, which remains for 
  the spell’s duration. When a creature enters the 20-foot-
  radius sphere or starts its turn there, you can mark it for 
  the duration of the spell. It stops being marked by you 
  if someone else marks it.
  While it is within the sphere, a creature marked by 
  you with this spell has disadvantage on any attack 
  roll that doesn’t target you. When a creature makes 
  an attack that suffers disadvantage from this effect, 
  you can use your reaction to make a melee spell attack 
  against the creature. If you wish, before making this 
  attack, as part of the same reaction, you can teleport 
  to an unoccupied space within the sphere that is also 
  within 5 feet of the target. On a hit, the target takes 5d8 
  psychic damage.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  for each of its effects by 1d8 for each slot level above 
  5th.
  Jeremy Forbing 
  
  16
  Ceremorphosis Bloodline
  You or one of your ancestors were implanted 
  with an illithid tadpole, and expected to undergo 
  ceremorphosis into a mind flayer, but due to a genetic 
  abnormality in either the host or the parasite, only a 
  partial transformation took place. Now your bloodline 
  can access a strange psychic sorcery, but you must 
  battle your own alien thoughts to retain mastery over 
  your destiny. The hive mind of the illithids is ever 
  whispering into your subconscious, raking its aberrant 
  thoughts across your mental defenses.
  Stray Thoughts
  Deep within your subconscious you occasionally tap 
  into some form of hive mind collective that houses 
  thousands of alien creatures. Stray thoughts, unbidden 
  and unwanted, spring forth to your conscious mind 
  sporadically.
  d6
  Thought
  1
  Despite never—to your knowledge—having 
  eaten it, you very clearly know the smell, 
  texture, and taste of raw brainmatter.
  2
  Jagged, alien sounds play in your head in a 
  repeating cycle, like a song you can’t forget.
  3
  Your face occasionally spasms with muscular 
  clenching as you unconsciously try to move 
  facial tentacles you do not have.
  4
  Memories of strong fingers compressing the 
  tight muscles of your boneless head send a thrill 
  of pleasure through you before you suddenly 
  remember that you have a skull.
  5
  You momentarily feel slow and clumsy, your 
  body shorter and bulkier than it should be, before 
  returning to equilibrium once more.
  6
  You recall standing on the deck of a ship as the 
  endless void of galaxies drifts by, day after day, 
  with no worlds in sight.
  Illithid Magic
  1st-level Ceremorphosis Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Ceremorphosis 
  Spells table. Each of these spells counts as a sorcerer 
  spell for you, but it doesn’t count against the number of 
  sorcerer spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  enchantment or a divination spell from the sorcerer, 
  warlock, or wizard spell list.
  Ceremorphosis Spells
  Sorcerer Level
  Spells
  1st
  dissonant whispers, mindfire*, mind 
  sliver
  3rd
  detect thoughts, Tasha’s mind whipTCE
  5th
  intellect fortressTCE, sending
  7th
  charm monster, psychic wall*
  9th
  Rary’s telepathic bond, synaptic staticXGE
  Hostile Alien Thoughts
  1st-level Ceremorphosis Bloodline feature
  Your mind is awash with chaotic, alien thoughts and 
  impulses. You gain advantage on saving throws against 
  divination, enchantment, and charm spells and effects. 
  In addition, any creature using a spell or effect to speak 
  to or contact you telepathically or read your thoughts 
  suffers 1d6 psychic damage. You can choose to suppress 
  the damage if you wish, or increase it by an additional 
  1d6 for every sorcery point you spend. You can spend a 
  maximum number of sorcery points per contact equal to 
  your proficiency bonus.
  Psychic Link
  6th-level Ceremorphosis Bloodline feature
  When a creature fails a saving throw against one of your 
  spells that either deals psychic damage or requires an 
  Intelligence saving throw, you establish a psychic link 
  at the cost of 1 sorcery point per minute (expended at 
  each 1 minute interval, or part thereof). You can only 
  be linked to a single creature at a time. While linked 
  to a creature, you can speak to it telepathically (and 
  it can reply), know its exact location, know if it has 
  any conditions that affect its mental state (frightened, 
  charmed, etc.), and it has disadvantage on saving 
  throws against your spells and opposed skill checks 
  (such as pitting its Insight against your Deception, or 
  to escape your grapple). The linked creature can make 
  a Wisdom saving throw at the end of each of its turns 
  against your spell save DC to break the psychic link.
  The link can be ended by you at any time (no action 
  required), if you choose not to pay the sorcery point 
  cost, and automatically ends if the target changes 
  planes, or you and the target are greater than 1 mile 
  apart.
  Creatures protected by nondetection or mind blank are 
  immune to this ability.
  Psychic Syphon
  14th-level Ceremorphosis Bloodline feature
  If you end a Psychic Link early, you can choose to 
  regain 1 spent sorcery point, but both of you suffer 
  violent psychic feedback which deals psychic damage 
  
  17
  equal to your Charisma modifier (minimum of 1). 
  Neither you nor your target can reduce this damage in 
  any way.
  Psionic Mastery
  18th-level Ceremorphosis Bloodline feature
  You are able to hold a psychic link with a number of 
  creatures up to your Charisma modifier (minimum of 
  one), provided you can pay the sorcery point cost to 
  maintain the links. If you use Psionic Syphon you can 
  regain spent sorcery points from multiple creatures at 
  once but suffer damage from each.
  New Ceremorphosis Spells
  Extract Intellect Devourer
  6th-level enchantment
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S
  Duration: Instantaneous
  You attempt to transmute the brain of a living creature 
  within range into an intellect devourer. The creature 
  must make a successful Wisdom saving throw or suffer 
  10d6 + 40 psychic damage. If the damage reduces 
  the target to 0 hit points, it dies as its brain emerges 
  transformed into the aberrant creature.
  The intellect devourer is not under your control, and 
  is free to act as the DM decides, but does not consider 
  you a threat (or a potential target) unless you harm it.
  Mindfire
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 3 rounds
  You select a creature within range and cause it to suffer 
  searing mental agony, dealing 1d6 psychic damage 
  and imposing disadvantage on concentration checks. A 
  successful Wisdom saving throw negates the damage 
  and ends the spell. On a failed saving throw, the 
  creature suffers the damage and effect again at the start 
  of its next turn, and can make another saving throw to 
  end it. A second failed saving throw indicates damage 
  at the start of their next turn, and the effect ends at the 
  end of that turn.
  Psychic Wall
  4th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a wall of crackling psychic energy on a solid 
  surface within range. You can make the wall up to 60 
  feet long, 20 feet high, and 1 foot thick, or a ringed wall 
  up to 20 feet in diameter, 20 feet high, and 1 foot thick. 
  The wall is translucent and lasts for the duration.
  When the wall appears, each creature within its 
  area must make a Wisdom saving throw. On a failed 
  save, a creature takes 4d8 psychic damage and incurs 
  disadvantage on concentration checks to maintain 
  spells, or takes half as much damage on a successful 
  save and no penalty to concentration checks.
  On one side of the wall, selected by you when you 
  cast this spell, arcs of psychic energy lance out and 
  deal 4d8 psychic damage to each creature that ends its 
  turn within 10 feet of that side or inside the wall; this 
  also imposes disadvantage on concentration checks 
  to maintain spells. A creature takes the same damage 
  when it enters the wall for the first time on a turn or 
  ends its turn there. The other side of the wall deals no 
  damage.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d8 for each slot level above 4th.
  New Metamagic Option
   
  Disruptive Spell
  When you deal psychic damage to a creature with 
  a spell, you can spend one sorcery point to impose 
  disadvantage on the concentration check to maintain 
  any spells or effects caused from the damage of the 
  initial spell.
  Micah Watt
  
  18
  Conjurer of the Waves
  Sorcerers of triton and merfolk bloodlines have magic 
  of the sea coursing through their being. They have 
  harnessed the power of the oceans and are unaffected 
  by the disadvantages of casting underwater.
  Conjurer of the Waves Origins
  d6
  Origin
  1
  You were orphaned and adopted by the 
  merfolk. Their teachings and guidance have left 
  you with the gift of sorcery.
  2
  You spent years of meditation on the Plane of 
  Water to acquire the abilities of sorcery.
  3
  You were cursed by a sea witch. You now have 
  the gift of sorcery, but are not yet sure what the 
  curse is.
  4
  You found a precious stone on an archeological 
  site on the Plane of Water. Since touching the 
  stone, you have been granted the power of 
  magic.
  5
  You camped in a small web of caves. While you 
  were asleep, merfolk spellcasters held a secret 
  induction ceremony close by. All of the new 
  arcanists were given the power of magic and so 
  were you.
  6
  You hibernated in the temple of Deep Sashelas. 
  After centuries of deep sleep, you dreamt of 
  the deity blessing you with magic. When you 
  awoke, you had been given the gift of sorcery.
  Wave Magic
  1st-level Conjurer of the Waves feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Wave Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  conjuration or a transmutation spell from the sorcerer, 
  warlock, or wizard spell list.
  Wave Spells
  Sorcerer Level
  Spells
  1st
  detect magic, ice knifeXGE, mage armor
  3rd
  hold person, water cannon*
  5th
  Iara’s geyser*, wall of water
  7th
  charm monster, polymorph
  9th
  animate objects, cone of cold
  Ocean Adept
  1st-level Conjurer of the Waves feature
  You gain a swim speed equal to your speed (or an 
  additional 10 feet to your swim speed if you already 
  have one) and are not impeded when casting spells or 
  making melee attacks underwater.
  Aquatic Dodge
  6th-level Conjurer of the Waves feature
  When you are targeted by a ranged attack when you 
  are within 10 feet of water, you can expend one sorcery 
  point as a reaction to add your Charisma modifier to 
  your AC until the start of your next turn.
  Ambusher from the Depths
  14th-level Conjurer of the Waves feature
  You gain advantage on Stealth checks to hide in aquatic 
  environments. When making a spell attack while hidden 
  from your target, you may add an extra damage die to 
  your damage roll if the spell attack roll is a success.
  Conjurer of the Seas
  18th-level Conjurer of the Waves feature
  As a reaction to taking damage, you can immediately 
  cast wall of water without expending a spell slot, 
  centering the wall so that you are enclosed within it. 
  The wall absorbs the damage of the triggering effect for 
  you, reducing it to 0. You regain the use of this ability 
  after a long rest.
  New Conjurer of the Waves Spells
  Iara's Geyser
  3rd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a drop of spring water)
  Duration: Instantaneous
  A geyser erupts from the ground and reaches 50 feet 
  into the air. Creatures in a 20-foot radius must make a 
  Dexterity saving throw. On a failure, the creature takes 
  4d8 bludgeoning damage and is hurled 50 feet into the 
  air, then falls to the ground if they lack the ability to 
  stay aloft. When they land, they take 1d6 bludgeoning 
  damage for every 10 feet fallen (5d6 for 50 feet). 
  If there is insufficient height to reach 50 feet (i.e., a 
  20-foot-high ceiling), the spell expands only as high as 
  the available space. 
      At Higher Levels. When you cast this spell using  a 
  spell slot of 4th level or higher, add 10 feet to the height 
  of the geyser for each level above 3rd level.
  
  19
  Thrall of the Sea
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a sea shell)
  Duration: 1 minute
  You select a point within range and a hypnotic merfolk 
  song fills a 20-foot radius. All creatures within the 
  area must make a successful Wisdom saving throw or 
  become charmed for the duration. A charmed creature 
  becomes incapacitated, and begins to walk slowly 
  in the direction of the nearest ocean (the spell grants 
  them this instinctive knowledge). A charmed creature 
  will never put itself in peril, and can avoid dangerous 
  environments or situations. The spell ends for an 
  affected creature if it takes any damage, if someone 
  else uses an action to shake the creature out of the 
  enchantment, or if it reaches its destination.
      At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the duration increases 
  by 1 minute for each slot above 4th level. If you use a 
  9th level spell slot, the duration increases to 1 hour.
  Traveler's Pearl
  6th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a pearl)
  Duration: 1 hour
  One creature you can see within range is transported 
  into an extradimensional space inside a small pearl. 
  Unwilling targets must make a successful Wisdom 
  saving throw or be transported inside of the pearl. 
  Inside the pearl is a fully furnished room with a bed, 
  desk, bookcase, and small windows through which the 
  occupant can see outside of the pearl, but no one can see 
  in. When the spell ends, the occupant is returned to the 
  nearest unoccupied space next to the pearl.
  Water Cannon
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a sapphire worth 100 gp)
  Duration: Instantaneous
  You hurl a 1-foot diameter sphere of water at a target 
  you can see within range. The target must make a 
  Dexterity saving throw, taking 3d10 bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one. The target is saturated by the spell, and 
  any open flames they are carrying are extinguished. 
      At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, it deals an additional 
  1d10 bludgeoning damage for each spell slot above 3rd. 
  Elise Cretel
  
  20
  Cosmic Bloodline
  The Far Realm, the Astral Plane, and the space between 
  realms: what some beings call “outer space” is a 
  frightening, beautiful, timeless place. A denizen of one 
  of these realms is one of your ancestors, filling your 
  blood with galactic potential.
  Cosmic Destiny
  In the stars, the fates of all beings are written. Your ties 
  to the power of the skies find subtle ways to express 
  themselves all around you, with small portents and 
  signs warning you of danger or guiding you to safety. 
  This usually is recognized via a recurring sign that 
  appears in your presence. Roll on the table below or 
  create your own recurring sign:
  d6
  Recurring Sign
  1
  A lidless eye, usually found above a door, 
  window, or other points of egress.
  2
  A crescent moon, found within paintings, 
  sculptures, or other artwork.
  3
  A bloodied hand, wiped upon clothes, flags, or 
  other fabrics.
  4
  A specific type of beast that you feel closely 
  drawn to.
  5
  A specific melody or musical note, which is tied 
  to an important person in your life.
  6
  A familiar scent, which is tied to an important 
  moment in your life.
  Cosmic Magic
  1st-level Cosmic Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Cosmic Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a spell on 
  the sorcerer spell list or a divination spell.
  Cosmic Spells
  Sorcerer Level
  Spells
  1st
  comprehend languages, detect evil and 
  good
  3rd
  fate changer*, locate object
  5th
  destiny projection, arcane reflow*
  7th
  carcane eye, divination
  9th
  contact other plane, glimpse of fate*
  Cosmic Alignment
  1st-level Cosmic Bloodline feature
  When you finish a short or long rest, you align yourself 
  to part of the cosmic heavens. Choose Stars, Sun, Moon, 
  or Void. Whenever you cast spells, you gain additional 
  options based on the cosmic element you are currently 
  aligned with.
  When aligned to the stars, spells you cast that deal 
  damage to multiple targets deal 1 extra damage to each 
  target.
  When aligned to the sun, creatures targeted by your 
  spells glow with bright light in a 5-foot radius and dim 
  light 5 feet beyond that until the end of your next turn.
  When aligned to the moon, if you cast a spell that 
  deals damage, you gain resistance to that damage type 
  until the start of your next turn.
  When aligned to the void, if you cast a spell which 
  affects multiple targets that requires a saving throw and 
  all affected creatures succeed on their saving throw, you 
  regain 1 expended sorcery point.
  The Cosmos Above
  6th-level Cosmic Bloodline feature
  Your attunements grant you greater benefits:
  Stars: You can teleport up to your speed as an action.
  Sun: You cannot be moved by another creature against 
  your will.
  Moon: You gain a flight speed equal to your walking 
  speed.
  Void: You don’t need to breathe. When you walk, you 
  make no sound, granting you advantage on Dexterity 
  (Stealth) checks that rely on moving silently.
  Cosmic Avenger
  6th-level Cosmic Bloodline feature
  You wreath yourself in a cloak made of sky. This cloak 
  takes the appearance of the sky at the present moment; 
  for example, whether it’s a cloudy day, starry night, 
  or rainy afternoon, the cloak matches it. If you lose the 
  cloak or it is destroyed, you can recreate it during a long 
  rest by using 500 gp of materials.
  While wearing your cloak, as a reaction to a creature 
  casting a spell of 5th level or lower that targets or affects 
  you, you can use your reaction to cause the creature 
  to be targeted by the spell as well. Once you’ve used 
  this feature a number of times equal to your Charisma 
  modifier (minimum one), you cannot use it again until 
  you complete a long rest.
  Starsight
  14th-level Cosmic Bloodline feature
  As an action, you can create a starry ball of light in your 
  hand. This ball casts bright light in a 5-foot radius, and 
  dim light 5 feet beyond that. You can touch a willing 
  
  21
  creature, which causes the light to float a few inches 
  from its forehead. This lasts for 1 minute. Whenever this 
  effect expires, you can expend a sorcery point to extend 
  it for an additional minute.
  The effect of this ball is based on your attunement:
  Stars: Self and touch spells you cast upon yourself also 
  affect the target.
  Sun: Fiends and undead within the light cast from the 
  ball have disadvantage on attacks.
  Moon: The target can use your ability modifiers or its 
  own when making saving throws.
  Void: The target cannot be detected by spells or 
  other magical effects. The target cannot be seen using 
  truesight, darkvision, tremorsense, or blindsight.
  Cosmic Form
  18th-level Cosmic Bloodline feature
  You can expend 6 sorcery points as a bonus action to 
  magically transform your body into a large creature 
  resembling a silhouette of yourself. Looking at you is 
  like staring into a hole cut in the universe, where only 
  stars and nebulae exist beyond.
  In this form, you have resistance to all damage except 
  force and radiant damage, and once per round you can 
  change your attunement using no action.
  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.
  New Cosmic Bloodline Spells
  Arcane Reflow
  3rd-level abjuration
  Casting Time: 1 reaction
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  As a reaction to a creature within range casting a spell, 
  you twist cosmic threads of fate into the magics to alter 
  their destination. You automatically change the target 
  of the spell for spells of 3rd level or lower. The new 
  target must be one that is valid for the spell and altering 
  the spell in this way does not allow you to know which 
  spell is being cast.
  For spells of 4th level or higher, make an ability check 
  using your spellcasting ability. The DC equals 10 + the 
  spell’s level. On a successful check, you can alter the 
  target of the spell.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you change the target of 
  a spell on the target if the spell’s level is equal to or less 
  than the level of the spell slot you used.
  Destiny Projection
  3rd-level illusion
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a bit of clothing or hair from 
  the creature you’re copying, which is consumed when 
  casting the spell)
  Duration: Concentration, up to 1 minute
  Burning away the material components, you create 
  an illusion of a creature the clothing or hair belonged 
  to. This creates a perfect illusion, feeling, smelling, 
  and sounding exactly like the target. The illusion is 
  puppeted by you, acting exactly as you do. The illusion 
  is physically present and able to interact with the 
  environment around it. 
  
  22
  If you make the illusion say or do something that 
  it would not normally do or say, the illusion flickers 
  momentarily, causing suspicion within viewers who can 
  make Wisdom saving throws. A successful saving throw 
  allows the individual to see through your illusion. 
  Fate Changer
  2nd-level divination
  Casting Time: 1 reaction
  Range: 60 feet
  Components: V, S, M (a gold coin, which is consumed 
  as part of casting the spell)
  Duration: Instantaneous
  You fill yourself with an abundance of fate. As a reaction 
  to a creature within range rolling a 1, it is instead treated 
  as a 20. Alternatively, as a reaction to a creature within 
  range rolling a 20, it is instead treated as a 1. 
  Unwilling targets are allowed a Charisma saving 
  throw against your spell save DC to resist this effect.
  Glimpse of Fate
  5th-level divination
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (an icosahedron)
  Duration: Concentration, up to 1 minute
  You fill the mind of the target with glimpses of all their 
  potential futures. Upon casting, and at the end of each 
  of the target’s turns, it can make an Intelligence saving 
  throw. On a success, the spell ends immediately. On 
  a failure, the target takes 20 psychic damage and is 
  blinded until the end of their next turn.
  Bryan Holmes
  
  23
  Cursed Bloodline
  Curses are sinister and powerful forms of magic. They 
  can be woven from hate and spite alone to last millennia, 
  to last far longer than those who set them. Because 
  hatred endures beyond the hateful, curses can slumber 
  for untold centuries, never losing their potency, never 
  losing their purpose. Even when that purpose has long 
  been forgotten, when whatever they were set to guard 
  has long since fallen to ruin, the curse remains. The curse 
  waits, without recourse or reluctance, to release upon the 
  world its malice.
  Whether left to guard the treasures of ancient tombs, 
  sacred relics of fallen temples, or forbidden prisons of 
  dark things, curses exist to punish and deter in the most 
  terrifying manner possible, from killing and maiming to 
  leaving lasting enchantments to deform and transform so 
  those who survive exist as a warning to others. 
  But the powerful magic of curses can have secondary 
  effects. Some of those who live with one may learn to 
  pull its threads to manipulate the world and to share the 
  curse’s misfortune with those around them. Others may 
  also learn to use it as a conduit to the Weave.
  And, sometimes, one can do both.
    
  Source of Cursed Essence
  d6
  Cursed Essence
  1
  One of your parents held a cursed artifact, and 
  that magic connected you to the Weave.
  2
  Your bloodline was cursed long ago by a 
  powerful entity, but the curse has become 
  diluted or changed over the centuries.
  3
  A number of ill omens occurred on your birth. 
  These omens still follow you.
  4
  You are both blessed and cursed by a deity of 
  fate or luck who has plans for you.
  5
  You were cursed by a powerful spell that was 
  removed, but left you with lasting effects.
  6
  You angered a traveling fortune teller at a 
  carnival.
  Cursed Magic
  1st-level Cursed Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Cursed Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  enchantment or a transmutation spell from the sorcerer, 
  warlock, or wizard spell list.
  Cursed Spells
  Sorcerer Level
  Spells
  1st
  bane, hex
  3rd
  critical miss*, discombobulate*  
  5th
  bestow curse, remove curse
  7th
  confusion, greater bane*
  9th
  geas, susceptibility*
  Bonus Proficiencies
  1st-level Cursed Bloodline feature
  You can feel the tangle of fate and fortune and know 
  which thread to tug to affect luck. When a creature 
  within 30 feet that you can see makes an attack roll, 
  ability check, or saving throw with advantage, you can 
  use your reaction to remove advantage from the attack 
  roll, ability check, or saving throw.
  Share the Misfortune
  6th-level Cursed Bloodline feature
  You emanate an aura of ill luck. When you make an 
  attack roll, ability check, or saving throw, you can 
  choose to make that attack roll, ability check, or saving 
  throw with disadvantage. If you do, all creatures within 
  10 feet of you have disadvantage on the next check 
  or roll they make of the same type within the next 1 
  minute. 
  For example, if a circumstance causes you to make 
  a saving throw, you can choose to make that saving 
  throw with disadvantage. If you do so, you can force all 
  creatures within 10 feet of you to make their next saving 
  throw within 1 minute with disadvantage.
  In addition, when a creature (including yourself) 
  within 60 feet that you can see makes an attack roll or 
  ability check, you can spend 1 sorcery point to cause 
  that roll or check to be taken with disadvantage. 
  You can’t spend more than your proficiency bonus on 
  sorcery points for this ability in a single round.
  Schadenfreude
  14th-level Cursed Bloodline feature
  You can touch the thread of misfortune set by fate to 
  refresh your magic. When a creature within 30 feet of 
  you that you can see makes an attack roll, ability check, 
  or saving throw with disadvantage, you can use your 
  reaction to gain 1 sorcery point if you are below half of 
  your maximum sorcery points.
   
  Calamitous Governance
  18th-level Cursed Bloodline feature 
  Your ability to bring ill fortune is unparalleled. Lucky 
  you. When a creature within 60 feet of you makes 
  an attack roll, ability check, or saving throw with 
  
  24
  disadvantage, it must reroll the higher one of the dice 
  once, taking the lowest result.
  New Cursed Bloodline Spells
  Critical Miss
  2nd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  You can compel a creature that you can see within range 
  to make a Charisma saving throw. On a failed save, the 
  creature makes attack rolls with disadvantage. If the 
  creature makes an attack roll and misses, the creature 
  rolls a d6 to determine what happens: 1–2: creature 
  falls prone (if it is immune to the prone condition, its 
  speed becomes 0 until the start of its next turn); 3–4: 
  the creature drops its weapon (if it can’t, it falls prone); 
  5–6: each creature within reach can use its reaction to 
  make an opportunity attack. The creature can repeat the 
  saving throw at the end of each of its turns to end the 
  effect.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Discombobulate
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a broken bell)
  Duration: 1 minute
  You can compel up to three creatures of your choice 
  that you can see within range to make Charisma saving 
  throws. On a failed saving throw, the creature moves 
  in a random direction whenever it moves or takes the 
  Dash action for the duration of the spell. To determine 
  the direction, roll a d8 and assign a direction to each die 
  face. The creature doesn’t take an action this turn. The 
  creature can repeat the saving throw at the end of each 
  of its turns to end the effect.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Greater Bane
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a shard of a broken mirror)
  Duration: Concentration, up to 1 minute
  You can compel up to five creatures of your choice that 
  you can see within range to make a Charisma saving 
  throw. Whenever a target that fails this saving throw 
  makes an attack roll or a saving throw before the spell 
  ends, the target must roll 2d4 and subtract the number 
  rolled from the attack roll or saving throw.
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you can target two 
  additional creatures for each slot level above 4th.
  Susceptibility
  5th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (iron rust and bone dust)
  Duration: 1 minute
  You can compel a  creature that you can see within 
  range to make a Charisma saving throw. On a failed 
  save, the creature becomes vulnerable to a damage type 
  of your choice. If the creature is immune to the chosen 
  damage type, it becomes resistant instead. The creature 
  can repeat the saving throw at the end of each of its 
  turns to end the effect.
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you can target one 
  additional creature for each slot level above 5th.
  Iam Pace 
  
  25
  Elemental Enchanter
  These sorcerers draw their spellcasting power from 
  the elemental planes. This rare sorcery skill set can 
  sometimes result from planar lineage or long stays on 
  one the elemental planes. Some sorcerers have been 
  known to travel to the elemental planes and remain for 
  many years in isolated meditation hoping to tap into this 
  ancient magic and master this primordial power. 
    
  Elemental Enchanter Origins
  d6
  Origin
  1
  You stumbled upon a magically hidden location 
  on an elemental plane. After long meditation, 
  you were gifted with elemental powers. 
  2
  An elemental creature sent you on a series of 
  quests and granted you elemental magic to 
  complete the tasks. 
  3
  You visited a sacred temple on each of the four 
  elemental planes. This pilgrimage left you with 
  the power of elemental sorcery. 
  4
  You defeated a dangerous elemental creature 
  and their magic was passed to you as they 
  perished. 
  5
  Elemental stones have been embedded into 
  your skin along with a tattoo, which grants you 
  elemental power.
  6
  You were born into a family of elemental 
  casters. The elemental powers pass down to 
  every other generation.
  Elemental Enchantment Magic
  1st-level Elemental Enchanter feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Elemental 
  Enchantment Spells table. Each of these spells counts as 
  a sorcerer spell for you, but it doesn’t count against the 
  number of sorcerer spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  evocation or a conjuration spell from the sorcerer, 
  warlock, or wizard spell list.
  Elemental Enchantment Spells
  Sorcerer Level
  Spells
  1st
  absorb elementsXGE, chromatic orb, earth 
  tremorXGE
  3rd
  earthbindXGE, pyrotechnics
  5th
  erupting earthXGE, Melf’s minute 
  meteorsXGE
  Sorcerer Level
  Spells
  7th
  enchantment of fire and ice*, fire shield
  9th
  conjure elemental, elemental bridge*
  Elemental Adept
  1st-level Elemental Enchanter feature
  After a long rest, you can select resistance to one of the 
  following damage types of your choice: fire, cold, acid, 
  or thunder damage.
  Anathema of Fire and Ice
  6th-level Elemental Enchanter feature
  When you roll initiative, you can select a single creature 
  within 60 feet to be marked with an invisible elemental 
  rune that lasts for 1 minute. While marked, the creature 
  has disadvantage on attack rolls against you, and 
  when you successfully hit it with a spell attack you can 
  expend a sorcery point to deal an additional 1d8 fire 
  damage and 1d8 cold damage.
  Primordial Magus
  14th-level Elemental Enchanter feature
  You may spend 3 sorcery points to cast conjure 
  elemental without expending a spell slot. An elemental 
  conjured this way has maximum hit points and if your 
  concentration is broken, the elemental vanishes back to 
  its plane instead of becoming uncontrolled.
   
  Elemental Kill Shot
  18th-level Elemental Enchanter feature 
  If you cast a sorcery spell of 1st level or higher and 
  that spell causes a creature’s hit points to drop to zero, 
  the target erupts in a deadly explosion. All creatures 
  within a 10-foot radius must make a Constitution saving 
  throw, taking 6d8 damage of your choice of acid, cold, 
  fire, or lightning on a failed save, or half as much on a 
  successful one.
  New Elemental Enchanter Spells
  Elemental Bridge
  5th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You conjure a bridge that is up to 50 feet long and made 
  of one of the following elements: air, fire, earth, or 
  water. The bridge must be in contact with a solid surface 
  at both ends. When you cast this spell, you designate 
  up to ten creatures you can see who can use the bridge 
  safely. The bridge acts as a solid platform for you and 
  
  26
  the designated creatures, but for all other creatures who 
  attempt to interact with the elemental bridge, it acts as 
  the element from which it is conjured. 
  This bridge lasts for 1 hour or until you end it using a 
  bonus action. Creatures not among those selected who 
  interact with the bridge are subject to the following 
  effects, based on the bridge type: 
  Air: A mighty gust of wind buffets any  creatures on the 
  bridge. They must make a successful DC 17 Dexterity 
  saving throw or be blown backward 20 feet from the 
  point of contact. 
  Fire: A flare of fire leaps forth to engulf creatures on the 
  bridge. They must make a successful DC 18 Dexterity 
  saving throw or take 3d10 fire damage. If the creature is 
  wearing or carrying flammable materials, they catch on 
  fire. 
  Earth: This bridge is solid, but creatures on it must 
  make a successful DC 17 Dexterity saving throw or fall 
  prone as the earth beneath them quakes. 
  Water: A large wave of water crashes over any creatures 
  on the bridge. They must make a successful DC 18 
  Dexterity saving throw or be swept backward from the 
  point of contact 10 feet by the force of the water and fall 
  prone. 
  Elemental Transcendence
  9th-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  The elements are the building blocks of existence, and 
  are connected to all creation. Upon casting this spell, 
  you ascend into a deep meditation that transports you 
  to an elemental plane of your choosing. While on the 
  plane you are encased in a protective magical barrier of 
  force that protects you from interacting with creatures 
  or suffering any detrimental planar effects while on the 
  plane for the duration of the spell. 
  You select a location no greater than 1-mile radius on 
  the Prime Material plane, or on any elemental planes 
  that connect to your chosen plane. For the duration of 
  the spell, you may view this location over any historical 
  time period as though looking upon it in real time. You 
  may view the past or present, but not the future. For 
  each minute you spend in meditation, you may view 24 
  hours of events at the location, switching time periods 
  as you choose until the spell’s duration has elapsed. You 
  can move your perspective around within the 1 mile 
  location to get different detail or frame of reference, but 
  everything outside the 1 mile area appears swallowed 
  by the elemental forces surrounding you.
  Enchantment of Fire and Ice
  4th-level enchantment
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  A nonmagical weapon you touch becomes a magic 
  weapon. For the duration, the weapon deals an extra 
  1d6 fire and 1d6 cold damage when it hits. This does 
  not stack with other castings of this spell, or other spells 
  such as elemental weapon or holy weapon. 
  At Higher Levels. When you cast this spell using a 
  6th level spell slot, the extra damage increases to 1d8. 
  When you use a spell slot of 8th level, the extra damage 
  increases to 1d10.
  Primordial Commination
  6th-level abjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a piece of rock salt)
  Duration: Concentration, up to 1 minute
  You attempt to send one target creature that you 
  can see within range to one of the elemental planes: 
  Plane of Water, Plane of Air, Plane of Fire, or Plane of 
  Earth. The target must succeed on a Charisma saving 
  throw or be transported to a random location on the 
  plane you specify. At the start of the creature’s turn 
  it takes 2d8 damage of the type associated with the 
  plane—bludgeoning (Earth), cold (Water), fire (Fire), or 
  lightning (Air). The target remains there until the spell 
  ends, at which point the target reappears in the space 
  it left or in the nearest unoccupied space if that space is 
  occupied. If the target creature is native to the selected 
  plane, they may elect to remain on the plane when the 
  spell ends. 
  Elise Cretel 
  
  27
  Erythrocyte Origin
  Sorcerers of the erythrocyte bloodline have overcome 
  significant obstacles to rise into magical power. Whether 
  they were born with it or developed it later in life, these 
  sorcerers suffered some sort of blood disorder that was 
  later cured by magical means. Through this cure, they 
  gained the notice of a god (often Lathander) for their 
  perseverance and were granted the ability to use their 
  blood for magical manipulation.
    
  Erythrocyte Sorcerer Quirks
  The magic flowing through your blood may manifest 
  through different quirks.
  d6
  Quirk
  1
  Your irises are a blood-red color. 
  2
  Your blood glows blue below your skin. 
  3
  When you bleed, your blood makes a sizzling 
  sound.
  4
  Your blood smells and tastes like lavender. 
  5
  You dream only in shades of red.
  6
  You prefer your meat raw.
  Erythrocyte Magic
  1st-level Erythrocyte Origin feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Erythrocyte Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level.
  Erythrocyte Spells
  Sorcerer Level
  Spells
  1st
  blood tether*, inflict wounds
  3rd
  augury, skywrite1
  5th
  blood dart*, life transference
  7th
  aura of life, death ward
  9th
  contagion, degradation*
  1 The message appears as blood, rather than clouds.
  Blood-Fueled Casting
  1st-level Erythrocyte Origin feature
  You have learned how to use your blood to replace 
  other magical components. Your blood acts as a spell 
  focus for your sorcerer spells. If a component costs 50 
  gp or more, you can expend 10 hit points for each 50 gp 
  worth of spell components instead of using the actual 
  component. Additionally, you can use your blood to 
  regain spell slots. You can expend any number of Hit 
  Dice to regain a total level of spell slots equal to the 
  number of Hit Dice you expended. The level of spell slot 
  regained cannot exceed your Constitution modifier.
  Blood-Fueled Healing
  1st-level Erythrocyte Origin feature
  You have learned how to heal yourself through unique 
  sorcerous powers. As an action, you can expend any 
  number of sorcerer points. You can roll 1d6 per point 
  expended and regain hit points equal to the total rolled 
  + your Constitution modifier.
  My Blood For Yours
  6th-level Erythrocyte Origin feature
  You learn how to channel your wounds into even 
  greater power. When you take piercing or slashing 
  damage, you can choose to double the number of 
  damage dice dealt to you. Doing this allows you to 
  choose to either gain advantage to hit for your next spell 
  attack or to impose disadvantage to a target’s saving 
  throws. If you choose to gain advantage on a hit, you 
  can expend a number of Hit Dice up to your Charisma 
  modifier (minimum of 1) to inflict additional damage 
  of the same type as your spell. If you regain hit points 
  before you expend this spell attack, the effect is lost.
  Rejuvenating Respite
  14th-level Erythrocyte Origin feature
  When you finish a long rest, you regain an additional 
  number of expended Hit Dice equal to your Charisma 
  modifier (minimum of one).
   
  Cellular Overclocking
  18th-level Erythrocyte Origin feature 
  The healing capacity of your magic infuses you at a 
  cellular level. When you cast a spell, you can expend 
  any number of sorcerer points. For each point you 
  expend, you regain a number of hit points equal to the 
  spell level you cast.
  
  28
  New Erythrocyte Origin Spells
  Blood Dart
  3rd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You can force a small amount of your blood through 
  your pores, forming the blood into the shape of an 
  arrow. You make a ranged spell attack roll against a 
  creature in range. If the target has less than half their 
  maximum hit points, you make this roll with advantage. 
  On a hit, the target takes 6d6 necrotic damage.
  At Higher Levels. When you cast this spell at 5th level 
  or higher, you can make an additional attack (against 
  the same creature or a different one) for each two spell 
  levels above 3rd level.
  Blood Tether
  1st-level divination
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a drop of your own blood)
  Duration: 1 hour
  You touch a creature and temporarily form an 
  unbreakable bond with them. If the creature is 
  unwilling to form this bond, they must succeed on a 
  Charisma saving throw to avoid it. For the duration, 
  you know the exact location, health, and surface 
  thoughts of the creature you’re tethered to. This bond 
  is broken if you and the target are more than 1 mile 
  apart, are on different planes, if you end it (no action 
  required), or if an unwilling creature succeeds on the 
  saving throw at the end of their turn.
  At Higher Levels. When you cast this spell at 2nd level 
  or higher, you can target an additional creature and the 
  spell lasts an additional hour for each level above the 
  1st.
  Degradation
  5th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a bloodstone worth at least 100 
  gp, which the spell consumes)
  Duration: Concentration, up to 1 minute
  You target a creature you can see within range and force 
  them to make a Constitution saving throw. On a failure, 
  when they would receive healing from a magical source, 
  they instead lose the number of hit points they would 
  gain. An affected creature can repeat the Constitution 
  saving throw at the end of each of their turns, ending 
  the effect on themselves on a success.
  At Higher Levels. When you cast this spell at 6th level 
  or higher, you can target an additional creature for each 
  level above the 5th.
  Infusion
  7th-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an opal worth at least 500 gp, 
  which the spell consumes)
  Duration: Instantaneous
  Your touch activates the healing capabilities of every 
  cell in the target’s body, causing rapid regeneration 
  from even the most vicious wounds. The target creature 
  recovers a number of hit points equal to half their 
  maximum hit points.
  Ryan Langr
  
  29
  Eye Tyrant Bloodline
  Rumored to be either an arcane experiment gone right, 
  or a beholder’s fevered dream gone wrong, there is no 
  mistaking the origins of this sorcerous bloodline. Gifted 
  with unnatural perception and plagued by alien dreams, 
  eye tyrant sorcerers gravitate to the fringes of society or 
  delve amongst the ruins of ancient civilizations, driven 
  to seek trappings of power lost to time.
  Magical Manifestations
  When you draw upon your heritage to cast spells of 1st 
  level or higher, odd magical manifestations occur in 
  your vicinity
  d6
  Manifestation
  1
  An eye erupts somewhere on your body, blinks 
  and moves of its own accord, before quickly 
  vanishing again.
  2
  Your irises and pupils vanish, leaving your eyes 
  as pure white orbs. This does not affect your 
  vision, and their normal appearance gradually 
  returns over a few minutes. 
  3
  Ten ghostly orbs appear above your head like a 
  crown, then wink out one by one.
  4
  You reflexively smile, revealing a too-wide 
  mouth full of razor sharp teeth. Between glances 
  the smile is gone, leaving onlookers to wonder if 
  they really saw it. 
  5
  You appear to float off the ground for a second 
  or two.
  6
  A shadow falls across you in a strange way 
  for a moment, darkening your body but not 
  your head, giving a fleeting impression of 
  disembodiment before it passes.
  Eye Tyrant Magic
  1st-level Eye Tyrant Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Eye Tyrant Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  divination or a transmutation spell from the sorcerer, 
  warlock, or wizard spell list
  Eye Tyrant Spells
  Sorcerer Level
  Spells
  1st
  ray of sickness, sleep
  3rd
  levitate, ray of enfeeblement
  5th
  counterspell, fly
  7th
  arcane eye, tyrant’s eyes*
  9th
  dominate person, lucid daydreams*
  Tyrant Sight
  1st-level Eye Tyrant Bloodline feature
  You gain proficiency in the Perception skill and are 
  immune to the blinded condition. When you reach 
  7th level in this class, you can see through magical 
  darkness, and at 13th level you can see invisible and 
  ethereal creatures.
  Ray Mastery
  6th-level Eye Tyrant Bloodline feature
  You can augment spells or abilities you use that 
  produce ray effects (beam effect targeting a single 
  creature) to either gain advantage to attack rolls or 
  impose disadvantage on saving throws. You can use 
  this ability a number of times equal to your proficiency 
  modifier, regaining expended uses after a short rest.
  Naturally Buoyant
  14th-level Eye Tyrant Bloodline feature
  You gain a fly speed equal to half your walking speed. 
  You never touch the ground unless you choose to and 
  cannot be knocked prone while flying.
  Magic Resistance
  18th-level Eye Tyrant Bloodline feature
  You are naturally resistant to spells and magical effects, 
  gaining advantage on saving throws against these 
  abilities and effects.
  If you successfully save against a ray effect (beam 
  effect targeting a single creature) you reflect it back at 
  the creature who cast it as if you were the caster.
  
  30
  New Eye Tyrant Bloodline Spells
  Crown of the Beholder
  8th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a beholder eye)
  Duration: 1 minute
  Ten colored spheres appear above your head, floating 
  like a spectral crown until the spell ends. You can use 
  a bonus action to discharge a single orb, creating a 120-
  foot ray effect as per the table below. Once a particular 
  orb is expended, it vanishes and cannot be used again.  
  Orb
  Color
  Effect
  Red
  Charm Ray. The target must make a Wisdom 
  saving throw or be charmed by you for 1 hour, 
  or until you harm it.
  Orange
  Paralyzing Ray. The target must succeed on a 
  Constitution saving throw or be paralyzed for 1 
  minute.The target can repeat the saving throw 
  at the end of each of its turns, ending the effect 
  on a success.
  Yellow
  Fear Ray. The target creature must succeed on 
  a Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw 
  at the end of each of its turns, ending the effect 
  on a success
  Green
  Slowing Ray. The targeted creature must 
  succeed on a Dexterity saving throw or become 
  slowed. On a failed save, the target’s speed is 
  halved for 1 minute. In addition, the creature 
  can’t take reactions, and it can take either an 
  action or a bonus action on its turn, but not 
  both. The creature can repeat the saving throw 
  at the end of each of its turns, ending the effect 
  on itself on a success.
  Purple
  Enervation Ray. The targeted creature must 
  make a Constitution saving throw, taking 10d8 
  necrotic damage on a failed save, or half as 
  much damage on a successful one.
  White
  Telekinetic Ray. If the target is a creature, it 
  must succeed on a Strength saving throw or 
  you can move it up to 30 feet in any direction. 
  It is restrained by the ray’s telekinetic grip 
  until the start of your next turn or unless you 
  become incapacitated. You can use your action 
  to maintain the grip beyond the first turn, 
  requiring the target to make a Strength saving 
  throw or remain restrained and be moved up 
  to 30 feet at your discretion. If the target is an 
  object weighing 300 pounds or less that isn’t 
  being worn or carried, it is moved up to 30 feet 
  in any direction. You can also exert fine control 
  on objects with this ray, such as manipulating a 
  simple tool or opening a door or a container.
  Orb
  Color
  Effect
  Blue
  Sleep Ray. The targeted creature must succeed 
  on a Wisdom saving throw or fall asleep and 
  remain unconscious for 1 minute. The target 
  awakens if it takes damage or another creature 
  takes an action to wake it. This ray has no effect 
  on constructs and undead.
  Brown
  Petrification Ray. The targeted creature must 
  make a Dexterity saving throw. On a failed 
  save, the creature begins to turn to stone and 
  is restrained. It must repeat the saving throw 
  at the end of its next turn. On a success, the 
  effect ends. On a failure, the creature is petrified 
  until freed by a greater restoration spell or other 
  magic.
  Grey
  Disintegration Ray. If the target is a creature, it 
  must succeed on a Dexterity saving throw or 
  take 10d8 force damage. If this damage reduces 
  the creature to 0 hit points, its body becomes 
  a pile of fine gray dust. If the target is a Large 
  or smaller nonmagical object or creation of 
  magical force, it is disintegrated without a 
  saving throw. If the target is a Huge or larger 
  object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it.
  Black
  Death Ray. The targeted creature must succeed 
  on a Dexterity saving throw or take 10d10 
  necrotic damage. The target dies if the ray 
  reduces it to 0 hit points. 
  
  31
  Lucid Daydreams
  5th-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a prism)
  Duration: Concentration, up to 1 minute
  This spell assaults and twists creatures’ minds, 
  spawning lucid daydreams and visions that interfere 
  with their grasp of reality. Each creature in a 10-foot-
  radius sphere centered on a point you choose within 
  range must succeed on a Wisdom saving throw when 
  you cast this spell or be affected by it.
   An affected target can’t take reactions and must roll 
  a d10 at the start of each of its turns to determine its 
  behavior for that turn.
  d10
  Effect
  1
  The creature uses all its movement to move in 
  a random direction. To determine the direction, 
  roll a d8 and assign a direction to each die face. 
  The creature doesn’t take an action this turn..
  2–6
  The creature doesn’t move or take actions this 
  turn.
  7–8
  The creature uses its action to make a melee 
  attack against a randomly determined creature 
  within its reach. If there is no creature within its 
  reach, the creature does nothing this turn.
  9–10
  The creature can act and move normally.
  At the start of each of its turns, an affected target can 
  make a Charisma saving throw. If it succeeds, it can act 
  normally on its turn and regains control of its dreams. 
  As a bonus action, the target can manifest a small 
  object from its dreams (maximum 50 pounds, and no 
  larger than can be held in a single hand) as if it cast the 
  fabricate spell. The item is nonmagical, does not require 
  raw materials to manifest, and vanishes after 1 minute.
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the radius of the sphere 
  increases by 5 feet for each slot level above 5th.
  Ray Shield
  7th-level abjuration
  Casting Time: 1 reaction
  Range: Self
  Components: V, S, M (a mirror)
  Duration: Instantaneous
  You can erect a shimmering crystalline barrier of force 
  that intercepts ray effects of creatures or spells of 7th 
  level or lower that produce ray effects. The incoming 
  ray is negated and converted to sorcery points equal 
  to your proficiency bonus. If this would exceed your 
  sorcery point cap, the excess points are lost. 
  Tyrant's Eyes
  4th-level divination
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a set of 10 iron rings)
  Duration: Concentration, up to 1 hour
  You select up to 10 creatures within range who 
  immediately grow an extra eye, near to where each 
  creature’s eyes or sensory organs normally reside. 
  Unwilling creatures can make a Charisma saving throw 
  to negate the effect.
  While an affected creature remains within 1 mile of 
  you, you can see what it sees, although the eyes convey 
  no additional perception beyond your normal senses. 
  If a creature moves beyond the 1 mile range, that eye 
  ceases to function until the creature is within range 
  again.
  Processing such a large volume of sensory 
  information is difficult, and for the duration of the spell 
  you make attack rolls and skill checks at disadvantage.   
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the duration of the spell 
  increases by 1 hour for each slot level above 4th.
  Micah Watt
  
  32
  Fey Diviner
  Creatures of the Feywild are born into a powerful font 
  of magic of the realm. Fey Diviners are sensitive to the 
  subtleties in the Weave and reach into its depths to cast 
  powerful magic. Fey Diviners can be creatures born in 
  the Feywild or be descended from the fey creatures of 
  this plane.
  Fey Origins
  d6
  Origin
  1
  You were born in the center of a fairy ring.
  2
  A powerful fey high mage gifted you an artifact 
  that implanted itself into your forearm, leaving 
  a scar and the fey gift of sorcery.
  3
  You spent centuries in a sacred location of the 
  Feywild. This exposure led to your sorcery 
  abilities.
  4
  You were bitten by a rabid fey creature and their 
  sorcery or magic was passed on to you.
  5
  You swam in a lake that was connected to the 
  Feywild, leaving you imbued with the power of 
  fey magic.
  6
  You did a favor for a fey dragon and they gifted 
  you with magic in return. 
  Fey Diviner Magic
  1st-level Fey Diviner feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Fey Diviner Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  enchantment or a conjuration spell from the sorcerer, 
  warlock, or wizard spell list.
  Fey Diviner Spells
  Sorcerer Level
  Spells
  1st
  color spray, detect magic, pillar of 
  thorns*
  3rd
  enlarge/reduce, spider climb
  5th
  counterspell, Feywild adagio*
  7th
  forest seize*, greater invisibility
  9th
  far step, creation
  Balefire Conjurer
  1st-level Fey Diviner feature
  You may use an action to generate magical light on 
  any object or item taken or crafted from woodland 
  materials, such as a wooden staff. This light lasts one 
  hour and sheds bright light for 60 feet and dim light for 
  an additional 60 feet. This light may be of any color or 
  hue, and you can change this at will. You may spend 
  2 sorcery points when you use this ability to make the 
  light penetrate magical darkness. You may end this 
  effect at any time. 
  You can use this ability a number of times equal to 
  your Charisma modifier (minimum of 1). You regain 
  expended uses after a long rest.
  Forest Aegis
  6th-level Fey Diviner feature
  As a bonus action, you summon a shield of swirling 
  leaves. You can choose to levitate off the ground up 
  to 30 feet in the air until the end of your next turn, at 
  which point you float gently back down to the ground. 
  While this shield is active, creatures targeting you have 
  disadvantage on all attack rolls. 
      Once you use this feature, you can’t do so again until 
  you finish a long rest.
  Flourish of Leaves
  14th-level Fey Diviner feature
  As a bonus action, you may spend 2 sorcery points 
  to conjure leaves that swirl around you and you may 
  teleport to a spot you can see within 90 feet.
  Heroic Gest
  18th-level Fey Diviner feature
  On your turn you can tap into the magic of the Feywild 
  to take one additional action, but may only cast a spell 
  with this action. This supersedes the limitations of 
  casting a single spell on a turn. You may not use this 
  ability on the same turn as Action Surge or a similar 
  ability.
      Once you use this feature, you can’t do so again until 
  you finish a long rest. 
  New Fey Diviner Spells
  Feywild Adagio
  3rd-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a pinch of sand)
  Duration: 1 turn
  Time is altered for you as you tap into the energies 
  
  33
  of the Feywild. You speed up as everything around 
  you slows down. Until the end of your next turn, your 
  speed is doubled, movement doesn’t provoke attacks 
  of opportunity, you may make an additional attack if 
  you take the Attack action, and you have advantage on 
  attack rolls and saving throws. Creatures targeting you 
  have disadvantage on attack rolls until the spell ends. 
  Flicker
  3rd-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a pinch of fairy dust)
  Duration: 1 minute
  You become invisible, leaving behind a confusing 
  illusion of ten images of yourself that randomly appear 
  and disappear in locations within 120 feet of you until 
  the end of your next turn. The invisibility effect lasts for 
  1 minute, but ends if you cast a spell or make an attack. 
  Forest Seize
  4th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a rose thorn)
  Duration: 1 minute
  Thorny vines rise from the ground at a point you can 
  see within range and quickly wind around anything in 
  their path. All creatures in a 10-foot-radius must make a 
  Dexterity saving throw. On a failure, creatures take 3d10 
  piercing damage and are grappled (escape DC equal 
  to your spellcasting DC). On a success, creatures take 
  half damage and are not grappled. The area is difficult 
  terrain for the duration. Any creatures entering this area 
  are subject to its effects.
  At Higher Levels. When you cast this spell using a 
  spell slot of level 6 or higher, the radius of the spell is 
  expanded by 10 feet for each two slot levels above 4th. 
  Pillar of Thorns
  1st-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of briar)
  Duration: 1 minute
  Thorny vines erupt from the earth at a point you can see 
  within range, forming a pillar that is 30 feet tall and has 
  a flat platform 10 feet in diameter at the top. The sides 
  of the pillar are considered difficult terrain. A creature 
  contacting the pillar sides on a turn or starting their turn 
  in contact with the pillar sides must make a Dexterity 
  saving throw. On a failed save, the creature takes 1d10 
  piercing damage and 2d6 poison damage. On a success, 
  the creature takes half damage. 
  At Higher Levels. When this spell is cast using a 2nd 
  or higher level spell slot, add 1d6 poison damage for 
  each slot level above 1st level. 
  Elise Cretel
  
  34
  Fiend Bloodline
  Dabbling with the powers of the lower planes, your 
  ancestors bargained for powers that still linger in your 
  blood today. While your fiendish blood might not 
  manifest itself as evidently as it does for a tiefling or 
  cambion, you are able to tap into this well of power to 
  summon the strength of the Blood War itself.
  Fiendish Expression
  Everyone knows that if you have horns and a tail, 
  you’re a tiefling! Except everyone is wrong. There are 
  so many manifestations of fiendish ancestry and it’s not 
  limited to just tieflings. In your case, you can roll on the 
  table below, choose an expression, or create one of your 
  own.
  d6
  Expression
  1
  Your skin is coated in raised, hardened tissue, 
  creating arbitrary patterns that shift slowly over 
  time.
  2
  The air around you shimmers and shifts like 
  heat coming from a pool of tar.
  3
  Your teeth are all shaped like canines, and grow 
  back immediately when they fall out.
  4
  Your nails are orange and hard as iron. Upon 
  each of your thumbnails is a design denoting 
  your heritage.
  5
  Whenever you cast a spell with a verbal 
  component, your words are echoed by unseen 
  voices.
  6
  All the hair on your body is coarse and thick, 
  like goat hair.
  Fiend Magic
  1st-level Fiend Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Fiend Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  evocation spell.
  Fiend Spells
  Sorcerer Level
  Spells
  1st
  hellish rebuke, witless*
  3rd
  flame blade, Melf’s acid arrow
  5th
  illusion of perfection*, lightning bolt
  Sorcerer Level
  Spells
  7th
  read the fine print*, wall of fire
  9th
  flame strike, heart’s desire*
  Abyssal Hellfire
  1st-level Fiend Bloodline  feature
  Spells you cast are imbued with a portion of the Lower 
  Planes. When you cast a spell that deals acid or fire 
  damage, you can spend 1 sorcery point to ignore 
  resistance to acid and fire damage, or 3 sorcery points to 
  ignore immunity to acid and fire damage.
  If a spell can affect more than one target, you must 
  expend seperate sorcery points for each target you wish 
  to be affected.
  Hellgate
  6th-level Fiend Bloodline feature
  Whenever you cast a conjuration spell and summon a 
  single creature, you can summon a fiendish version of 
  that creature instead. This changes the creature’s type to 
  fiend, and grants it resistance to cold, fire, and lightning 
  damage, and immunity to poison damage. 
  Additionally, all of its attacks deal fire damage equal 
  to your Charisma modifier (minimum of 1).
  Fiendish Expression
  6th-level Fiend Bloodline feature
  Hints of your origin begin to show up as physical 
  manifestations. Choose demon, devil, or yugoloth. Once 
  this choice is made, it cannot be changed. You gain 
  benefits based on this choice:
  Demon. You gain telepathy out to a range of 60 feet, and 
  you have resistance to fire damage.
  Devil. Magical darkness doesn’t impede your vision, 
  and you have resistance to cold damage.
  Yugoloth. Damage from your weapon attacks ignores 
  resistance and you have resistance to lightning damage.
  Fiendish Graft
  14th-level Fiend Bloodline feature
  You can spend 10 sorcery points as a bonus action to 
  enter a state where a fiend merges with your body 
  for 1 minute. You change your type to fiend, and 
  gain resistance to cold, fire, and lightning damage. If 
  you already have resistance to cold, fire, or lightning 
  damage when you use this feature, you gain immunity 
  to that damage type instead.
  Additionally, your melee weapon and spell attacks 
  deal fire damage equal to your Charisma bonus 
  (minimum of 1). Finally, you choose one of the 
  following features to gain for the duration:
  
  35
  Claws. Your unarmed attacks deal 2d8 piercing 
  damage, and count as magical for the purposes of 
  overcoming resistance.
  Wings. You gain a fly speed equal to twice your walking 
  speed.
  Innate Spellcasting. Choose one spell of 1st level. You 
  can cast it without using a spell slot.
  This feature lasts for the full minute, even if you are 
  knocked unconscious or killed. In either of those events, 
  the fiend continues to use your body to attack. You 
  continue to make death saving throws during this time. 
  A protection from evil and good or similar magic can force 
  the fiend out of your body early.
  Secrets of the Lower Planes
  14th-level Fiend Bloodline feature
  Bargaining with the powers of hell and the abyss, you 
  gain sorcerer secrets. You can choose a metamagic 
  option you don’t have and learn it. Whenever you cast a 
  spell using that metamagic option, you gain temporary 
  hit points equal to your sorcerer level.
  New Fiend Bloodline Spells
  Heart's Desire
  5th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a hand mirror)
  Duration: Instantaneous
  Touching the target, your mind is filled with the image 
  of what the target desires the most. Unwilling targets 
  are allowed to make a Charisma saving throw to resist 
  this effect. If they do, they can choose what you see in 
  your mind instead. 
  The image in your mind is visible for the next hour, 
  whenever you close your eyes.
  Illusion of Perfection
  3rd-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  You place a glamour upon yourself that does not alter 
  your physical form, but causes any who look at you 
  to see you as the most physically attractive (to them) 
  version of a creature of their race. This confers no 
  additional benefits beyond this illusion.
  Read the Fine Print
  4th-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a set of scales)
  Duration: Instantaneous
  You touch a legally or magically binding contract, 
  and become instantly aware if there is anything that 
  would directly be harmful to you that you are unaware 
  of, including those clauses which are gated behind 
  optional terms (for the purposes of those terms, the 
  spell presumes you will fail to uphold your end of the 
  bargain). 
  Witless
  1st-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: 1 round
  The target must succeed on a Wisdom saving throw 
  or become unable to make a decision except of your 
  choosing. You verbally provide two actions the target 
  could reasonably take. The target selects one, and must 
  make their best effort on their next turn to take that 
  action while you must accept the other and make your 
  best effort to take the other action on your next turn. 
  Targets who cannot understand you automatically 
  succeed on their saving throw.
  Bryan Holmes
  
  36
  Ghost Bloodline
  Undeath takes many forms, from faded apparitions 
  haunting places of tragedy to beautiful corpses strolling 
  in the moonlight. Yet all are deadly beings antithetical 
  to life, imbued with terrifying and unearthly strength 
  and dire purpose. Their mere presence can wither 
  plants, steal warmth, and sicken animals. But there are 
  those who seek this fate, be it for immortality, revenge, 
  or power. The essence of unlife can imbue one with 
  unnatural gifts. But this power, as it often does, comes 
  with its own terms.
  Those who embrace undeath can curse their entire 
  line, a taint echoing through the blood, so descendants 
  born centuries later bear these marks of corruption. But 
  within this corruption sleeps a terrible potency waiting 
  to be awoken.
  And, now, your heartbeat is but a distant memory. 
  Your blood is cold in your veins. Your skin is chill to the 
  touch, your breath silent in your lungs. You are a ghost, 
  sheltered in the preserved remains of your once-warm 
  flesh, like a genie bound within a lamp.
  Those so afflicted are capable of flying amongst a halo 
  of ghostly flames. They can part the veil between worlds 
  and walk through the Ethereal. They can bind the spirits 
  of creatures slain by their magic.
  Source of Ghostly Essence
  d6
  Ghostly Essence
  1
  You were possessed by a ghost as a child, 
  and this experience has left strange energy 
  whispering through you.
  2
  One of your parents was possessed by the ghost 
  of a powerful entity, such as an empyrean or 
  dragon, which left a mark in your family’s 
  bloodline.
  3
  Your family had a residence near a haunted 
  location, such as a graveyard or ruin, and the 
  ghostly echoes of such a place reverberate 
  through you, changing you.
  4
  You were killed and the magic that brought 
  you back to life was flawed, leaving within the 
  essence of ghostly undeath.
  5
  You caught a glimpse of a deity of death, which 
  forever transformed you, unmooring your spirit 
  from your flesh.
  6
  You came into contact with an artifact of 
  undeath, such as the Necronomicon, and its 
  mere presence imbued you with ghastly power.
  Ghostly Mark
  Those who are touched with the ghostly essence 
  of undeath exhibit physical manifestations of this 
  corruption of unlife.
  d6
  Mark
  1
  When you speak, your voice is distorted as 
  though echoing within itself.
  2
  Your eyes are orbs of ghost fire or stream mist.
  3
  A terrible chill follows your presence, causing 
  hoarfrost to form on surfaces around you.
  4
  When you are cut, you bleed streams of mist or 
  ghostly ectoplasm.
  5
  When you move quickly, you leave ghostly 
  afterimages, as though your spirit is trying to 
  catch up with your body.
  6
  Your flesh is slightly transparent, showing your 
  skeleton when you are framed against bright 
  light.
  Ghost Magic
  1st-level Ghost Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Ghost Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  necromancy or transmutation spell from the sorcerer, 
  warlock, or wizard spell list.
  Ghost Spells
  Sorcerer Level
  Spells
  1st
  hex, Tasha’s hideous laughter
  3rd
  gentle repose, incorporeal movement* 
  5th
  devour essence*, speak with dead
  7th
  phantasmal killer, summon spectral 
  minions* 
  9th
  Bigby’s hand, ghostly possession*
  Shade Sight
  1st-level Ghost Bloodline feature
  Your eyes take on an unearthly glow that allows you 
  to pierce the veil between worlds. You gain darkvision 
  out to a range of 60 feet. If you already have darkvision 
  from another source, its range increases by 30 feet.
  In addition, you can see into the Ethereal Plane when 
  you are on the Material Plane, and vice versa. You can 
  also sense when a creature or object within 30 feet of 
  you is under the control of another entity, such as with 
  dominate person or possessed through a sentient artifact 
  or ghost.
  
  37
  Deathly Nature
  1st-level Ghost Bloodline feature
  Your ghostly power blossoms within, changing your 
  creature type to undead, and granting the following 
  benefits:
  • 
  You have advantage on saving throws against 
  disease and being poisoned, and you have 
  resistance to poison damage.
  • 
  You have advantage on death saving throws. 
  • 
  You don’t need to eat, drink, or breathe, and you 
  don’t age. You don’t need to sleep, and magic 
  can’t put you to sleep. You can finish a long 
  rest in 4 hours if you spend those hours in an 
  inactive, motionless state, during which you retain 
  consciousness.
  Ghostly Powers
  6th-level Ghost Bloodline feature
  Your innate sorcerous magic begins to awaken ghostly 
  powers, gaining more utility and potency as your level 
  increases. 
  Incorporeality. At 6th level, you can spend 3 sorcery 
  points as a bonus action to become incorporeal for 1 
  minute. You can move through other creatures and 
  objects as if they were difficult terrain. You take 5 (1d10) 
  force damage if you end your turn inside an object. In 
  addition, you gain resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical attacks, and you 
  are immune to the restrained condition. You can choose 
  to end this ability early as a bonus action.
  Pierce the Veil. At 9th level, you learn to cross the 
  threshold between worlds and walk in the Ethereal 
  Realm. You can spend 3 sorcery points as an action to 
  grant yourself the ability to enter and exit the Ethereal 
  Plane for a number of minutes equal to your sorcerer 
  level. It takes half your movement to either enter or 
  exit the plane. You can enter the Ethereal Plane from 
  the Material Plane, or vice versa. You are visible on the 
  Material Plane while you are in the Ethereal, and vice 
  versa, yet you can’t affect or be affected by anything 
  on the other plane. If you are in the Ethereal when this 
  ability ends, you return to an unoccupied space of your 
  choice that you can see within 10 feet of the space you 
  vanished from. If no unoccupied space is available 
  within that range, you appear in the nearest unoccupied 
  space (chosen at random if more than one space is 
  equally near).
  Possession. At 12th level, as an action, you can spend 
  4 sorcery points and leave your body to attempt to take 
  control of another for up to 1 hour. Your physical body 
  is left behind and considered unconscious during this 
  time. You can compel one humanoid that you can see 
  within 5 feet of you to make a Wisdom saving throw 
  or be possessed by you; the target is incapacitated and 
  loses control of its body. You now control the body but 
  you don’t deprive the target of awareness. You can’t 
  be targeted by any attack, spell, or other effect, except 
  ones that turn undead, and you retain your alignment, 
  Intelligence, Wisdom, Charisma, and class features 
  and abilities. You otherwise use the possessed target’s 
  statistics, but you don’t gain access to the target’s 
  knowledge, features, or proficiencies.
  The possession lasts until the body drops to 0 hit 
  points, you end the possession as a bonus action, or you 
  are turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, you return to 
  your own body as long as it has at least 1 hit point, is on 
  the same plane of existence, and you know its location. 
  If you cannot return to your body within 10 minutes, 
  you die. 
  The target is immune to this spell for 24 hours after 
  succeeding on the saving throw or after the spell ends.
  Horrifying Visage. At 15th level, as an action, you 
  can spend 3 sorcery points to create a horrific, ghostly 
  image. Each non-undead creature within 60 feet of you 
  that can see you must succeed on a Wisdom saving 
  throw against your spellcasting DC or be frightened 
  of you for 1 minute. If the save fails by 5 or more, 
  the target is dramatically aged (see below) for the 
  duration of the spell. A frightened target can repeat 
  the saving throw at the end of each of its turns, ending 
  the frightened condition on itself on a success. An 
  aged target is stunned instead of frightened. The target 
  can make a Constitution saving throw against your 
  spellcasting DC at the end of each of its turns to end the 
  effect.
  Spirit Binder
  14th-level Ghost Bloodline feature
  Your spells can tear the ghosts from your foes and bind 
  them to your will. When you reduce a creature to 0 hit 
  points within 30 feet of you that is not a construct, fiend, 
  or celestial with a spell that uses a spell slot, you can use 
  your reaction to bind a fragment of the creature’s spirit 
  to serve you. The creature becomes a specter under your 
  control for 1 minute and gains a bonus to its AC, attack 
  rolls, ability checks, and saving throws equal to the level 
  of the spell slot that reduced it to 0 hit points. It acts on 
  your initiative but after you.
  You can use this ability a number of times equal to 
  your proficiency bonus. You regain all uses when you 
  finish a long rest.
  The DM has the creature’s statistics.
  Ghost Form
  18th-level Ghost Bloodline feature
  You now can transubstantiate your body, freeing 
  yourself from your earthly bonds. As an action, you 
  can transform into an incorporeal being for a number 
  of minutes equal to your sorcerer level, gaining the 
  
  38
  following powers and features:
  • 
  You gain resistance to acid, fire, lightning, thunder, 
  bludgeoning, piercing, and slashing damage from 
  nonmagical attacks.
  • 
  You are immune to cold, necrotic, and poison 
  damage. 
  • 
  You are immune to the charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, 
  poisoned, prone, and restrained conditions.
  • 
  You gain a fly speed equal to your move speed.
  • 
  You can move through other creatures and objects 
  as if they were difficult terrain. You take 5 (1d10) 
  force damage if you end your turn inside an object.
  • 
  Creatures have disadvantage on saving throws 
  against your Horrifying Visage ability.
  • 
  When you use your Possession ability, you no 
  longer leave your body behind. In addition, if the 
  duration of your Ghost Form elapses while you are 
  possessing a creature, your body doesn’t reappear 
  until the possession ends, rematerializing within 5 
  feet of the creature you possessed in an unoccupied 
  space.
  You regain this feature when you finish a long rest.
  New Ghost Bloodline Spells
  Devour Essence
  3rd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  When a creature that you can see within 30 feet of you 
  that is not a construct, fiend, or celestial is reduced to 0 
  hit points, you can cast this spell as a reaction to capture 
  a fragment of its departing spirit to revitalize yourself, 
  regaining 2d10 hit points and ending either one disease 
  or one condition afflicting you. The condition can be 
  blinded, deafened, paralyzed, or poisoned.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you regain an additional 
  1d10 hit points and cure an additional condition for 
  each slot above 3rd level.
  Ghostly Posession
  5th-level transmutation
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You can attempt to possess a creature by transforming 
  into a ghost to take control of it. You can target one 
  humanoid that you can see within 5 feet of you; they 
  must succeed on a Charisma saving throw or be 
  possessed by you, at which point you disappear and the 
  target is incapacitated and loses control of its body. You 
  now control the body but you don’t deprive the target 
  of awareness. You can’t be targeted by any attack, spell, 
  or other effect, except ones that turn undead, and you 
  retain your alignment, Intelligence, Wisdom, Charisma, 
  class abilities, and features. You otherwise use the 
  possessed target’s statistics, but don’t gain access to 
  the target’s knowledge, features, or proficiencies. The 
  possession lasts until the body drops to 0 hit points, you 
  end it as a bonus action, or you are turned or forced out 
  by an effect such as the dispel evil and good spell. When 
  the possession ends, you reappear in an unoccupied 
  space within 5 feet of the creature’s body. The target is 
  immune to this spell for 24 hours after succeeding on 
  the saving throw or after the spell ends.
  
  39
  Move Through Matter
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You touch another willing creature; the target creature 
  can move through objects as if they were difficult 
  terrain. The creature takes 5 (1d10) force damage if 
  it ends its turn inside an object and is ejected to the 
  nearest unoccupied space.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target an 
  additional creature for each slot above 2nd level.
  Summon Spectral Minions
  4th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (1 oz. of water from thawed frost 
  from a grave)
  Duration: Concentration, up to 1 hour
  You speak profane words to conjure a howling gale that 
  gives rise to two specters in unoccupied spaces that you 
  can see within range.
  The summoned specters disappear when they drop 
  to 0 hit points or when the spell ends. The summoned 
  specters are friendly to you and your companions. 
  Roll initiative for the summoned specters as a group, 
  which have their own turns. They obey any verbal 
  commands that you issue to them (no action required 
  by you). If you don’t issue any commands to them, they 
  defend themselves from hostile creatures, but otherwise 
  take no actions. 
  The DM has the specters’ statistics. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you summon an 
  additional specter for each slot above 4th level.
   
  Iam Pace
  
  40
  Hatred-Driven
  The power of anger is mighty indeed. When looking for 
  a little more power, there are those who reached into 
  their very souls and drew out something ancient and 
  waiting. Perhaps you have the blood of giants, or one 
  of your ancient kin was a raging berserker. No matter 
  the source of this new-found energy, you must learn to 
  control it for the sake of those closest to you.
  Hatred-Driven Origins
  d6
  Origin
  1
  A mixture of herbs given to you to cure a 
  childhood illness engendered a deep and primal 
  anger within you.
  2
  Long ago, a famous hero in your family line 
  crushed a dragon with their bare hands; the 
  terrible power of their ancient blood has 
  awakened within you.
  3
  One of your family made a pact with demons to 
  sell you into their service when you came of age. 
  Magic was used to make you more “demon-
  like” and has suffused into your being. You now 
  run from the forces that believe you belong to 
  them.
  4
  Never drink a giant’s blood, even on a dare.
  5
  A combination of heavy lifting and heavy 
  learning has awakened a new type of power 
  within you, connected to both body and spirit.
  6
  As a child, you were weak and a wizard gave 
  you a strange concoction to drink to strengthen 
  you. It worked too well and now you’re 
  immeasurably strong.
  Hatred Magic
  1st-level Hatred-Driven feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Hatred Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  abjuration or an evocation spell from the sorcerer, 
  warlock, or wizard spell list.
  Hatred Spells
  Sorcerer Level
  Spells
  1st
  fist of fury*, longstrider
  3rd
  crown of madness, enlarge arms*
  Sorcerer Level
  Spells
  5th
  fear, hunger of Hadar
  7th
  Evard’s black tentacles, stoneskin  
  9th
  Bigby’s hand, wall of stone
  Bonus Proficiencies
  1st-level Hatred-Driven feature
  You have proficiency with martial weapons, light 
  armor, and shields.
  Angered State
  1st-level Hatred-Driven feature
  As a bonus action you can enter an angered state. 
  When in this state, you cannot cast spells that require 
  concentration. Your Strength score increases by an 
  amount equal to your proficiency bonus, and if  you cast 
  a spell that deals damage, you can add your Strength 
  modifier to the damage rolls for any spell cast during 
  the duration of your angered state. 
  You can use this angered state a number of times 
  equal to your Constitution modifier (minimum of once), 
  it lasts for 1 minute. It ends early if you are knocked 
  unconscious or if your turn ends and you haven’t 
  attacked a hostile creature since your last turn or taken 
  damage since then. You can also end your angered state 
  on your turn as a bonus action. You regain all expended 
  uses when you finish a long rest.
  Fierce Force
  6th-level Hatred-Driven feature
  Whenever you cast a spell, use an item, or an ability 
  that delivers force damage, you can add your Strength 
  modifier (minimum of 1) to one damage roll for that 
  spell, item, or ability. If you are in an Angered State, 
  these modifiers stack.
  At 6th level and on every odd level thereafter (7th, 
  9th, etc.), you can select a single spell that deals damage. 
  When you cast this spell you can choose to have it deal 
  force damage instead of its normal damage type.
  Extra Attack
  6th-level Hatred-Driven feature
  You can attack twice, instead of once, whenever you 
  take the Attack action on your turn.
  Grand Magic
  14th-level Hatred-Driven feature
  When you cast a spell that has an area of effect, you can 
  spend a number of sorcery points up to your Strength 
  modifier to increase the area of effect by 5 feet per 
  sorcery point. 
  
  41
  Endless Anger
  18th-level Hatred-Driven feature
  When you roll initiative and have no uses of Angered 
  State remaining, you regain one use of that ability.
  New Hatred-Driven Spells
  Enlarge arms
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  Touch a creature you can see; the arms of the target 
  grow massive and are able to deliver devastating 
  blows. This creature’s unarmed attacks now deal 2d6 
  bludgeoning damage and count as magical for the 
  purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  Fist of Fury
  1st-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a gauntlet)
  Duration: Instantaneous
  You form a fist made of solid force. Make a melee spell 
  attack against the target. On a hit, the target takes 4d6 
  force damage and must make a Strength saving throw 
  or be knocked prone.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d6 for each level above 1st.
  Group Rage
  6th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  You create frothing anger in the hearts of your allies. 
  Select up to 10 allies you can see within range. Those 
  allies gain the effects of the barbarian’s Rage ability, 
  though limited to  +2 to melee damage rolls. If any 
  creature in the effect of the spell is itself able to rage 
  or enter an angered state, they can pass on the effects 
  of those abilities to the whole party instead of the base 
  effects of this spell. A creature can choose to ignore the 
  effects of this spell if they wish, but cannot later decide 
  to enter the effects once they have declined.
  Unshakable
  6th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  Select up to 5 creatures within range; for the duration of 
  the spell if one of those creatures fails a concentration 
  check they can use their reaction to reroll that saving 
  throw and take the higher result.
  Isaac May
  
  42
  Kinetic Mind
  You are innately endowed with a strange and 
  mysterious psionic power that lets you control the 
  movement and inertia of the world around you. 
  Varying legends say that the first to develop such 
  telekinetic gifts were humanoids captured and 
  experimented on by mind flayers, aboleths, star spawn, 
  or other aberrations. Attempts to mutate the subjects' 
  minds with psychic energies from the Far Realm 
  worked too well, awakening unforeseen potential. The 
  prisoners realized that the force of their thoughts could 
  move or harm things around them. Soon, they 
  destroyed their tormentors and escaped. Whether you 
  descend from someone enhanced in this way, or gained 
  psychokinetic powers by other means, you’ve learned to 
  harness your inner strength. This allows you to defy 
  gravity, move objects by sheer will, and armor yourself 
  in psionic energies.
  Kinetic Force Origins
  As a Kinetic Mind sorcerer, you decide how you 
  acquired your powers. Consult the Kinetic Force 
  Origins table for one or more possible suggested origins 
  for your power.
  d10
  Origin
  1 – 2
  Your ancestor’s powers were unlocked by 
  eldritch experiments. Since then your 
  family has passed down both psionic 
  talent and a calling to vigilantly 
  oppose such creatures' schemes.
  3 – 4
  As an adolescent, you believed you were 
  haunted by a poltergeist, but eventually you 
  realized that the objects moving around you 
  were the physical manifestation of your own 
  emotions. You learned to control this power, 
  but the incidents alienated you from your 
  family, who still fear you to this day.
  5 – 6
  You were raised by an arcane trickster, whose 
  constant use of mage hand and other telekinetic 
  legerdemain seems to have awakened 
  something within you.
  7 – 8
  As a child, your talent for psionic powers was 
  identified and you were trained from a young 
  age by a mystical order. Even your mentors 
  were frightened by your potential power, 
  however, which drove you to seek your own 
  path.
  9 – 10
  Your parent was a powerful user of telekinetic 
  force, but turned to evil. Your parent’s former 
  allies spirited you away and raised you in 
  secret, hoping to keep you from the same dark 
  destiny.
  Psychokinetic Magic
  1st-level Kinetic Mind feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Psychokinetic Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  abjuration or an enchantment spell from the sorcerer, 
  warlock, or wizard spell list.
  Once you reach 3rd level, when you cast mage hand, 
  you can make the hand invisible when you cast the 
  spell, and controlling the spell is a bonus action for you.
  Psychokinetic Spells
  Sorcerer Level
  Spells
  1st
  catapult, mage armor, mage hand
  3rd
  detect thoughts, force hammer*
  5th
  aegis of ensnarement*, sending
  7th
  Otiluke’s resilient sphere, thunderous 
  reprisal*
  9th
  spidersilk slash*, telekinesis
  
  43
  Inertial Armor
  1st-level Kinetic Mind feature
  You can cast mage armor as a ritual, and when you do so, 
  you do not require any components, and the spell is cast 
  using a spell slot equal to the highest level sorcerer spell 
  you can cast. Whenever you cast mage armor on yourself, 
  you gain the following benefits until the spell ends:
  • 
  Whenever you wield a simple or martial melee 
  weapon that is not heavy or two-handed, you are 
  considered proficient with that weapon.
  • 
  You can take the Dash action as a bonus action.
  • 
  Whenever you take the Dash action during your 
  turn, until the end of that turn your jumping 
  distance is tripled, you gain advantage on Strength 
  (Athletics) and Dexterity (Acrobatics) checks, and 
  if you are 3rd level or higher, you gain a climbing 
  speed equal to your walking speed. While you have 
  this climbing speed you can move up, down, and 
  across vertical surfaces while leaving your hands 
  free. When this effect ends, you fall if you are not on 
  the ground and nothing else is holding you up.
  Extra Attack
  6th-level Kinetic Mind feature
  If you are currently the subject of a mage armor spell, you 
  can attack twice, instead of once, whenever you take the 
  Attack action on your turn.
  Psychokinetic Sorcery
  6th-level Kinetic Mind feature
  When you cast any spell of 1st level or higher from 
  your Psychokinetic 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 verbal or somatic components, and it requires no 
  material components, unless they are consumed by the 
  spell.
  In addition, whenever you deal force damage to one 
  or more creatures, you can use your bonus action to 
  choose one of those creatures. The target must roll a 
  Strength saving throw against your sorcerer spellcasting 
  DC. On a failure, you can choose to do one of the 
  following: knock the target prone, move it up to 10 feet 
  in any direction horizontally, or force it to drop one 
  object it is holding
  Master of Force
  14th-level Kinetic Mind feature
  You gain a flying speed equal to your walking speed. If 
  you are currently the subject of a mage armor spell, you 
  can hover. Also, whenever a creature you can see drops 
  an object it is holding, you can use your reaction to pull 
  that object up to 30 feet closer to you. If you pull the 
  object into your space, you can choose to have the object 
  land at your feet (if you are standing on a surface) or to 
  catch the object if you have enough hands free to hold it.
  Greater Inertial Armor
  18th-level Kinetic Mind feature
  Whenever you cast mage armor on yourself, you gain 
  additional benefits for your Inertial Armor feature. Until 
  the spell ends, your walking speed is increased by 15 
  feet, and you gain resistance to bludgeoning, piercing, 
  and slashing damage.
  New Kinetic Mind Spells
  Aegis of Ensnarement
  3rd-level enchantment
  Casting Time: 1 reaction, which you take when a 
  creature within range succeeds on a melee attack roll 
  that would hit one of your allies
  Range: 30 feet
  Components: V, M (a weapon)
  Duration: 1 round
  Your magic ensnares an attacking enemy, moving it so 
  its attack targets you instead of your ally. The creature 
  that made the triggering attack roll must roll a Charisma 
  saving throw, which happens before the attack’s 
  damage is resolved. On a failed save, you teleport the 
  creature to an unoccupied space within 5 feet of you. It 
  then makes the triggering attack against you instead, 
  comparing the same attack roll to your Armor Class to 
  determine whether it hits or misses you.
  Whether the saving throw succeeds or fails, after 
  the triggering attack is resolved, the attacking creature 
  takes 1d4 psychic damage and you mark it until the 
  end of your next turn. While it is within 5 feet of you, a 
  creature marked by you has disadvantage on any attack 
  roll that doesn’t target you. This spell ends early if you 
  are incapacitated or you die, or if someone else marks 
  the creature.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the range increases to 60 
  feet, and the psychic damage increases by 1d4 for each 
  slot level above 3rd.
  Force Hammer
  2nd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Instantaneous
  You project a ray of shimmering force at a single 
  opponent when you cast this spell, allowing you 
  to bring them down without causing lasting harm. 
  
  44
  Make a ranged spell attack. On hit, the target takes 
  5d4 force damage. If this damage reduces a creature 
  to 0 hit points, you can choose to knock the creature 
  unconscious instead of killing it. This choice must be 
  made as damage is assigned if the creature drops to 0 
  hit points. An unconscious creature is stabilized at 0 hit 
  points, as if by the spare the dying cantrip.
  At Higher Levels. The damage increases by 1d4 for 
  each slot level above 2nd.
  Spidersilk Slash
  5th-level enchantment
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature you can see within 30 feet 
  of you
  Range: Self (30-foot radius)
  Components: S, M (a melee weapon worth at least 1 sp)
  Duration: Instantaneous
  You spin your blade impossibly fast, creating silvery 
  strands of silk-like force that bind nearby enemies. 
  Choose up to five creatures you can see within range. 
  Make a melee spell attack against each target. On a hit, a 
  target takes 5d8 force damage and until the start of your 
  next turn, its speed is reduced to zero and it cannot 
  benefit from any bonus to its speed.
  Thunderous Reprisal
  4th-level abjuration
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature you can see within 30 feet 
  of you 
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You blast your enemies away in a wave of thunder and 
  destruction. Each hostile creature within 30 feet of you 
  must make a Dexterity saving throw. On a failed save, 
  the creature takes 4d8 thunder damage, or half as much 
  damage on a successful save. In addition, creatures that 
  fail their saving throw are pushed 10 feet away from 
  you and become deafened until the end of your next 
  turn.
  The sound of the thunder can be heard up to 500 feet 
  away (or farther with a successful Wisdom [Perception] 
  check as determined by your DM).
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the thunder damage 
  increases by 1d8 for each slot level above 4th.
  Jeremy Forbing
  
  45
  Lich Bloodline
  Few entities in all the multiverse are as feared as 
  liches. They are immortal, ceaseless in their ambition, 
  immense in their power, and possessing immeasurable 
  knowledge and inscrutable cunning. They are masters 
  of magic and architects of horror, devising centuries-
  long schemes capable of enthralling and entrapping 
  even gods. Yet, while their lifeless nature bestows 
  potent abilities and their terrifying command of the 
  Weave is incomparable, it is their implacable will and 
  endless patience that makes them truly frightening.
  To fight one is to face oblivion. To lose to a lich is to 
  lose your very soul. There is no afterlife, no chance at 
  resurrection or release. There is only extinction in the 
  most absolute sense as your spirit is devoured to fuel 
  the creature’s deathly existence. Virtuous souls are 
  deprived of their eternal rewards while vile souls are 
  denied to the Hells and Abyss, preventing the creation 
  of new fiends. 
  However, as a consequence of all of this power, 
  liches have a warping effect on their environment and 
  the creatures that dwell too near their lairs, especially 
  sentient creatures on whom the lich feeds. Even a brief 
  exposure to the frightening essence of one of these 
  dread entities can leave lasting marks, tainting and 
  twisting, leaving a dark ripple spreading through the 
  bloodline for generations.
  Some liches intentionally sow these bloodlines for 
  some inexplicable, long-sighted purpose, while others 
  do it for amusement—a distraction in the monotony of 
  their ageless plotting. These lineages can birth sorcerers 
  touched by the lich’s own power, who exhibit many 
  of the traits of the lich, its command of magic, and its 
  deathly nature. 
  Source of Lich Essesnce
  d6
  Lich Essesnce
  1
  An ancestor became a lich, and in doing so, sent 
  shockwaves of necromantic magic through your 
  family’s bloodline.
  2
  You were once a powerful wizard who 
  attempted the dark ascension to lichdom but 
  failed, scattering your memories and magic and 
  leaving you as you are now.
  3
  Your soul was imprisoned in a lich’s phylactery, 
  but you were rescued before you could be 
  consumed. However, this terrifying ordeal has 
  left your soul twisted and imbued with the dark 
  magic of the lich.
  4
  You were experimented upon by a lich, who 
  tested what would happen if it tried to create a 
  living phylactery from a sentient creature. 
  d6
  Lich Essesnce
  5
  You were unwittingly in possession of a lich’s 
  phylactery when the lich was destroyed; it 
  began to reform as you were holding the 
  phylactery, which caused part of the lich’s 
  power to seep into you.
  6
  You bore witness to the rare event of a 
  phylactery’s destruction. In the massive 
  necromantic explosion that followed, a sliver of 
  the phylactery was embedded in you, changing 
  you forever.
  Lich Mark
  Those who are touched with the presence of a lich 
  exhibit physical manifestations of this contact with such 
  a horrifying source of unlife.
  d6
  Lich Mark
  1
  You are unusually thin—skeletal even, some 
  would say.
  2
  Your voice always seems to echo deeply no 
  matter the environment.
  3
  You emit a dreadful chill that causes your 
  possessions and the area around you to 
  accumulate frost.
  4
  When cut, your body bleeds glowing smoke.
  5
  Shadowy darkness seeps from you when 
  you stand still, whirling away in eddies and 
  vanishing when you move again.
  6
  Your eyes are empty save for shimmering 
  pinpricks of unsettling light.
  Lich Magic
  1st-level Lich Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Lich Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  conjuration or a necromancy spell from the sorcerer, 
  warlock, or wizard spell list.
  Lich Spells
  Sorcerer Level
  Spells
  1st
  cause fear, inflict wounds
  3rd
  aura of the grave*, tomb skin*
  5th
  animate dead, summon undeadTCE
  7th
  control undead*, life tether*
  
  46
  Sorcerer Level
  Spells
  9th
  danse 
  macabreXGE, 
  negative 
  energy 
  floodXGE
  Deathly Nature
  1st-level Lich Bloodline feature
  The taint of undeath changes your creature type to 
  undead, and granting the following benefits: 
  • 
  You have advantage on saving throws against 
  disease and being poisoned, and you have 
  resistance to poison damage. 
  • 
  You have advantage on death saving throws. 
  • 
  You don’t need to eat, drink, or breathe, and you 
  don’t age. 
  • 
  You don’t need to sleep, and magic can’t put you 
  to sleep. You can finish a long rest in 4 hours if you 
  spend those hours in an inactive, motionless state, 
  during which you retain consciousness.
  Lich Sight
  1st-level Lich Bloodline feature
  You gain darkvision out to a range of 60 feet. If you 
  already have darkvision from another source, its range 
  increases by 30 feet. In addition, you can see magical 
  auras within 10 feet of you as if you had cast detect 
  magic. You must have line of sight for this feature to 
  function.
  Taste of Lichdom
  6th-level Lich Bloodline feature
  You can use your innate sorcerous magic as a catalyst 
  to awaken the powers of a true lich. You learn one lich 
  power of your choice, which is detailed below. Lich 
  powers require sorcery points to use. You learn one 
  additional lich power of your choice at 9th, 12th, and 
  15th level. Each time you learn a new lich power, you 
  can also replace one power you know with a different 
  one.
  Paralyzing Touch. You can spend 2 sorcery points 
  to make a melee spell attack as an action. On a hit, the 
  target takes 2d6 cold damage and must succeed on a 
  Constitution saving throw against your spellcasting DC 
  or be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  When you activate this ability, you can spend 
  additional sorcery points to increase its damage but 
  before you know the results of the attack roll. The extra 
  damage is 2d6 per 1 sorcery point spent in this way, 
  up to a maximum of 4 sorcery points for an extra 8d6 
  damage.
  Disrupt Life. As an action, you can spend 2 sorcery 
  points to discharge a shadowy wave of life-rending 
  energy. Each non-undead creature within 20 feet of you 
  must make a Constitution saving throw against your 
  spellcasting DC, taking 3d6 necrotic damage on a failed 
  save, or half as much damage on a successful one.
  When you activate this ability, you can spend 
  additional sorcery points to increase its damage. The 
  extra damage is 1d6 per 1 sorcery points spent in this 
  way, up to a maximum of 4 sorcery points for an extra 
  7d6 damage. 
  Frightening Gaze. As a bonus action, you spend 1 
  sorcery point and fix a dreadful gaze on one creature 
  you can see within 10 feet of you. The target must 
  succeed on a Wisdom saving throw against your 
  spellcasting DC or become frightened of you for 1 
  minute. The frightened target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. If a target’s saving throw is 
  successful or the effect ends for it, the target is immune 
  to your gaze for the next 24 hours.
  When you activate this ability, you can spend 
  additional sorcery points to affect another creature 
  
  47
  within 10 feet of you that you can see. You can spend 1 
  additional sorcery point when you activate this ability 
  to affect another target, up to a maximum of 4 sorcery 
  points spent in this way to affect four additional targets. 
  Summon Undead. As an action, you can spend 1 
  sorcery point to summon one skeleton or one zombie. 
  The skeleton or zombie appears in an unoccupied space 
  within 30 feet of you and remains for 1 hour, until 
  destroyed, or until you drop to 0 hit points. Undead 
  summoned in this way roll initiative and act on the 
  next available turn. You can have up to five undead 
  summoned by this ability at a time.
  When you activate this ability, you can spend 1 
  additional sorcery point to summon an additional 
  skeleton or zombie, using up to a maximum of 4 sorcery 
  points spent in this way to summon four additional 
  undead. 
  The DM has the statistics for these creatures.
  Phylactery
  14th-level Lich Bloodline feature
  You can craft a phylactery to hold a fragment of your 
  soul and magic. Your phylactery takes the form of a 
  Tiny container that is crafted from bone, metal, stone, 
  or wood. It is a rare wondrous magic item that does 
  not require attunement. It has AC 17, 40 hit points, 
  15 damage threshold, and is immune to poison and 
  psychic damage. If your phylactery is destroyed, you 
  drop to 0 hit points and must make death saving throws 
  as normal. A new phylactery requires a 13-hour ritual 
  and a handheld container made of bone, metal, stone, or 
  wood.
  When a hostile creature that is not a construct or 
  undead dies within 30 feet of your phylactery, you can 
  use your reaction to capture a shard of its departing 
  soul to fuel your lich-like nature. You regain 1 
  sorcery point and if you are below half your hit point 
  maximum, you regain 1d6 hit points.
  When you are reduced to 0 hit points and within 30 
  feet of your phylactery, you can spend 1 sorcery point 
  to drop to 1 hit point instead and appear next to your 
  phylactery. You can use this ability even if you are 
  killed outright. You can use this ability a number of 
  times equal to your proficiency bonus. You regain all 
  uses when you finish a long rest.
  Master of the Dead
  18th-level Lich Bloodline feature
  Your knowledge of undeath and necromancy allows 
  you to control more powerful undead creatures. When 
  you would create or summon an undead creature such 
  as ghoul, skeleton, or zombie using a spell, class feature, 
  or magic item, you can instead summon an equal 
  number of wights. In addition, undead under your 
  control gain a bonus to AC, attack rolls, and saving 
  throws equal to your Charisma bonus (minimum of 
  one). 
  In addition, you gain resistance to cold, necrotic, and 
  poison damage, and you have advantage on saving 
  throws to resist the exhausted, paralyzed, or poisoned 
  condition.
  New Lich Bloodline Spells
  Aura of the Grave
  2nd-level necromancy
  Casting Time: 1 action 
  Range: Self (30-foot-radius sphere)
  Components: V, S, M (1 oz. of dirt from a mass grave)
  Duration: Concentration, up to 1 minute.
  You emit an aura that empowers undeath. While within 
  30 feet of you, any undead ally of yours makes saving 
  throws with advantage, and that ally regains 1d6 hit 
  points whenever it starts its turn there.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, an undead ally regains 
  an additional 1d6 hit points for each slot above 2nd 
  level.
  Control Undead
  4th-level necromancy
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S, M (piece of jet worth 10 gp)
  Duration: Concentration, up to 1 hour
  You attempt to take control of an undead creature that 
  you can see within range. It must succeed on a Wisdom 
  saving throw or be controlled by you for the duration. If 
  you or creatures that are friendly to you are fighting it, 
  it has advantage on the saving throw. 
  While the undead creature is controlled, you have a 
  telepathic link with it as long as the two of you are on 
  the same plane of existence. You can use this telepathic 
  link to issue commands to the creature while you are 
  conscious (no action required), which it does its best to 
  obey. You can specify a simple and general course of 
  action, such as “Attack that creature,” “Run over there,” 
  or “Fetch that object.” If the creature completes the 
  order and doesn't receive further direction from you, it 
  defends and preserves itself to the best of its ability. 
  You can use your action to take total and precise 
  control of the target. Until the end of your next turn, the 
  creature takes only the actions you choose, and doesn’t 
  do anything that you don't allow it to do. During this 
  time, you can also cause the creature to use a reaction, 
  but this requires you to use your own reaction as well. 
  Each time the target takes damage, it makes a new 
  Wisdom saving throw against the spell. If the saving 
  throw succeeds, the spell ends.
  At Higher Levels. When you cast this spell using a 
  
  48
  spell slot of 5th level or higher, the duration increases 
  by 1 hour for each slot above 4th level.
  Life Tether
  4th-level necromancy
  Casting Time: 1 action 
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You weave a thread that binds a creature’s life to 
  your own, shielding you and channeling harm to the 
  creature. You target one creature you can see within 30 
  feet of you. A crackling cord of negative energy tethers 
  you to the target. Whenever you take damage, the target 
  must make a Constitution saving throw. On a failed 
  save, you take half the damage (rounded down), and 
  the target takes the remaining damage.
  Tomb Skin
  2nd-level abjuration
  Casting Time: 1 action 
  Range: Self
  Components: V, S , M (stone from a crypt of a king)
  Duration: 1 hour
  Your skin is hardened and your mind is focused as 
  your sense of pain is entombed far beyond yourself. 
  Your base AC becomes 14 + your Dexterity modifier. 
  The spell ends if you don armor or if you dismiss the 
  spell as an action. You have advantage on concentration 
  checks for the duration of this spell.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, your AC increases by 1 
  for each slot above 2nd level.
  Iam Pace
  
  49
  Mechanus-Born
  Order and balance have power on their own. When 
  chaos enters into the world, those who carry the power 
  of this ordered place have ways to set things right. 
  Perhaps you touched one of the gears of Mechanus, 
  or you had magics of order instill you with strange 
  powers. It’s even possible that order itself runs in your 
  blood from an ancient ancestor. No matter the reason, 
  the world seems a slowly moving puzzle to you; all you 
  need to do is put the pieces in their places.
  Mechanus-Born Origins
  d6
  Lich Essesnce
  1
  Everything must be in order; you’ve always felt 
  that things out of place were more dangerous. 
  Through this careful ordering and attention to 
  the laws of the universe, you’ve been granted 
  power by Mechanus itself.
  2
  You spent your youth tinkering with clocks 
  and other timepieces; this attention to order has 
  given you insights into planar magic.
  3
  You were gifted a toy as a child, a small one-
  eyed, semi-metallic creature. This creature has 
  been watching you grow and decided that you 
  were to receive the power of Mechanus.
  4
  You found a strange gear on some farmland 
  and knowing that it was something that didn’t 
  belong there, you desperately tried to find the 
  owner. Both you and the gear were swept away 
  for a time, and while you remember little of it, 
  you came back a changed person. 
  5
  In your blood runs the magic of supreme law 
  from a distant ancestor.
  6
  Your mother traveled the planes while carrying 
  you; the plane of order reached out to you and 
  graced you with power while you were still in 
  her womb.
  Mechanus Magic
  1st-level Mechanus-Born feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Mechanus Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  conjuration or an evocation spell from the sorcerer, 
  warlock, or wizard spell list.
  Mechanus Spells
  Sorcerer Level
  Spells
  1st
  unseen servant, witchbolt
  3rd
  flaming sphere, knock
  5th
  magical shock*, tiny servantXGE
  7th
  dimension door, fabricate 
  9th
  gear grind*, wall of force
  Enforcer of Law
  1st-level Mechanus-Born feature
  When a creature fails a saving throw against one of your 
  spells, you can use a bonus action to end one spell of 
  1st level or lower that is affecting that target. When you 
  gain spells of a new level, this feature advances in order 
  to affect them as well; for example, at 6th level this 
  feature can affect up to 3rd level spells. 
  Resistance to Chaos
  1st-level Mechanus-Born feature
  You are immune to the effects of magic that would alter 
  your form and to the charmed condition.
  Order and Balance
  6th-level Mechanus-Born feature
  Any time you have advantage on an attack roll or skill 
  check, as a reaction you can exchange that source of 
  advantage for 1 sorcery point, up to your maximum. 
  You can use this ability a number of times equal to your 
  proficiency bonus. You regain any expended uses when 
  you finish a long rest.
  Gear of Mechanus
  6th-level Mechanus-Born feature
  You can summon a gear from Mechanus itself. This 
  gear has a diameter of 10 feet and can carry up to four 
  creatures of Medium size or smaller. The gear can fly 
  at a speed of 60 feet. When you summon the gear and 
  at the start of each of your turns, you can decide which 
  creature within 60 feet of it has control over it. The gear 
  remains for up to 1 hour, at which time it vanishes back 
  to its home plane. After using this ability once, you 
  must finish a long rest before you can use it again. 
  Return to Form
  14th-level Mechanus-Born feature
  Any time you have disadvantage on an attack roll or 
  skill check, as a reaction you can spend 1 sorcery point 
  to neutralize that instance of disadvantage until the end 
  of your turn.
  
  50
  Gear of Balance
  18th-level Mechanus-Born feature
  Your Gear of Mechanus lasts 6 hours. This gear is 15 
  feet in diameter and can carry up to nine creatures of 
  Medium size or smaller. Any creature standing on it 
  cannot gain advantage or disadvantage and cannot be 
  moved or knocked off the gear unless they choose to be.
  New Mechanus-Born Spells
  Gear Grind
  5th-level conjuration
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a pair of gears that attempt to lock around a 
  creature. A creature must make a Strength saving throw 
  or be restrained, taking 6d6 bludgeoning damage on 
  each of its turns. A creature can attempt this save again 
  at the end of each of its turns, with the spell ending on a 
  successful save.
  Magical Shock
  3rd-level evocation
  Casting Time: 1 action 
  Range: 120 feet
  Components: V, S, M (a thin silver wire)
  Duration: Instantaneous
  You extend a finger outwards and a bolt of lightning 
  streaks towards a target. The creature must make a 
  Dexterity saving throw or take 8d6 lightning damage 
  or half as much on a successful save. On a failed saving 
  throw any magical effects of 2nd level or lower are 
  stripped from the creature.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the level of spells 
  stripped away is increased by 1. 
  Modron Command
  6th-level conjuration
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon an army of modrons from the plane of 
  Mechanus that appear in unoccupied spaces in range. 
  You summon one pentadrone, two quadrones, three 
  tridrones, four duodrones, and five monodrones.
  The summoned creatures are friendly to you and your 
  companions. The summoned creatures take their turn as 
  a group on initiative 10 (losing initiative ties). They obey 
  any verbal commands that you issue to them (no action 
  required by you). If you don’t issue any commands to 
  them, they defend themselves from hostile creatures, 
  but otherwise will just sort the party’s loose belongings, 
  fold laundry, or otherwise try their best to order things 
  in an appropriate fashion. 
  The DM has the statistics for these creatures.
  Step into Order
  6th-level conjuration
  Casting Time: 1 bonus action 
  Range: Self
  Components: V
  Duration: Instantaneous
  You step into the realm of Mechanus and back out 
  again, cleansing yourself of any unwanted magical 
  effects of 6th level or lower. As a part of this spell you 
  can also teleport up to 120 feet.
  Isaac May
  
  51
  Medusa Bloodline
  Medusa, cursed by a vengeful goddess, was shunned 
  as a horror and treated as a monster to be hunted. 
  While legends and rumors vary as to her eventual fate, 
  she spawned a race of creatures, with similar abilities, 
  similarly reviled.
  You have medusa’s blood in your veins, though its 
  manifestation results in arcane power rather than cursed 
  and universally recognizable features.  
  Blood of Legends
  The Blood of Medusa flows through your veins and in 
  your family. Each member of your family has one or 
  more physical characteristics from the mother of your 
  line.
  d6
  Characteristic
  1
  Your hair appears normal, but is slightly rough 
  to the touch. Fine examination reveals a scaled 
  pattern on each strand.
  2
  You have startlingly vibrant golden irises, and 
  your pupils are more oval than circular.
  3
  You have an unusually long and dexterous 
  tongue.
  4
  You have long and thin canine teeth that are 
  sharp enough to dig deeply when you bite down. 
  5
  Your blood dries hard and inflexible on clothing 
  and surfaces when you bleed, and is difficult to 
  remove.
  6
  Your shadow seems overly long and thin no 
  matter the intensity or positioning of any light 
  sources.
  Medusa Magic
  1st-level Medusa Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Medusa Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  conjuration or a transmutation spell from the sorcerer, 
  warlock, or wizard spell list.
  In addition, flesh to stone is a sorcerer spell for you.
  Medusa Spells
  Sorcerer Level
  Spells
  1st
  detect poison and disease, ray of sickness
  3rd
  lesser restoration, serpent’s senses*
  Sorcerer Level
  Spells
  5th
  sanctuary of stone*, slow
  7th
  polymorph, stoneskin
  9th
  greater restoration, shade of the night 
  serpent*
  Serpent's Affinity
  1st-level Medusa Bloodline feature
  You gain proficiency in the Perception skill. In addition, 
  serpentine beasts and monstrosities treat you as one of 
  their own kind, and they can understand you when you 
  speak (any language), though this does not guarantee a 
  positive reaction or convey any form of influence.
  You also gain fine scales over your skin. While you 
  aren’t wearing armor, your AC equals 13 + your 
  Dexterity modifier.
  Venemous Blood
  6th-level Medusa Bloodline feature
  Your blood becomes venomous. A creature within 5 
  feet that deals slashing or piercing damage to you must 
  make a Dexterity saving throw or suffer poison damage 
  equal to your proficiency bonus. The DC is equal to 8 + 
  your proficiency bonus + your Charisma modifier.
  You may sacrifice some of your blood to add poison 
  damage to your weapon or spell attacks. As a bonus 
  action you can take 1d4 necrotic damage (which cannot 
  be reduced in any way) to add 2d4 poison damage to 
  your next weapon or spell attack on this turn. If you do 
  not make an attack the additional damage is wasted. 
  Finally, you are immune to your own venom, and 
  have resistance to poison damage and immunity to the 
  poisoned condition. 
  
  52
  Serpentine Transformation
  14th-level Medusa Bloodline feature
  As a bonus action, you can transform yourself into a 
  Medium creature with the torso of a humanoid and the 
  lower body of a snake, and your hair turns into a nest of 
  angry serpents. The transformation lasts for 1 minute, 
  and you gain the following benefits:
  • 
  Your speed increases by 20 feet and you cannot be 
  knocked prone.
  • 
  Your scales harden, granting you an AC equal to 
  16 + your Dexterity modifier if you aren’t wearing 
  armor.
  • 
  You gain advantage on Strength (Athletics) checks 
  for the purpose of grappling, and your arms remain 
  free if you are grappled.
  • 
  Your venomous blood damage increases by an 
  amount equal to your Charisma modifier both for 
  creatures wounding you and for weapons coated in 
  your blood.
  • 
  When you take the Attack action, or make an attack 
  of opportunity, you can make an additional attack 
  with your serpentine hair on a creature within 5 
  feet. You are proficient with this attack. Your hair 
  deals 1d4 piercing damage, and the target must 
  make a Constitution saving throw (DC equal to 
  8 + proficiency modifier + Charisma modifier) or 
  become  poisoned until the end of its next turn.    
  You regain the use of this ability after you finish a 
  long rest. At 18th level, you can use this ability twice, 
  regaining all expended uses when you finish a long rest.
  Gaze of the Medusa
  18th-level Medusa Bloodline feature
  When you activate your Serpentine Transformation 
  feature, you gain the ability to petrify creatures with 
  your gaze. As an action, you can target a creature 
  within 30 feet with your gaze. The target must make a 
  Constitution saving throw (DC equal to 8 + proficiency 
  bonus + Charisma modifier). If the saving throw fails by 
  5 or more, the creature is instantly petrified. Otherwise, 
  a creature that fails the save begins to turn to stone 
  and is restrained. The restrained creature must repeat 
  the saving throw at the end of its next turn, becoming 
  petrified on a failure or ending the effect on a success. 
  The petrification lasts until the creature is freed by 
  a greater restoration spell or other magic. This ability 
  works only on the turn you activate your serpentine 
  transformation, not for the duration of that ability.
  New Medusa Bloodline Spells
  Curse of Petrification
  9th-level transmutation
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S, M (a shard of petrified wood)
  Duration: Concentration, up to 1 minute
  You attempt to turn a creature that you can see within 
  range into stone. The creature must make a Constitution 
  saving throw. On a failed save, it is restrained as 
  its body begins to harden. On a successful save, the 
  creature isn’t affected. On each of your turns you 
  can affect another creature within range, potentially 
  affecting up to 10 creatures across the duration, though 
  only a maximum of 8 can be petrified.
  A creature restrained by this spell must make another 
  Constitution saving throw at the end of each of its turns. 
  If it successfully saves against this spell three times, the 
  spell ends. If it fails its saves three times, it is turned to 
  stone and is petrified for the duration. The successes 
  and failures don't need to be consecutive; keep track of 
  both until the target collects three of a kind.
  If the creature is physically broken while petrified, 
  it suffers from similar deformities if it reverts to its 
  original state.
  If you maintain your concentration on this spell for 
  the full minute duration, any petrified creatures are 
  turned to stone until the effect is removed by a greater 
  restoration spell or similar magic.
  This spell does not affect constructs or incorporeal 
  undead, or any creature immune to the petrified 
  condition.
  Sanctuary of Stone
  3rd-level transmutation
  Casting Time: 1 action 
  Range: Touch
  Components: V, S, M (a hollow stone sphere)
  Duration: 1 hour
  Touching a stone surface, you create a portal to a 
  spherical extradimensional space of hollow stone 10 feet 
  in radius. The entire inner surface acts as “down” or 
  ground, with the portal taking up a single 5-foot-radius 
  section of it. You can enter and exit the portal freely, as 
  can anyone touching you that you willingly allow to 
  cross. For all other creatures the portal is neither visible 
  or traversable. If you exit the sphere, creatures within 
  are trapped until you choose to escort them through, or 
  the duration ends.
  The sphere can hold up to 12 Medium creatures 
  comfortably (or 24 maximum) and is magically supplied 
  
  53
  with air and dim lighting.   
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the duration of the 
  spell increases by 1 hour for each slot level above 3rd.
  Serpent's Senses
  2nd-level divination
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (a snake tongue)
  Duration: Concentration, up to 1 minute
  Your tongue grows long and forked and your pupils 
  become vertically slit. For the duration, you have 
  advantage on Perception checks and gain blindsight 
  out to a range of 10 feet.   
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the duration of the 
  spell increases by 1 minute for each slot level above 
  2nd.
  Shade of the Night Serpent
  5th-level conjuration
  Casting Time: 1 action 
  Range: 90 feet
  Components: V, S, M (a black snake scale)
  Duration: Instantaneous
  You call forth a vast shadowy serpent, a shade of 
  Dendar the Night Serpent, to strike at a creature 
  within range. You make a ranged spell attack, dealing 
  5d6 poison damage and 5d6 necrotic damage on a 
  successful hit. In addition, the target must make a 
  Constitution saving throw and Wisdom a saving 
  throw. If the Constitution saving throw is failed, the 
  creature is  poisoned for 1 minute. If the Wisdom 
  saving throw is failed, it is frightened for 1 minute, 
  with you as the source.
  At the end of each of its turns, an affected creature 
  may make new Constitution or Wisdom saving 
  throws, ending the associated condition on a success.     
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  by 1d6 poison and 1d6 necrotic for each slot level 
  above 5th.
  Micah Watt
  
  54
  Mistborn Bloodline
  An ancestor of yours wandered into the realm of 
  Barovia, passing through the bordering mists, and 
  managed to escape once more. Their descendants 
  were forever changed by this experience. You are one 
  with the fog and mist, a creature both physical and 
  ephemeral.
  Unsettling Manifestations
  Wherever you go, strange phenomena seem to 
  intermittently manifest nearby, without pattern or 
  prompt. These can occur at any time and you have no 
  control over them.
  d6
  Phenomena
  1
  Fires within 10 feet of you give off a paler light 
  than the natural warm glow expected.
  2
  Papers, curtains, and other light objects or 
  fabrics rustle as though affected by a light 
  breeze, even when the air is still.
  3
  A persistent scratching sound can be heard 
  faintly from nearby. No matter where you go, it 
  gets neither louder or quieter. 
  4
  Your heartbeat becomes so loud that creatures 
  within 5 feet can actually hear it.
  5
  You hear the caw of a raven in the distance, 
  even in locations where no raven could possibly 
  be found.
  6
  Frost creeps over an object you touch, vanishing 
  within moments of appearing.
  Mist Magic
  1st-level Mistborn Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Mistborn Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can 
  replace one spell you gained from this feature with 
  another spell of the same level.The new spell must be 
  a conjuration or an illusion spell from the sorcerer, 
  warlock, or wizard spell list.
  Mistborn Spells
  Sorcerer Level
  Spells
  1st
  fog cloud, mist tendrils*
  3rd
  creeping fog*, freezing cloud*
  5th
  gaseous form, stinking cloud
  Sorcerer Level
  Spells
  7th
  acid fog*, mists of madness* 
  9th
  cloud kill, mists of horror*
  Mist Sight
  1st-level Mistborn Bloodline feature
  You can see through normal or magical mist, fog, and 
  cloud cover as though it were completely translucent, 
  ignoring any light or heavy obscured effects from 
  these sources. It does not give you the ability to see in 
  darkness or perceive invisible creatures.
  Mistwalk
  6th-level Mistborn Bloodline feature
  When completely within the obscurement effect of a 
  mist, fog, or cloud, you can cast misty step as a bonus 
  action so long as the destination point is also within 
  the obscurement. You may use this ability a number of 
  times equal to your proficiency bonus, regaining all uses 
  after a long rest.
  Creature of Mist
  14th-level Mistborn Bloodline feature
  You become immune to the effects of mist-, fog-, 
  or cloud-based spells or effects. In addition, when 
  you are dealt damage, you can use your reaction to 
  become partially intangible for a brief moment, gaining 
  resistance to the damage. Once you do so, you must 
  finish a long or short rest before you can use this feature 
  again. 
  
  55
  Mistmaster
  18th-level Mistborn Bloodline feature
  You can use a bonus action to take on gaseous form as 
  per the spell, ending it as a bonus action, if you lose 
  concentration, or if you are reduced to 0 hit points. 
  The gas is both acidic and poisonous, dealing 2d6 acid 
  damage and 2d6 poison damage to a creature the first 
  time you enter its space on your turn, or if it ends its 
  turn in your space.
  You may cast non-concentration spells while in this 
  form, but must expend sorcery points equal to the level 
  of the slot expended each time you cast (e.g., casting a 
  3rd level fireball requires the expenditure of 3 sorcery 
  points, and a 5th level fireball would require 5 sorcery 
  points). Spells cast in this manner do not require verbal, 
  somatic, or material or focus components, but you 
  cannot cast spells that require material components of 
  50 gp value or greater.
  New Mistborn Bloodline Spells
  Acid Fog
  4th-level conjuration
  Casting Time: 1 action 
  Range: 120 feet
  Components: V, S, M (a drop of acid)
  Duration: Concentration, up to 1 minute
  You create a 20-foot radius sphere of acidic, yellow-
  green fog centered on a point you choose within range. 
  The fog spreads around corners. It lasts for the duration 
  or until a strong wind disperses the fog, ending the 
  spell. Its area is heavily obscured.
  When a creature enters the spell’s area for the first 
  time on a turn or starts its turn there, that creature 
  must make a Constitution saving throw. The creature 
  takes 4d8 acid damage on a failed save, or half as much 
  damage on a successful one. Creatures are affected even 
  if they hold their breath or don’t need to breathe.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d8 for each slot level above 4th.
  Creeping Fog
  2nd-level conjuration
  Casting Time: 1 action 
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create a 20-foot-radius sphere of fog centered on a 
  point within range. The sphere spreads around corners, 
  and its area is heavily obscured. It lasts for the duration 
  or until a strong wind disperses it. At the start of each 
  of your turns after the first, you may expand the fog, 
  adding two 10-foot cubes from any point connected 
  to the existing area of effect. It reaches its maximum 
  expansion after 10 rounds (1 minute), but may be 
  maintained for up to 10 minutes. At the start of each of 
  your turns after maximum expansion is reached you 
  may shift up to two existing 10-foot cubes, reducing the 
  area in one or more places to extend it in others. The 
  extensions must connect to the existing area of effect. 
  Any sections that become detached from the main 
  body of the fog through this alteration immediately 
  evaporate.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the initial radius of the 
  fog increases by 20 feet for each slot level above 2nd.
  Freezing Cloud
  2nd-level conjuration
  Casting Time: 1 action 
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a 20-foot-radius sphere of freezing, blue fog 
  centered on a point you choose within range. The fog 
  spreads around corners. It lasts for the duration or until 
  a strong wind disperses the fog, ending the spell. Its 
  area is heavily obscured and counts as difficult terrain.
  When a creature enters the spell’s area for the first 
  time on a turn or starts its turn there, that creature must 
  make a Constitution saving throw. The creature takes 
  2d8 cold damage on a failed save, or half as much on a 
  successful save.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d8 for each slot level above 3rd.
  Mist Tendrils
  1st-level conjuration
  Casting Time: 1 action 
  Range: Self
  Components: V, S, M (a candle)
  Duration: Concentration, up to 1 minute
  You create two 10-foot long tentacles of semi-solid mist 
  that emanate from your body. These tentacles act as 
  part of you and use your Strength and Dexterity scores. 
  While this spell is active, you have a reach of 15 feet, 
  and gain advantage on Athletics checks. The limbs can 
  hold weapons, or you can use them as melee weapons 
  you are proficient with that deal 1d4 bludgeoning 
  damage plus your Spellcasting modifier.
  The tentacles have an AC equal to yours and a total 
  number of hit points equal to double your sorcerer level. 
  If reduced to 0 hit points, both tentacles vanish and the 
  spell ends.
  
  56
  Mists of Horror
  5th-level conjuration
  Casting Time: 1 action 
  Range: 150 feet
  Components: V, S, M (a squid tentacle)
  Duration: Concentration, up to 1 minute
  You create a 40-foot-radius sphere of churning, blue-
  black fog centered on a point you choose within range. 
  The fog spreads around corners. It lasts for the duration 
  or until a strong wind disperses the fog, ending the 
  spell. Its area is heavily obscured.
  When a creature enters the spell’s area for the first 
  time on a turn or starts its turn there, that creature takes 
  3d6 cold and 3d6 psychic damage.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the radius increases by 5 
  feet for each slot level above 5th.
  Mists of Madness
  4th-level conjuration
  Casting Time: 1 action 
  Range: 90 feet
  Components: V, S, M (a miniature incense burner)
  Duration: Concentration, up to 1 minute
  You create a wall of roiling purple mist at a point you 
  see within range. You can make the wall up to 40 feet 
  long, 10 feet high, and 5 feet thick, or you can make a 
  ringed wall up to 20 feet in diameter, 20 feet high, and 
  5 feet thick. The wall is opaque and its area is heavily 
  obscured.
  When a creature enters the wall for the first time 
  on a turn, or starts its turn in the area, it must make a 
  successful Wisdom saving throw or become charmed. 
  Charmed creatures are incapacitated, have a speed of 0, 
  and suffer 1d6 psychic damage as they are assailed with 
  nightmarish visions of madness. A successful saving 
  throw renders a creature immune to the effects of this 
  casting of the spell, though the mists are still opaque 
  to them. An affected creature can make a new saving 
  throw at the start of each of its turns, ending the effect 
  on a successful save.
  Creatures immune to the charmed condition are 
  immune to the effects of this spell.   
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you can increase the 
  length by 10 feet, or the height or radius by 5 feet, for 
  each slot level above 4th.
  New Metamagic Option
   
  Mist Spell
  When you cast a spell with an area of effect, you can 
  spend one or more sorcery points to create a fog cloud 
  effect (as per the spell) that has the same dimensions as 
  the initial spell targeted on its location. The fog effect 
  does not need concentration to maintain, and lasts for a 
  number of turns equal to the number of sorcery points 
  spent, or unless dispersed by medium or stronger 
  winds.
  Micah Watt
  
  57
  Moontouched Magic
  The power of the moon is bound within its mysteries. 
  As these mysteries unfold, they show a connection to 
  the tides, lycanthropy, and lunar magic. Perhaps you 
  were born on an auspicious phase of the moon, or you 
  had contact with some artifact from the moon itself. No 
  matter the cause, your very nature is now tied to the 
  mysteries seen in the night sky above.
  Moontouched Magic Origins
  d6
  Origin
  1
  It is said that when you were born, there was 
  a most auspicious and vanishingly rare lunar 
  event.
  2
  In your youth, you were forced to drink the 
  blood of a lycanthrope as part of a strange ritual.
  3
  A moonblade that has been in your family for 
  generations has bestowed upon you a great 
  power, after which the magic of the blade 
  ceased to be.
  4
  Within your family line there is ancient 
  lycanthrope blood which, long dormant, has 
  now awakened within you.
  5
  You slept in an elven moonglade and awoke 
  with strange and terrible powers.
  6
  Exposure to magical silver has caused your 
  body to change in unusual ways.
  Moontouched Magic
  1st-level Moontouched Magic feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Moontouched Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  abjuration or a transmutation spell from the sorcerer, 
  warlock, or wizard spell list.
  Moontouched Spells
  Sorcerer Level
  Spells
  1st
  disguise self, moon-silvered blade*
  3rd
  misty step, waking nightmare*
  5th
  blink, remove curse
  7th
  freedom of movement, polymorph
  9th
  awaken, mantle of moonlight*
  Pale Light
  1st-level Moontouched Magic feature
  You can use a bonus action to shed dim light for up to 
  60 feet when you are within total darkness; while under 
  this effect, you can also see magic 60 feet around you 
  as per the spell detect magic. This dim light also breaks 
  through magical darkness, but does not dispel it. If you 
  have 1 sorcery point available, you can dispel magical 
  darkness entirely within 60 feet of you. You can disable 
  this light as a bonus action on your turn.
  Motes of Moon
  1st-level Moontouched Magic feature
  You can use a bonus action on your turn to cover a 
  creature within 60 feet in small glowing lights. This 
  creature gains your Pale Light feature for the next 
  minute. 
  When a creature is affected by this magic, either you 
  can choose to impose disadvantage on its next Dexterity 
  saving throw against your spells or give yourself 
  advantage on the next spell attack against that creature. 
  After either of these effects occur, the motes flicker out. 
  You can use these motes a number of times equal to 
  your proficiency bonus. You regain all expended uses 
  when you finish a long rest.
  Lunar Form
  6th-level Moontouched Magic feature
  You add alter self to your spell list; if you already have 
  alter self on your spell list, you can pick another spell 
  of 2nd level or lower and add it to your spell list. 
  When you use alter self, you do not need to maintain 
  concentration. The spell gains a new feature you can 
  apply, which allows you to grow wings and gain a flight 
  speed equal to your movement speed. 
  In addition, when using the natural weapons feature 
  of the spell, your unarmed strikes use either Strength 
  or Dexterity for your attack and damage rolls. You can 
  make an additional attack with your natural weapons as 
  a bonus action, and the damage of the natural weapon 
  attack increases to 1d8 with a +2 to attack and damage 
  rolls made with it. At 11th level, it increases to 1d10 and 
  your bonus increases to +3.  
  Blessing of the Tears
  14th-level Moontouched Magic feature
  When you cast alter self you can have two of its features 
  active at the same time.
  Dream of Moonlight
  18th-level Moontouched Magic feature
  When you take a long rest, you turn ethereal as the spell 
  etherealness. In this state, you are immune to all mind-
  affecting spells and abilities. When you wake, you lose 
  
  58
  your etherealness after 1 minute or if you use an action 
  to dispel the effect.
  New Moontouched Magic Spells
  Mantle of Moonlight
  5th-level evocation
  Casting Time: 1 action 
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  A cloak of shimmering moonlight enrobes a creature of 
  your choice. The creature wearing this mantle regains a 
  number of hit points at the start of its turn equal to your 
  spellcasting ability modifier. The creature is immune to 
  curses while under this effect, and if it is already cursed, 
  the effect is suppressed for the duration.
  Moon Shadow Song
  9th-level illusion
  Casting Time: 1 action 
  Range: 1 mile
  Components: V, S
  Duration: Concentration, up to 1 hour
  You create a powerful lunar event made from 
  illusionary power. All shapechangers or lycanthropes 
  within a 1-mile radius turn into their hybrid forms (or 
  natural forms if they have no hybrid form) and must 
  remain that way for the duration. Shapechanging 
  creatures of your choice that you can see gain a +3 
  bonus to their attack and damage rolls and regain hit 
  points equal to your spellcasting ability modifier at the 
  start of each of their turns. No shapechanging magic of 
  any kind will work within the area of the spell.
  Moon-Silverer Blade
  1st-level evocation
  Casting Time: 1 bonus action 
  Range: 60 feet
  Components: V
  Duration: Concentration, up to 1 minute
  You bless a weapon in moonlight, granting it 
  silvered properties against lycanthropes and other 
  shapechangers. A weapon blessed by this effect 
  does an additional 1d6 radiant damage when 
  used against a shapechanger, and illuminates 
  the creature, causing it to shed dim light in a 
  5-foot radius around itself for the duration of 
  the spell. 
  Waking Nightmare
  2rd-level illusion
  Casting Time: 1 action 
  Range: 60 feet
  Components: V
  Duration: 1 minute
  You subject a creature to painful memories or shocking 
  imagery. A creature subjected to this spell must make a 
  Wisdom saving throw or take 5d6 psychic damage and 
  become unable to use their reaction for the next minute. 
  A creature that is sleeping or unconscious automatically 
  fails their saving throw and awakens immediately.
  Isaac May
  
  59
  Nomad Mind
  The psionic energies within your mind can propel 
  objects and creatures from one location to another. 
  Legends say that such potential often manifests in 
  children who grow up near permanent teleportation 
  circles or in areas where other planes leak into the 
  Material Plane. Many of those with your understanding 
  of space believe that distance itself is an illusion, 
  claiming that all places are one. They seek to accumulate 
  as much knowledge as they can, questing to unravel 
  the mysteries of the multiverse and the underlying 
  structure of all things.
  Sorcerers with such gifts are often referred to as 
  travelers or nomad psions. Your abilities make you a 
  seeker and explorer, and as your powers grow, your 
  discoveries cannot be contained to the boundaries of 
  any one region, or even one world.
  Nomad Mind Origins
  When making a character with this sorcerous origin, 
  you must consider how they gained a connection to 
  the magic of travel and distance. The suggestions of 
  the following table can help inspire such a character’s 
  background.
  d6
  Origin
  1
  You grew up on an isolated side-street in a 
  major city, which ended in an abandoned 
  doorway. Unbeknownst to most, the doorway 
  was a secret portal to the wondrous extra-planar 
  city of Sigil and the key to the portal was a sprig 
  of freshly cut lavender flowers. To this day, 
  when you teleport, the scent of lavender hangs 
  in the air.
  2
  Raised in the deep forest, you came to recognize 
  a place where a ring of mushrooms marked a 
  fey crossroads. The ritual that you sometimes 
  saw strange folk performing to appease the 
  crossroad guardian and travel to the Feywild 
  left its mark on you. When you teleport, you 
  are briefly surrounded by silvery mists from the 
  realm of the fey.
  3
  Your childhood bedroom shared a wall with 
  a Harper safehouse. In that safehouse was a 
  teleportation circle that was part of a secret 
  network connecting places of refuge across the 
  Realms. Your prolonged proximity to it has had 
  lasting effects. Blue light briefly traces a sigil in 
  the air after you teleport, and those in the know 
  recognize it as a Harper sign.
  d6
  Origin
  4
  You grew up near a graveyard, but it was no 
  ordinary cemetery. You discovered that it 
  contained a hidden shadow crossing, a passage 
  from the Material Plane to the corresponding 
  location in the Shadowfell (though it did not 
  allow passage back). Its essence touched you. 
  When you teleport, you leave behind a wisp of 
  shadow that briefly hangs in the air like black 
  smoke, and anyone who passes through it feels 
  a momentary twinge of despair.
  5
  Your eccentric grandparent left you a keepsake: 
  a tuning fork that was attuned to the Astral 
  Plane for use as a component in the plane shift 
  spell. That attunement passed to you, and 
  then grew into other powers. Now, when you 
  teleport, anyone listening carefully can hear the 
  faint chime of a distant tuning fork being struck.
  6
  Your parents were conjurers with powerful 
  enemies and frequently transported your family 
  by magic to escape danger. Over the years, their 
  spells took root in you. This strange upbringing 
  made you who are, and now whenever you 
  teleport, a welcoming wave of childhood 
  nostalgia washes over you and those nearby
  Psychoportation Magic
  1st-level Nomad Mind feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Psychoportation 
  Spells table. Each of these spells counts as a sorcerer 
  spell for you, but it doesn’t count against the number of 
  sorcerer spells you know.
  Whenever you gain a sorcerer level, you can 
  replace one spell you gained from this feature with 
  another spell of the same level. The new spell must 
  be a conjuration or divination spell from the sorcerer, 
  warlock, or wizard spell list.
  Psychoportation Spells
  Sorcerer Level
  Spells
  1st
  step of a dozen paces*, zephyr strikeXGE, 
  teleport object*
  3rd
  detect thoughts, misty step
  5th
  sending, summons of Khirad*
  7th
  arcane eye, dimension door
  9th
  far stepXGE, teleportation circle
  Instinctive Traveler
  1st-level Nomad Mind feature
  When you take damage while concentrating on a spell 
  
  60
  you cast using a sorcerer spell slot, you can vanish 
  instantly, reducing the damage dealt. The damage is 
  reduced by an amount equal to your proficiency bonus, 
  and you can teleport up to 10 feet into an unoccupied 
  space you can see.
  During your turn, you can also use this feature as a 
  bonus action to teleport up to 10 feet to an unoccupied 
  space you can see.
  If your proficiency bonus is +3 or higher, the distance 
  you can teleport with a use of this feature increases, 
  becoming a number of feet equal to 5 times your 
  proficiency bonus.
  You can teleport with this feature a number of 
  times equal to your Charisma modifier (minimum 1), 
  regaining expended uses when you finish a short or 
  long rest.
  Psychoportation Sorcery
  6th-level Nomad Mind feature
  When you cast any spell of 1st level or higher from 
  your Psychoportation 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 verbal or somatic components and it requires no 
  material components, unless they are consumed by the 
  spell.
  In addition, whenever you use a spell or class feature 
  to teleport yourself into an unoccupied space, you can 
  spend 1 sorcery point to gain advantage on the next 
  attack roll you make before the end of your next turn.
   
  Distance is an Illusion
  14th-level Nomad Mind feature
  As a bonus action, you can spend 1 or more sorcery 
  points to liberate yourself from the limitations of space 
  and time for a number of minutes equal to 10 times 
  the number of sorcery points you spend. Until this 
  effect ends, when you move during your turn, you 
  can teleport to an unoccupied space that you can see, 
  spending 1 foot of movement for every foot teleported, 
  up to a total number of feet per turn equal to your 
  speed. As long as you have not yet reached this limit, 
  you can teleport as many times as you wish during your 
  movement.
  In addition, when you teleport yourself with a spell or 
  class feature during your turn, you can attempt to do so 
  even in locations where magic would normally prevent 
  movement or travel using teleportation (such as an area 
  bounded by the Extradimensional Interference effect 
  of a hallow spell). To do so, you spend 1 sorcery point 
  to make a Charisma saving throw against a DC equal 
  to 5 + the number of feet you wish to teleport. On a 
  success, you can teleport yourself the intended distance, 
  ignoring the effect that would prevent you.
  Spacial Implosion
  18th-level Nomad Mind feature
  Whenever you teleport yourself to an unoccupied space 
  during your turn, you can spend 5 sorcery points to 
  warp space at the point of your departure. When you 
  do so, each creature within 30 feet of the space you left 
  must make a Strength saving throw. On a failed save, a 
  creature takes 3d10 force damage and is pulled straight 
  toward the space you left, ending in an unoccupied 
  space as close to your former space as possible. On a 
  successful save, the creature takes half as much damage 
  and isn’t pulled.
  New Nomad Mind Spells
  Phantom Caravan
  6th-level conjuration
  Casting Time: 1 action 
  Range: 1 mile
  Components: V, S, M (the hoof or leg-hair of a camel)
  Duration: Intantaneous
  You and up to six willing creatures of your choice that 
  you can see within 60 feet of you teleport to a spot you 
  can see within range. If there isn’t an open space for all 
  the targets to occupy at the arrival point, the spell fails.
  Step of a Dozen Paces
  1st-level conjuration
  Casting Time: 1 bonus action 
  Range: Self
  Components: V
  Duration: Intantaneous
  You must not yet have moved this turn, otherwise 
  the spell fails. Stepping through invisible folds in the 
  borders between planes, you teleport up to 10 feet to an 
  unoccupied space that you can see, and your speed is 
  reduced to 0 until the end of the turn.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, your speed after 
  teleporting is halved instead of being reduced to 0, and 
  the distance you can teleport is increased by 20 feet for 
  each slot level above 1st.
  Summons of Khirad
  3rd-level conjuration
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S, M (a fishhook and line)
  Duration: Intantaneous
  You shoot a bolt of blue flame at your enemy. Make 
  
  61
  a ranged spell attack. On a hit, you deal 3d6 psychic 
  damage to the target and it must make a Wisdom 
  saving throw. On a failure, the target shimmers for a 
  second and you can teleport it to any empty space you 
  can see within 30 feet of it where it would be on solid 
  ground that can support its weight. Once the target is 
  teleported, it immediately provokes opportunity attacks 
  from all creatures within 5 feet of it.
  Teleport Object
  Conjuration cantrip
  Casting Time: 1 bonus action 
  Range: 30 feet
  Components: V, S
  Duration: Intantaneous
  You teleport an object you’re holding to a short dis tance 
  away. One object in your hand vanishes in a puff of 
  blue mist as you teleport it to an unoc cupied space you 
  can see within range. Alter natively, you can teleport the 
  object to a willing creature you can see within range, 
  either caus ing the object to land at the creature’s feet, or 
  within reach of its free hand.
  This spell can only teleport Tiny objects that weigh 25 
  pounds or less and can be held in one hand.
  Jeremy Forbing
  Khirad is both a blue-hued star and the face of one of the 
  foul Great Old Ones of Far Realm. During apocalyptic 
  events, it shines brighter, becoming the most visible star in 
  the sky. It brightened a great deal just before the Time of 
  Troubles, and it has done so more often in the century since 
  than it did in the entire millennium prior.
  Laeral Silverhand
  
  62
  Prophetic Soul
  Rarely does the magic of divination give the power to 
  see all. Those who have seen too deeply have had their 
  minds shatter from the stress. The concept of staring 
  into the void and the void looking back is what leaves 
  some spellcasters addled. This power, however, can 
  travel through a family line, or can be bestowed with 
  an artifact of incredible power. However you happened 
  by this power, your very existence is now dictated by a 
  prophecy and all that it entails.
  Prophetic Soul Origins
  d6
  Origin
  1
  You looked deeply into a crystal ball or magical 
  mirror and saw only yourself staring back. Ever 
  since that incident you’ve been tied to this new 
  power.
  2
  One of your ancestors was a great seer who 
  foretold a deadly prophecy. Your family line 
  was snuffed out afterwards and now you are the 
  last known seer in the line.
  3
  As a child, you prayed diligently for an answer 
  to all your questions. Only recently has some 
  power awakened within you and is making a 
  connection to the answers you once sought.
  4
  You were born under signs that bespoke 
  of a great prophecy; this prophecy is now 
  interwoven into your very being.
  5
  You happened into a temple where you found 
  a scroll outlining the next three days of your 
  life. Ever since then you’ve felt a connection to 
  divination magic.
  6
  During a deadly storm, you were struck by 
  lightning. The people of your village believed it 
  was a divine act, and while you would disagree, 
  you cannot deny that you now see more than 
  you ever could.
  Prophetic Magic
  1st-level Prophetic Soul feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Prophetic Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can 
  replace one spell you gained from this feature with 
  another spell of the same level. The new spell must 
  be a divination or an illusion spell from the sorcerer, 
  warlock, or wizard spell list.
  Prophetic Spells
  Sorcerer Level
  Spells
  1st
  dissonant whispers, predictive 
  protection*
  3rd
  detect thoughts, see invisible
  5th
  forcing fate*, speak with dead
  7th
  false information*, locate creature 
  9th
  dream, divining dart*
  Personal Prophecy
  1st-level Prophetic Soul feature
  The prophecy that has been written about you can be 
  changed or bolstered. You can change your fate in a 
  number of ways as you gain power. You can Fulfill the 
  Prophecy and have it grow in power, or you can Escape 
  the Prophecy to alter the path you are currently on. 
  Once you begin down either of these paths, it becomes 
  increasingly hard to deviate from them.
  Fulfill the Prophecy. After you make a successful 
  attack, saving throw, or skill check, you can use your 
  reaction to gain a bonus equal to 1d4 on the next roll 
  you make of the same type. This bonus lasts until the 
  end of your next turn, at which time you can spend 1 
  sorcery point to extend this to 1 full minute. If you have 
  used Escape the Prophecy at least once since your last 
  long rest, this special reaction instead costs 1 sorcery 
  point to activate and 2 sorcery points to extend.
  Escape the Prophecy. After you fail an attack, saving 
  throw, or skill check, you can use your reaction to gain 
  a bonus equal to 1d4 on the next check you make of 
  the same type. This bonus lasts until the end of your 
  next turn, at which time you can spend 1 sorcery point 
  to extend this to 1 full minute. If you have used Fulfill 
  the Prophecy at least once since your last long rest, this 
  special reaction instead costs 1 sorcery point to activate 
  and 2 sorcery points to extend.
  Reaction to Fate
  6th-level Prophetic Soul feature
  You can use your Personal Prophecy without using 
  your reaction. Once you do this, you cannot use the 
  Personal Prophecy again until the start of your next 
  turn.
  Seeing the End
  6th-level Prophetic Soul feature
  If you are about to be the target of an attack, spell, or 
  other effect that deals damage, as a reaction, you can 
  inform the DM you are using this feature. Once you do 
  so, if the damage from the effect you specified reduces 
  you to 0 hit points, you instead take no damage from 
  it. However, if the damage does not reduce you to 0 hit 
  
  63
  points, nothing happens and you take the damage as 
  normal.
  Once you use this feature, whether or not it ends up 
  reducing the damage, you cannot use it again until you 
  finish a long rest or spend 5 sorcery points to reactivate 
  it for a single use.
  Projecting Prophecy
  14th-level Prophetic Soul feature
  You can use Personal Prophecy and Seeing the End 
  on any creature within 60 feet of you, granting that 
  creature the same benefits you would receive.
  Accept or Deny
  18th-level Prophetic Soul feature
  The dice rolled for your Personal Prophecy increase to 
  2d4.
  New Prophetic Soul Spells
  Divining Dart
  5th-level divination
  Casting Time: 1 action 
  Range: 2 miles
  Components: V, S, M (a bit of crushed glass)
  Duration: Concentration, up to 1 minute
  When you cast this spell, designate a space you can see 
  within 2 miles. You create a sensor in that area that can 
  see within 60 feet of itself using your vision. If there is a 
  creature within 60 feet of that sensor when you cast this 
  spell, you can immediately make a ranged spell attack 
  with a magical dart against that creature. Otherwise, 
  you can use an action while concentrating on the spell 
  to release the dart at a later time. If the attack hits, it 
  does 3d10 psychic damage. The sensor vanishes once 
  the dart has been launched.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d10 for each slot level above 2nd.
  False Information
  4th-level abjuration
  Casting Time: 1 action 
  Range: Self
  Components: S
  Duration: Concentration, up to 1 hour
  For the duration of this spell, when a creature 
  attempts to scry you using magic or abilities, you can 
  immediately respond to that scrying with a reaction. 
  That creature instead witnesses events in your life 
  that transpired up to 24 hours prior (any hour of your 
  choice) and reads you as being in the location you were 
  at that point in time instead of your actual current 
  location. You can use this reaction any time you are 
  scried during the duration without using a spell slot.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level, you can have the creature see any 
  events that happened up to 7 days ago (any day of your 
  choice). If you cast this spell using a spell slot of 9th 
  level, you can have the creature see any events that have 
  transpired within the last year.
  Forcing Fate
  3rd-level divination
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You can impose a special forced fate die upon any 
  creature you can see. When you cast this spell, roll a 
  d20 and record the result. As a reaction, whenever that 
  creature is about to roll an ability check, attack roll, 
  or saving throw, you can replace their roll with the 
  number recorded on the forced fate die.
  Predictive Protection
  1st-level divination
  Casting Time: 1 reaction 
  Range: Self
  Components: V
  Duration: 1 round
  As a reaction to being attacked by a creature you can 
  see, you can cast this spell. Creatures attacking you 
  have disadvantage on all attack rolls against you 
  including against the triggering attack until the start of 
  your next turn.
  Isaac May
  
  64
  Raven Queen's Beloved
  The inscrutable, deity-like being called the Raven Queen 
  is little understood. From her Fortress of Memories in 
  the Shadowfell, and for her own unknown purposes, 
  she interferes in mortal affairs. Some believe she seeks 
  to bring balance to the multiverse. Others theorize 
  that she is a parasite, living off stolen emotions and 
  memories, or that she helps free dead souls from 
  unfinished business so they can move on. Some even 
  say she is mad. Sages have wondered if such a being is 
  even capable of hope, of morality, of love. On that last 
  point, you believe you could settle all debate. You know 
  that the Raven Queen can love, because she loves you...
  though perhaps not for your own sake.
  Your parent or grandparent was precious to the 
  Raven Queen, and when they died, she swore to protect 
  and nurture you. She has provided for your welfare 
  and education since you were young. A magical 
  raven watches over you, harrying your enemies and 
  warning you of danger. Each night in your dreams, 
  you experience the memories of spellcasters long dead, 
  exploring deep secrets of magic. Sometimes, the Raven 
  Queen appears to you herself, her eyes blazing with 
  something like affection as she gazes at you in silence 
  from afar.
  Origins of the Raven Queen's Beloved
  Likely, the full truth of the tale is as unknowable as 
  the Raven Queen herself, but you know you descend 
  from someone the Raven Queen loved. Work with 
  your DM or use the table below to determine why your 
  parent or grandparent was important to the Lady of 
  Fate.
  d10
  Origin
  1 – 2
  Your parent or grandparent was a prophet, 
  abbot, or votaress of the Raven Queen’s Order, 
  a quasi-monastic society that contemplates the 
  Lady of Fate’s mysteries and seeks to enact her 
  will.
  3 – 4
  The Raven Queen has many servants, but your 
  parent or grandparent was closer to her than 
  most, and died in her service. She still seeks to 
  reward this loyalty in her kindness to you.
  5 – 6
  Your parent or grandparent became the Raven 
  Queen’s mortal lover, though you know little 
  about their relationship beyond this fact. As far 
  as you know, you are not descended from the 
  Raven Queen herself.
  d10
  Origin
  7 – 8
  Having once been mortal, the Raven Queen 
  still yearned for friendship, companionship, 
  and honest advice. This led the Lady of Fate 
  to a person of rare character—your parent 
  or grandparent, who became her closest 
  confidante.
  9 – 10
  You have no recollection of your family, and 
  the Raven Queen has admitted to you that 
  she took away these memories for your own 
  protection. You don’t know why, but you 
  know it has something to do with the red scar 
  on your forehead—the one that turns as black 
  as midnight whenever you cast a spell.
  Magic of the Raven Queen
  1st-level Raven Queen’s Beloved feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Magic of the Raven 
  Queen table. Each of these spells counts as a sorcerer 
  spell for you, but it doesn’t count against the number of 
  sorcerer spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  abjuration or a conjuration spell from the bard, druid, 
  sorcerer, or warlock spell list.
  Magic of the Raven Queen
  Sorcerer Level
  Spells
  1st
  find familiar, goodberry, guidance
  3rd
  blessing of the Raven Queen*, find steed
  5th
  dispel magic, intellect fortressTCE
  7th
  death ward, divination
  9th
  modify memory, the Raven Queen’s 
  breath*
  
  65
  Fate's Favor
  1st-level Raven Queen’s Beloved feature
  When you gain this sorcerous origin, both the ups and 
  downs of fortune tend to eventually work out in your 
  favor. Immediately after you make a d20 roll with 
  either advantage or disadvantage, you can use this 
  feature to choose one number rolled on a d20 that goes 
  unused (the lower number if you have advantage, or the 
  higher number if you have disadvantage) and record 
  the number rolled. Any time after your current turn 
  ends, you can replace one attack roll, saving throw, or 
  ability check you make with the recorded roll. You must 
  choose to do so before the roll.
  A roll recorded with this feature can only be used 
  once. If you haven’t used a recorded roll from this 
  feature by the next time you finish a long rest, you lose 
  it.
  Once you use this feature to record a roll, you cannot 
  do so again until you finish a long rest.
  In addition, when you cast find familiar, instead 
  of choosing one of the normal familiar forms, your 
  familiar is a raven harrier, as described at the end of this 
  sorcerous origin. Unlike other familiars, it can attack, 
  but only as listed in its stat block.
  Walking with the Spirits
  6th-level Raven Queen’s Beloved feature
  The forces of death are reluctant to harm you, and even 
  the most ephemeral spirits of the mortal world seek to 
  earn the Raven Queen’s favor by aiding your every step. 
  You gain resistance to necrotic damage and advantage 
  on death saving throws. Also, you can run on or across 
  any object or objects that have substance, no matter 
  how small, as if you were weightless: a cloud of dust, 
  falling snowflakes, tiny branches, cherry blossom petals 
  floating on the breeze, and so on.
  As part of this feature, you have a climbing speed 
  equal to your walking speed, and you can climb 
  vertically or hori zontally, at any angle, through any 
  unoccupied space while leaving your hands free, as 
  long as there is anything more sub stantial than air 
  within that space and it’s not more than 30 feet above a 
  surface on which you can stand.
  Sorcerous Wish
  14th-level Raven Queen’s Beloved feature
  As an action, you can spend sorcery points and whisper 
  your desire to the Raven Queen, knowing that she will 
  hear your wish and grant it, transforming the magic 
  you expend into the desired effect. You can request the 
  effects of one spell with a casting time of 1 action that 
  is at least 1st level but no higher than 7th level. The 
  spell can be from any class’s spell list, and you don’t 
  need to meet the requirements of that spell, including 
  costly components; the spell simply takes effect as part 
  of this action. However, the spell gains a new verbal 
  component in place of its normal components, for you 
  must speak your wish. You must also spend a number 
  of sorcery points equal to the spell’s level.
  Once you use this feature, you can’t use it again until 
  the next time you finish a long rest.
  Curse of the Lady of Fate
  18th-level Raven Queen’s Beloved feature
  You can call upon the Raven Queen to curse your 
  enemies. When a spell you cast deals damage to one 
  or more creatures during your turn, you can spend 1 
  sorcery point to choose one of those creatures and curse 
  it. The next time the cursed creature deals damage, 
  you can use your reaction to either deal 2d12 necrotic 
  damage to the cursed creature or have it provoke an 
  opportunity attack from your choice of one of your 
  allies. The ally must have the target within its reach to 
  make this opportunity attack. If the opportunity attack 
  hits, it deals an extra 1d12 necrotic damage.
  If a creature has immunity to necrotic damage, it still 
  takes the damage from this feature, as if it had only had 
  resistance to necrotic damage. A creature that takes this 
  necrotic damage is frightened of you until the end of its 
  next turn, at which point the curse ends.
  If a d12 rolled for the necrotic damage from this 
  feature rolls a 12, the Raven Queen herself briefly 
  appears. When this happens, the speed of every creature 
  within 60 feet of the cursed creature is reduced by half, 
  and the cursed creature is restrained. Both of these 
  effects last until the end of the target’s next turn.
  Once you deal damage with this feature, you can’t use 
  it again for 1 minute. If the Raven Queen appears, you 
  can’t use this feature again until the next time you finish 
  a long rest.
  New Raven Queen's Beloved Spells
  Borne on Black Wings
  6th-level abjuration
  Casting Time: 1 reaction, which you take when your hit 
  points would be reduced to 0 
  Range: Self
  Components: V
  Duration: Instantaneous
  When death’s shroud would fall, you beseech spirits 
  of the Shadowfell to spare you, bearing you away on 
  black-feathered wings borrowed from the Raven Queen 
  herself. Instead of being reduced to 0 hit points, you are 
  reduced to 1 hit point, and you can immediately fly up 
  to 30 feet as part of the reaction used to cast this spell. 
  This movement does not provoke opportunity attacks. 
  
  66
  If you move at least 5 feet with this spell, at the end of 
  that movement you regain 3d6 hit points.
  If you have not previously cast this spell since the last 
  time you finished a long rest, you also gain temporary 
  hit points equal to the hit points you regained.
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the healing increases by 
  1d6 for each slot level above 6th.
  Blessing of the Raven Queen
  2nd-level necromancy
  Casting Time: 1 reaction, which you take when you 
  reduce a creature within range to 0 hit points. 
  Range: 30 feet
  Components: V, S
  Duration: 1 minute
  The Raven Queen grants a boon to those who speed the 
  dead on their way. Choose one creature that is within 
  30 feet of the triggering creature when it is reduced to 
  0 hit points. The chosen creature gains temporary hit 
  points equal to 2d4 + your spellcasting ability modifier 
  (minimum 1) and the benefits of a bless spell. This 
  benefit means that until the spell ends, whenever that 
  creature makes an attack roll or a saving throw, it can 
  roll a d4 and add the number rolled to the attack roll or 
  saving throw.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the temporary hit points 
  granted increase by 1d4 for each slot level above 2nd.
  Death for Death
  6th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (the feather of a raven)
  Duration: 1 hour
  You pluck fate’s strings for an ally you touch, allowing 
  them to trade their own life force to alter the outcomes 
  of their attacks. For the duration, when the ally misses 
  with an attack roll, it can take necrotic damage equal to 
  its maximum number of Hit Dice to reroll that attack 
  roll, possibly making it into a hit instead of a miss. This 
  necrotic damage cannot be reduced or prevented in any 
  way. Whenever the ally takes damage from this spell, it 
  reduces its hit point maximum by the same amount. Its 
  hit point maximum is restored to normal the next time 
  it finishes a long rest.
  The Raven Queen's Breath
  5th-level necromancy
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S, M (a black crown made of 1,000 
  gp worth of iron, onyx, and obsidian, which you wear 
  during the casting)
  Duration: 1 minute
  You release the breath of the Raven Queen to assail 
  your enemies, binding them in black ice to leech 
  strength from their bodies. Each creature in a 60-foot 
  cone has its speed reduced by half until the end of its 
  next turn and must make a Dexterity saving throw, 
  taking 3d6 cold damage on a failure or half as much 
  damage on a success.
  For the duration, the area of the cone becomes 
  difficult terrain. When a creature enters the affected 
  area for the first time on a turn or starts its turn there, 
  the creature must make a Constitution saving throw. 
  On a failure, it takes 3d6 necrotic damage and becomes 
  restrained by the black ice until the start of its next turn.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the cold damage and 
  necrotic damage for a failed save both increase by 1d6 
  for each slot level above 5th.
  Jeremy Forbing
  
  67
  Raven Harrier
  Tiny celestial, same alignment as you 
  Armor Class 14
  Hit Points equal the raven harrier’s Constitution modifier + 
  your Charisma modifier + five times your level in this class
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   6 (−2) 14 (+2) 14 (+2)
  8 (−1)
  14 (+2) 6 (−2)
  Saving Throws Dex +4, Wis +4
  Skills Perception +4, Stealth +4
  Damage Resistances necrotic, poison
  Damage Immunities radiant
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Celestial, Common, and any 
  languages you know, but it can’t speak
  Celestial Bond. The following numbers increase by 1 when 
  your proficiency bonus increases by 1: the raven harrier’s skill 
  and saving throw bonuses (above), the bonuses to hit and 
  damage of its talons attack, and the number of hit points 
  restored by its Mystical Recovery action (below).
  Flyby. The raven harrier doesn’t provoke opportunity attacks 
  when it flies out of an enemy’s reach.
  Harrier. When the raven hits a creature with a melee attack, 
  it can force that target to make a saving throw against your 
  spell save DC. On a failure, the target can’t take reactions 
  until the end of your next turn, and the next attack roll you 
  make against this target before the end of your next turn has 
  advantage.
  Mimicry. The raven can mimic simple sounds it has heard, 
  such as a person whispering, a baby crying, or an animal 
  chittering. A creature that hears the sounds can tell they are 
  imitations with a successful DC 10 Wisdom (Insight) check.
  Actions (requires your Bonus Action)
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4+2) piercing damage, plus 2 radiant damage.
  Mystical Recovery (3/Day). The raven harrier either restores 
  2d6 + 2 hit points to itself or to one creature within 5 feet of it 
  that has 0 hit points.
  
  68
  Sanguiraptor Bloodline
  A small cabal of sorcerers once realized that the 
  potential of sorcery was in the form of whatever powers 
  fell into it, such as draconic sorcerers and sorcerers of 
  the elements. If their blood allowed them to emulate 
  the abilities of beings who deemed their bloodlines 
  worthy of power, why not just take such abilities for 
  themselves? Over generations, they imbued themselves 
  with the ability to copy the abilities of creatures around 
  them through simple observation.
  Lasting Echoes
  Holding onto the natural (and supernatural) abilities of 
  creatures is not an easy task and oftentimes your body 
  tries to alter itself to more closely resemble the creatures 
  who you’ve borrowed from. Use the table below to 
  determine how your body likes to echo those creatures.
  d6
  Echo
  1
  Your skin takes on the texture of one of the 
  creatures whose abilities you’ve borrowed 
  (scales, leathery skin, metallic skin, etc.).
  2
  Your body wicks with small bursts of elemental 
  power aligned to one of the creatures whose 
  abilities you’ve borrowed (fire, lightning, cold, 
  etc.).
  3
  Your shadow grows into the shape of one of the 
  creatures whose abilities you’ve borrowed.
  4
  You emanate a smell, identical to that of one of 
  the creatures whose abilities you’ve borrowed.
  5
  You grow a vestigial tail, if one of the creatures 
  whose abilities you’ve borrowed has a tail.
  6
  Whenever you speak, undertones of 
  vocalizations from one of the creatures whose 
  abilities you’ve borrowed can be heard.
  Absorb Spells
  1st-level Sanguiraptor Bloodline feature
  You've learned that your sorcerer powers can aid you in 
  absorbing the spells of other creatures. As a reaction to 
  a creature casting a spell within 30 feet of you, you can 
  expend a number of sorcery points equal to the level of 
  the spell. If you do, that spell counts as prepared for you 
  for the next 1 minute.
  Analyze Target
  1st-level Sanguiraptor Bloodline feature
  As an action, you can begin to analyze one creature of 
  a CR no higher than your level plus your proficiency 
  bonus. When you use this ability and at the start of each 
  of your turns, you learn one piece of information about 
  the target in the following order:
  • 
  Languages the creature speaks
  • 
  Senses the target possesses
  • 
  Resistances the target possesses
  • 
  Immunities the target possesses 
  • 
  A single non-attack ability possessed by the 
  creature. This repeats until all abilities have been 
  learned.
  Absorb Ability
  6th-level Sanguiraptor Bloodline feature
  You’ve learned that your sorcerer powers can aid you 
  in absorbing the abilities of other creatures. By touching 
  a creature and using an action, you can absorb one of 
  its abilities (not attacks). You must expend a number of 
  sorcery points equal to the CR of the creature (minimum 
  1) while touching the target. 
  You choose one of the following:
  • 
  Gain a resistance possessed by the creature
  • 
  Gain an immunity possessed by the creature
  • 
  If the creature has a natural armor descriptor to 
  Armor Class, you may choose to replicate it (thick 
  hide, scales, etc.) and replace your own AC with 
  theirs. You do not add armor, dexterity, or magical 
  modifiers to your new AC. 
  • 
  Gain one ability that isn’t spellcasting or innate 
  spellcasting (you do not gain attacks this way)
  • 
  Become proficient in one skill the creature has 
  (using your own proficiency modifier)
  • 
  Gain all senses possessed by the target
  • 
  Gain a mode of movement possessed by the 
  creature equal to your base speed
  You keep the gained ability until you regain the 
  sorcery points expended. You cannot possess more 
  abilities this way than your proficiency bonus.
  Mimicry
  6th-level Sanguiraptor Bloodline feature
  You can mimic sounds you have heard, including 
  voices. A creature that hears the sounds you make 
  can tell they are imitations with a successful Wisdom 
  (Insight) check opposed by your Charisma (Deception) 
  check.
  If you already possess this ability, you double your 
  proficiency bonus when making Charisma (Deception) 
  checks using this feature.
  Blue Sorcerer
  14th-level Sanguiraptor Bloodline feature
  As a reaction to one of the conditions listed below, you 
  can use your Absorb Ability feature without touching a 
  creature, to gain the listed benefit. 
  When a creature uses one of their non-attack abilities, 
  you gain it.
  • 
  When a creature makes a skill check, you become 
  
  69
  proficient with that skill.
  • 
  When the creature reduces damage from an attack, 
  you become resistant to that type of damage.
  • 
  When a creature takes no damage from an attack, 
  you become immune to that type of damage.
  • 
  When you witness a creature move using swim, 
  fly, or burrow speeds, you gain the same mode of 
  movement equal to your base speed.
  A creature must be within 60 feet for you to use your 
  reaction in this way.
  Borrowed Power
  18th-level Sanguiraptor Bloodline feature
  When you absorb an ability using your Absorb 
  Ability feature, it is now semi-permanent. Whenever 
  you complete a long rest, you must succeed on a 
  Constitution saving throw for each ability you’ve 
  gained. On a success, you retain that absorbed ability 
  until your next long rest, at which time you must repeat 
  the save; on a failure, you lose that absorbed ability. The 
  DC for this is equal to 15 plus the number of absorbed 
  abilities remaining.
  New Sanguiraptor Bloodline 
  Spells
  Detect Creature
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  For the duration, you know if there is a beast, dragon, 
  monstrosity, ooze, or plant within 30 feet of you, as well 
  as where the creature is located. Similarly, you know if 
  there is a place or object within 30 feet of you that has 
  been magically consecrated or desecrated.
  The spell can penetrate most barriers, but it is blocked 
  by 1 foot of stone, 1 inch of common metal, a thin sheet 
  of lead, or 3 feet of wood or dirt.
  Lend
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 round
  You grant proficiency to a willing creature within range 
  on a single Ability check. This must be a skill with 
  which you are proficient. 
  Shutdown
  5th-level transmutation
  Casting Time: 1 reaction
  Range: 30 feet
  Components: V, S, M (an octagonal stone painted red)
  Duration: Concentration, up to 1 minute
  As a reaction to a creature using their action or bonus 
  action to use one of their non-spellcasting abilities, you 
  place arcane locks on that ability. As part of casting this 
  spell, and each time the creature tries to use that specific 
  ability, it must first make a Charisma saving throw 
  against your spell DC. Failure indicates that the ability 
  can’t be used (although the action or bonus action is not 
  wasted).
  Strip
  6th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (A rag soaked in alcohol) 
  Duration: Concentration, up to 1 minute
  Touching a creature, you strip them of their damage 
  resistances and immunities. At the end of each of its 
  turns, a creature can make a Constitution saving throw, 
  ending this effect on a successful save.
  At Higher Levels. If cast using a spell slot of 9th level, 
  you also remove any condition immunities the target 
  possesses as part of this spell.
  Bryan Holmes
  
  70
  Scaled Bloodline
  For eons before the first warm-blooded humanoids 
  stepped onto the dirt, the scaled empires ruled over 
  the world. The Sarrukh held dominion on every edge 
  of their maps, and their power remains today, flowing 
  through the veins of sorcerers and scaled ones alike.
  Scaled Urges
  The blood of the Sarrukh causes additional urges to fill 
  your mind from time to time. While most of the time 
  you have a good handle on such urges, it doesn’t mean 
  they aren’t present. Roll on the table below to see when 
  you get an urge, or use the table below as inspiration to 
  create your own.
  d6
  Urge
  1
  When finding a new weapon, armor, or other 
  magical item, your urges drive you to take it 
  by force and use it immediately on the nearest 
  creature to show how strong you are.
  2
  If you don’t seem to be noticed by a creature, 
  your urge drives you to sneak through the 
  shadows and terrify them as an unseen force, to 
  prove your dexterous superiority.
  3
  After killing a creature, your urge drives you to 
  find out how it tastes. After all, if you defeated 
  it, you’ve earned the right to consume it!
  4
  When you find new clues or information 
  pertaining to your adventures, your urge drives 
  you to take it and hide it from others, so that 
  they must rely on your intellect.
  5
  If given the chance to protect one of your allies, 
  your urge throws you into the fray at any cost. 
  None may harm those closest to you.
  6
  At the most dark, morose, and somber of 
  moments, your urge drives you to make a joke 
  at the expense of those most affected by the 
  moment. 
  Scaled Spells
  1st-level Scaled Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Scaled Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be from the 
  sorcerer spell list.
  Scaled Spells
  Sorcerer Level
  Spells
  1st
  reactive skin*, serpent glide*
  3rd
  darkness, suggestion
  5th
  fear, haste
  7th
  blight, polymorph
  9th
  dominate person, hold monster
  Scaled Heritage
  1st-level Scaled Bloodline feature
  You can cast animal friendship an unlimited number of 
  times with this trait, but you can target only snakes with 
  it. 
  Additionally, you gain darkvision out to a range of 
  60 feet if you didn’t already have it and you also gain 
  resistance to poison damage and have advantage on 
  saving throws against poison.
  Reflective Scales
  6th-level Scaled Bloodline feature
  If you are the only target of a spell, you can use your 
  reaction to reflect it back to the caster. You must expend 
  a spell slot of equal or higher than the spell targeting 
  you. The spell then affects the caster instead of you as if 
  you had cast it.
  The reflected spell uses your spell save DC and spell 
  attack bonus.
  Scaled Ancestors
  14th-level Scaled Bloodline feature
  You summon the power of a couatl, naga, or some other 
  ancient scaled creature, changing your form. For the 
  next 1 minute, you can take your choice of the form of 
  a couatl, bone naga, or yuan-ti mind whisperer. Any 
  spells you cast while in these forms use your spell slots, 
  and you only have access to spells which the form has 
  access to while shapeshifted in this way.
  Shapeshifting in this way works like the druid’s Wild 
  Shape class feature, but is limited to the chosen form. 
  Your DM has statistics for these creatures.
  Swarming Mass
  14th-level Scaled Bloodline feature
  If you are reduced to 0 hit points and not killed outright, 
  your body naturally transforms into a swarm of 
  poisonous snakes for 1 hour with temporary hit points 
  equal to your sorcerer level.
  If the swarm of snakes isn’t killed before 1 hour is up, 
  they reform your body. You regain hit points equal to 
  the number of remaining temporary hit points. If the 
  snakes are killed before this effect ends, you still reform 
  but remain at 0 hit points (making death saving throws 
  as normal).
  
  71
  New Scaled Bloodline Spells
  Reactive Skin
  1st-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (shed skin from a chameleon)
  Duration: 10 minutes
  Your body and all your gear reactively changes to 
  match your surroundings. While remaining motionless 
  you have a +10 bonus and advantage on Dexterity 
  (Stealth) checks based on sight.
  Serpent Glide
  1st-level transmutation (ritual)
  Casting Time: 1 bonus action
  Range: Self
  Components: S
  Duration: 1 minute
  You can glide upon the surface of water as though it 
  were solid ground. 
  Shed Skin
  6th-level evocation
  Casting Time: 1 reaction
  Range: Self
  Components: V, S
  Duration: Instantaneous
  As a reaction to being reduced to 0 hit points, you 
  shed your body like a second skin. You lose all item 
  attunements and all of your gear is dropped to the 
  ground wherever you cast this spell. You are restored to 
  half your total hit points and gain a level of exhaustion.
  At Higher Levels. If cast using a spell slot of 7th level 
  or higher, you also gain temporary hit points equal to 
  your caster level. If cast using a spell slot of 8th level or 
  higher, your equipment is not dropped to the ground 
  with your old skin. If cast using a spell slot of 9th level 
  or higher, your item attunements remain intact.
  Venomous Bite
  1st-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: S
  Duration: Concentration, up to 1 minute
  Growing long fangs, you gain a bite attack to deliver 
  potent venoms. Your unarmed attack damage becomes 
  1d6 piercing and on a hit you deal additional poison 
  damage equal to your Charisma modifier.
  At Higher Levels. If you cast this spell using a spell 
  slot of 2nd level or higher, you deal additional poison 
  damage equal to the level of the spell times your 
  Charisma modifier. If you cast this spell using a spell 
  slot of 5th level or higher, on a successful attack, the 
  target is poisoned for 1 minute.
  Bryan Holmes
  
  72
  Solar Bloodline
  Whether you were born on a solstice or equinox, 
  during a solar flare, or as a wondrous comet crossed the 
  plane, your birth having coincided with one of these 
  auspicious occasions has granted you magical powers 
  that only now are manifesting. Solar sorcerers harness 
  the power of stars themselves, burning passionate and 
  bright within their core and using that power to change 
  the world to their advantage. 
  Solar Signs of Sorcery
  The magic flowing through your body manifests itself in 
  unique ways when you cast a spell.
  d6
  Sign
  1
  A smell of cooking meat permeates the air 
  around you.
  2
  You hear a sizzling sound in your ear.
  3
  You have a visible birthmark that glows red.
  4
  The air crackles around you.
  5
  Flames appear in your pupils.
  6
  Your hair begins to smoke.
  Solar Magic
  1st-level Solar Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Solar Spells table. 
  Each of these spells counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know.
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level.
  Solar Spells
  Sorcerer Level
  Spells
  1st
  burning hands, flame whip*
  3rd
  heat metal, solar screen*
  5th
  daylight, Melf’s minute meteorsXGE
  7th
  elemental baneXGE, wall of fire
  9th
  flame strike, living campfire*
  Fire in My Soul
  1st-level Solar Bloodline feature
  You’ve learned to connect with a spiritual flame planted 
  within you at birth. When you deal damage with a spell, 
  you can spend 1 sorcery point to change the damage 
  dealt by that spell to fire.
  Encased In Flame
  6th-level Solar Bloodline feature
  Your body has become accustomed to heat and fire and 
  you gain resistance to fire damage. As an action, you 
  can spend 2 sorcery points to generate flame from your 
  hands for 1 minute; you can extend these flames over 
  your fists or melee weapons to add 1d6 fire damage to 
  attacks with either for the duration.
  
  73
  Solar Flare
  6th-level Solar Bloodline feature
  When you cast a spell with a casting time of 1 action or 
  use a class feature that spends sorcery points, you can 
  use your bonus action to make a melee weapon attack.
  The Power of the Sun
  14th-level Solar Bloodline feature
  You know how to overcome other creatures' natural 
  resistances to your magic. Spells you cast ignore 
  resistance to fire damage and you can spend 2 sorcery 
  points to turn immunity to fire damage into resistance 
  instead.
  Self-Contained Star
  18th-level Solar Bloodline feature
  You’ve learned to harness the power of the sun to 
  become a weapon of its power. As an action you 
  surround yourself with an aura of fire that lasts for 1 
  minute.
  • 
  You are immune to fire damage, and resistant to 
  bludgeoning, piercing, and slashing damage. When 
  you come within 5 feet of a creature for the first 
  time, or a creature comes within 5 feet of you, and 
  again at the start of each of its turns, that creature 
  must make a Constitution saving throw, taking 
  3d6 fire damage on a failure, or half as much on a 
  success. Any flammable objects within 5 feet of you 
  that aren’t being worn or carried catch fire, taking 
  1d6 fire damage per turn until an action is taken to 
  put it out.
  • 
  You gain a flying speed of 40 feet.
  • 
  Your melee attacks deal an additional 1d6 fire 
  damage (2d6 extra fire damage total) total, you 
  have advantage on attack rolls that would deal fire 
  damage, and creatures have disadvantage on saving 
  throws against your spells that would deal fire 
  damage.
  • 
  You ignore resistance to fire damage, and can turn 
  a creature’s immunity to fire damage into resistance 
  without spending sorcery points.
  Once you use this feature, you cannot do so again 
  until you finish a long rest.
  New Solar Bloodline Spells
  Flame Whip
  1st-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You make a melee spell attack against a creature you 
  can see within range and summon an extremely long, 
  flaming whip into your hand. On a hit, the target takes 
  1d6 fire damage and is grappled. At the start of each 
  of the creature’s turns, it takes an additional 1d6 fire 
  damage. As a bonus action, you can either pull the 
  creature 10 feet closer to you, or deal an additional 1d6 
  fire damage to the creature. A creature can escape the 
  whip by using their action to succeed on a Strength 
  (Athletics) or Dexterity (Acrobatics) check against your 
  spell save DC. When a creature escapes, or if the spell 
  attack fails, the spectral whip disappears and the spell 
  ends. You can also end the spell as a free action.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the spell’s range 
  increases by 5 feet and the damage increases by 1d6 for 
  every two levels you cast the spell above 1st level.
  Living Campfire
  5th-level transmutation
  Casting Time: 1 action
  Range: Self (120-foot-radius sphere
  Components: V, S, M (a piece of charcoal and twig)
  Duration: 8 hours
  You become a living campfire, glowing brightly and 
  keeping your companions warm. For 8 hours, you gain 
  the following benefits.
  • 
  You enter a meditative state, gaining the benefits of 
  rest, but remaining aware of your surroundings. 
  • 
  You shed bright light in a 30-foot radius and dim 
  light for an additional 30 feet. As a free action, you 
  can choose to dim the light, shedding only dim 
  light for 30 feet, extinguish the light completely, or 
  reignite any level of light.
  • 
  You give off moderate heat. This can keep you 
  and every creature within range warm enough to 
  avoid the effects of extreme cold; it can also warm 
  up food, but is not enough to completely cook food 
  such as raw meat.
  • 
  For the duration, you can sense when any creature 
  enters the area, but you do not know their general 
  location or the number of creatures, only that they 
  are within the radius of your spell.
  • 
  Your eyes glow red and you gain darkvision out to 
  the range of the spell.
  You can end the effects of this spell early as an action.
  Singularity
  7th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M  (a star rose quartz worth at least 
  100 gp, which the spell consumes)
  Duration: Concentration, up to 1 minute
  
  74
  You summon a small black hole that threatens to 
  consume everything around it. You target a point you 
  can see within range. A black hole 5 feet in diameter 
  appears in the space you target. If a creature is in that 
  space, they are immediately shunted to a random 
  empty point adjacent to the black hole. When a creature 
  starts their turn within 60 feet of the black hole, they 
  must make a Strength saving throw. On a failure, their 
  movement speed is reduced to 0 until the end of their 
  turn, and they are pulled 5 feet closer to the black hole. 
  On a success, their movement speed is reduced by half 
  instead and they are not pulled closer.
  Any creature that enters the space of the black hole is 
  transported immediately to the Astral Plane. When this 
  spell is cast in the Astral Plane, creatures are instead 
  transported to the Prime Material Plane.
  Solar Screen
  2nd-level abjuration
  Casting Time: 1 reaction, which you take when you are 
  hit by a weapon attack.
  Range: Self
  Components: V, S, M (a piece of brimstone)
  Duration: Instantaneous
  A shield of fire springs up in front of you, absorbing 
  some of the damage you take. You reduce the damage 
  taken by 1d6 + your Charisma modifier. If you reduce 
  the damage to 0, you gain the extra in temporary hit 
  points.
  At Higher Levels. When you cast this spell at 4th level 
  or higher, you reduce the damage by an additional 1d6 
  for each level above the 3rd.
  Total Eclipse
  9th-level evocation
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a diamond worth at least 500 gp, 
  which the spell consumes)
  Duration: Until dispelled
  You utter a mysterious incantation and the diamond 
  within your hand becomes liquid. Over the next minute 
  after the spell is complete, the sun slowly darkens as 
  though being blocked by a moon. For the duration, 
  the sun no longer gives off light in a 10-mile radius, 
  but continues to give off heat. You can dispel this 
  effect as an action, or it automatically ends if you fall 
  unconscious.
  Ryan Langr
  
  75
  Spellfire Wielder
  You are one of few people who have the innate talent 
  to control spellfire, the raw energy of the Weave. As 
  silver fire, it is a gift granted by Mystra for the use of 
  her Chosen (such as Laeral Silverhand, Elminster, and 
  certain humble archmages) and other favored servants. 
  Yet the wielding of true spellfire, rarely and seemingly 
  randomly bestowed, is a far more powerful talent. It 
  allows you to absorb and harness magic, which you can 
  use to heal, project destructive bursts, and more. This 
  energy most often resembles sparks or tendrils of blue-
  white, ravening flame, though sometimes it arcs around 
  your hands like lightning.
  Most who bear the gift of spellfire never have time 
  or opportunity to develop those skills. They destroy 
  themselves early on or are forced to live on the run from 
  those who seek to exploit them. You, however, have 
  undertaken careful practice to grow your talents into 
  magical mastery. You know that, in time, those able to 
  discipline the power of spellfire can hone their talent 
  into true sorcerous might. Within you lies the potential 
  for fantastic abilities of which most dabblers can only 
  dream.
  Spellfire Pursuers
  As a spellfire wielder, you must accept that there 
  are those who will always hunt you, hoping to use 
  your gifts for their own ends. Work with the DM to 
  determine what faction or interest has pursued you 
  most relentlessly, and what tactics they’ve used, 
  consulting the table below for inspiration.
  d6
  Pursuers
  1
  Abolethic Sovereignty. Based in the North, 
  these ancient aboleths seek to harness the 
  might of the primordial Maegera the Inferno. 
  They have employed a variety of deceptions to 
  lure you into serving them, believing that you 
  can empower and perfect the Symphony of 
  Madness, their ritual to control the titan.
  2
  Cult of the Dragon. The faction of the cult 
  that worships dracoliches pursues the power 
  of spellfire wherever it arises, as part of their 
  undead masters’ plan to take over the world. 
  They seldom attack you in civilized places, 
  but when traveling overland or by sea, you’ve 
  learned to watch for soldiers on the road or 
  draconic wings on the horizon.
  d6
  Pursuers
  3
  Malaugryms. The horrid aberrations called 
  malaugryms seek to study you, believing that 
  if they can replicate your power, it will delay 
  or prevent the slow loss of memory and mind 
  inherent to their species. They connive to kidnap 
  those close to you, then use their shapeshifting 
  abilities to replace them.
  4
  Red Wizards of Thay. All too frequently, when 
  new people you meet befriend you, they turn 
  out to be disguised Red Wizards of Thay who 
  covet your power. Thay’s ruler, the lich Szass 
  Tam himself, believes that your power could 
  be the missing piece in his schemes to attain 
  godhood.
  5
  Warlock Knights of Vaasa. The eldritch 
  enforcers of Vaasa’s brutal feudal hierarchy 
  sometimes execute quick, well-organized raids 
  on places that offer you refuge. They believe 
  that your power can awaken Telos, the fallen 
  colossus who acts as patron of their warlock 
  pacts.
  6
  Zhentarim. The Black Network’s founder, 
  Manshoon, hungered for power like yours 
  even before he abducted the spellfire wielder 
  Shandril Shessair, who soon dealt him a stinging 
  defeat. More recently, Manshoon asked the 
  Zhentarim’s leading crime-lord, the dwarf 
  Jotan Silverhammer, to track your whereabouts. 
  Silverhammer’s agents often bribe others to spy 
  on you.
  Spellfire Magic
  1st-level Spellfire Wielder feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Spellfire Magic 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know.
  Spellfire Magic
  Sorcerer Level
  Spells
  1st
  cure wounds, detect magic, eyes ablaze*
  3rd
  Agannazar’s scorcherXGE, dragonflame 
  mantle*
  5th
  counterspell, dispel magic
  7th
  fire shield, chains of fire*
  9th
  flame strike, prime the fire*
  
  76
  First Spark
  1st-level Spellfire Wielder feature
  You gain a set of abilities fueled by special dice referred 
  to as spellfire dice.
  Spellfire Dice. Whenever you finish a long rest, you 
  gain two spellfire dice, which are d6s. A spellfire die is 
  expended when you use it. If you have any unexpended 
  spellfire dice when you finish a long rest, you lose them, 
  but immediately gain your normal two spellfire dice. 
  At 5th level, your spellfire dice become d8s instead of 
  d6s; at 11th level, they become d10s; at 17th level, they 
  become d12s. If you are in an area where spells are 
  suppressed or cannot be cast (such as an antimagic field 
  spell), you cannot use spellfire dice.
  Using Spellfire Dice. At 1st level, you can expend 
  spellfire dice for the following effects:
  • 
  Whenever you use your action to cast a spell of 
  1st level or higher, you can immediately expend 
  one or more spellfire dice as a bonus action to cast 
  eyes ablaze*, changing that cantrip’s casting time to 
  1 bonus action for that casting. When you do so, 
  roll all the expended spellfire dice and increase the 
  cantrip’s range by a number of feet equal to 5 times 
  the total roll.
  • 
  Whenever you use a spell of 1st level or higher to 
  restore hit points to one or more creatures, you can 
  expend one or more spellfire dice to cause one of 
  those creatures to regain additional hit points. You 
  roll all the expended spellfire dice and add the total 
  to the number of hit points that creature regains.
  • 
  When you roll a saving throw against a spell, 
  you can use your reaction to expend one or more 
  spellfire dice and gain advantage on that saving 
  throw. If you succeed, you roll all the expended 
  spellfire dice and gain a number of temporary hit 
  points equal to half the total.
  Expending Multiple Spellfire Dice. At 1st level, the 
  maximum number of spellfire dice you can expend 
  each turn is equal to your proficiency bonus. When you 
  expend spellfire dice, your eyes shed bright light in a 
  30-foot radius and dim light for an additional 30 feet. If 
  you expend 4 or more spellfire dice at once, these radii 
  are doubled.
  Whenever you expend 2 or more spellfire dice in a 
  single turn, you must make a Constitution saving throw 
  against a DC equal to 15 + the number of spellfire dice 
  expended. If you fail, you and any creatures within 10 
  feet of you take force damage equal to your sorcerer 
  level.
  Inner Warmth. As long as you have at least one 
  unexpended spellfire die remaining, you are considered 
  naturally adapted to cold climates, and you have the 
  ability to start fires with a touch of your hand. As an 
  action, you can magically ignite a flammable object you 
  touch.
  Maximum Spellfire Dice. As your level increases, the 
  number of spellfire dice you get when you finish a long 
  rest does not increase, but you develop alternate ways 
  of gaining them. The maximum number of spellfire dice 
  you can have at once is equal to your proficiency bonus 
  + your Constitution or Charisma modifier (your choice). 
  Any spellfire dice you gain in excess of this amount are 
  lost.
  Protection and Absorbtion
  1st-level Spellfire Wielder feature
  When you take cold or fire damage, or damage from 
  a spell or ranged weapon attack, you can use your 
  reaction to raise a barrier of consuming flame, gaining 
  resistance against that damage. If the damage is from 
  a spell, you can choose to absorb it instead of raising a 
  barrier. If you do so, you do not gain resistance to the 
  damage, but you gain a spellfire die instead.
  You can use your reaction in this way a number of 
  times equal to your Charisma modifier (minimum of 
  once). You regain all expended uses when you finish a 
  long rest.
  Channel Raw Magic
  6th-level Spellfire Wielder feature
  You learn other ways to expend and gain (or regain) 
  spellfire dice, as follows:
  • 
  You can expend one or more spellfire dice to gain a 
  flying speed equal to your walking speed. This lasts 
  for a number of minutes equal to the total rolled on 
  all the expended spellfire dice.
  • 
  When you cast any spell of 1st level or higher 
  from your Spellfire Magic feature, you can cast 
  it by expending a spell slot as normal or by 
  expending a number of spellfire dice equal to 
  half the spell’s level (rounded up). If you cast the 
  spell using spellfire dice, it requires no verbal or 
  somatic components, and it requires no material 
  components unless they are consumed by the spell.
  • 
  You can expend one spellfire die to gain 1 sorcery 
  point.
  • 
  You can spend 2 sorcery points to gain one 
  additional spellfire die.
  • 
  Whenever you use a spell slot or spellfire dice to 
  cast a spell that can interfere with another spell—
  such as counterspell or dispel magic—if that spell 
  succeeds in ending or preventing one or more spell 
  effects, you gain 1 spellfire die.
  Spellfire Mastery
  14th-level Spellfire Wielder feature
  You powerful mastery of spellfire grants you resistance 
  to cold and fire damage for 1 minute after you cast 
  a spell using a spell slot or spellfire dice. If that spell 
  deals fire damage, each creature damaged takes 
  
  77
  additional fire damage equal to your Charisma modifier 
  (minimum 1). 
  Crown of Fire
  18th-level Spellfire Wielder feature
  You can manifest the legendary crown of fire. As a 
  bonus action, you magically wreathe your head in 
  a halo of spellfire that radiates heat and light. For 1 
  minute, you gain resistance to all damage from spells, 
  and to cold, fire, radiant, and necrotic damage from any 
  source. For the same duration, you shed bright light in a 
  100-foot radius and dim light for an additional 100 feet, 
  and gain a fly speed of 40 feet. You can hover when 
  flying with this feature.
  Once you use this feature, you cannot do so again 
  until you finish a long rest.
  New Spellfire Wielder Spells
  Chains of Fire
  4th-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a snakeskin drenched in lamp 
  oil)
  Duration: 1 minute
  Fiery serpents wrap around your foes and drag them 
  together, holding them close and sowing anxiety 
  about the notion of being separated. Choose one or 
  two targets within range. If you choose two targets, 
  each must be within 15 feet of the other. Each target 
  makes a Dexterity saving throw. Each target takes 7d6 
  fire damage on a failure, or half as much damage on a 
  success. If there was only one target, the spell ends after 
  the saving throw resolves. If there were two targets, 
  whether their saves succeeded or failed, you can move 
  each one up to 5 feet into an unoccupied space that 
  is closer to the other one. The next time before the 
  duration ends that the two targets are more than 15 
  feet away from each other, each of the two immediately 
  takes 4d6 psychic damage, and the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the fire damage and 
  psychic damage both increase by 1d6 for each slot level 
  above 4th.
  Eyes Ablaze
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Your eyes erupt with fiery radiance, sending rays of 
  blazing fury toward one or two creatures within range. 
  Each target must make a Constitution saving throw. 
  On a failed save, the target takes 1d6 radiant damage. If 
  that creature has previously taken fire damage this turn, 
  it takes 1d8 radiant damage instead, and you can push 
  it up to 5 feet away from you if it is Large or smaller.
  The spell creates more than one ray when you reach 
  higher levels: three rays at 5th level, four rays at 11th 
  level, and five rays at 17th level. You can direct the 
  beams at the same target or at different ones. Make a 
  separate attack roll for each beam.
  Dragonflame Mantle
  2nd-level abjuration
  Casting Time: 1 reaction, which you take when an 
  attack would hit you
  Range: Self
  Components: V, S, M (a red dragon scale)
  Duration: Concentration, up to 1 minute
  You ward yourself with a fiery mantle that consumes 
  ranged attacks and punishes melee attacks. You either 
  reduce the triggering attack’s damage by an amount 
  equal to 1d4 + your spellcasting ability modifier (if it 
  is a ranged attack) or deal fire damage to the attacker 
  equal to 1d4 + your spellcasting ability modifier (if it is 
  a melee attack).
  Until the spell ends, whenever a ranged attack would 
  hit you, you can use your reaction to reduce the damage 
  you take from the attack. The damage is reduced by 
  an amount equal to 1d4 + your spellcasting ability 
  modifier.
  If you reduce the damage from a ranged attack to 
  0 with this spell, the projectile is either consumed by 
  flame (if it is ammunition) or it is slowed down by your 
  aura so much that it falls at your feet (if it is a weapon).
  For the same duration, whenever a creature hits 
  you with a melee attack, you can use your reaction to 
  make a melee spell attack against that creature. On a 
  hit, the target takes fire damage equal to 1d4 + your 
  spellcasting ability modifier.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the amount of damage 
  you either prevent or inflict each time is increased by an 
  additional 1d4 for each spell level above 2nd.
  Prime the Fire
  5th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a bit of bat guano rolled inside a 
  ball of red clay)
  Duration: Instantaneous
  A point you choose within range explodes into a ring 
  
  78
  of flame that washes over foes and then subsides, but 
  flares to life again if the enemy acts in hostility. Each 
  creature of your choice in a 10-foot-radius sphere 
  centered on that point must make a Constitution saving 
  throw. A target takes 6d8 fire damage on a failed save, 
  or half as much damage on a successful one. After a 
  target fails its saving throw, if it makes an attack roll 
  or forces another creature to make a saving throw 
  before the end of its next turn, it takes an additional 4d8 
  radiant damage.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the fire damage and 
  radiant damage both increase by 1d8 for each slot level 
  above 3rd.
  Jeremy Forbing
  Of those who know of spellfire, most believe the legend 
  that only one person in all Faerûn is gifted with it at a 
  time. In the past century, gossip identified that one person 
  as Shandril Shessair, an orphaned kitchen-maid from a 
  tavern in Highmoon of Deepingdale. Shandril seems to 
  have inherited the power from her mother, the incantatrix 
  Dammasae. For this, she was hunted by a hundred mages—
  Zhentarim and Thayans and Cult of the Dragon and 
  independents—all slaughtering each other along the way in 
  their ruthless pursuit of her power.
  In fact, however, texts in libraries from Candlekeep to 
  Ylraphon to Perpustakaan tell of multiple wielders existing 
  at once. History speaks of Haclam Sunderstone, a ranger in 
  the early Sword Coast who stood alone against an orc horde 
  pouring south past the Coldwood, until there was nothing 
  left of them but smoke and scorch-marks upon the land. In 
  the 1300s, the sage Baerendtia Riverhand of Sperndelzyon, 
  herself a spellfire wielder living in hiding, wrote that “A 
  mage hiding in the Border Kingdoms possesses true spellfire, 
  and a cruel and arrogant noble of Chessenta, and the wizard 
  R—but I’m sure you grasp my point.”
  
  79
  Twinned Origin
  You were born as a twin, connecting you with 
  another person in more than just time and space. 
  Your connection with this person reaches beyond the 
  physical, manifesting into the mental and magical 
  realms of unbreakable bonds.
  Twinned Sorcerer Marks
  Your unique bond with your twin manifests in unusual 
  marks on your person.
  d6
  Mark
  1
  Your irises are two different colors.
  2
  Your skin is marbled and has patterns shared by 
  your twin
  3
  You can only grow hair on one half of your 
  body.
  4
  You have a birthmark on your body that glows 
  when you’re close to your twin.
  5
  Your eyes are abnormally large and creatures 
  can easily see their reflections in them
  6
  Choose any two marks.
  Twinned Magic
  1st-level Twinned Origin feature
  When you take this origin, you gain knowledge of 
  certain spells. You learn additional spells when you 
  reach certain levels in this class, as shown on the 
  Twinned Spells table. Each of these spells counts as a 
  sorcerer spell for you, but it doesn’t count against the 
  number of sorcerer spells you know. Whenever you 
  gain a sorcerer level, you can replace one spell you 
  gained from this feature with another spell of the same 
  level. 
  Twinned Spells
  Sorcerer Level
  Spells
  1st
  beast bond, ceremonyXGE
  3rd
  mirror image, share history*
  5th
  life transferenceXGE, twinned attack*
  7th
  locate creature, Mordenkainen’s private 
  sanctum
  9th
  dream, break bond*
  Forged Bond
  1st-level Twinned Origin feature
  You have learned to form close, twin-like bonds with 
  other people, though the connection is never quite the 
  same as with your twin. Over a long rest, you can form 
  a “lesser bond” with another creature, temporarily 
  severing your magical connection with your twin 
  and gaining minor versions of the benefits possessed 
  by your bonded creature. If you choose to break this 
  lesser bond (no action required), you automatically 
  regain your greater bond with your twin and cannot 
  form another lesser bond for 7 days. Bonds are also 
  broken when either creature dies, but greater bonds are 
  restored automatically in the event of resurrection or 
  reincarnation.
  Eternal Bond
  1st-level Twinned Origin feature
  Your greater bond with your twin awakens magical 
  benefits that empower your spellcasting. While 
  bonded, you and the creature you’re bonded to gain the 
  following benefits, depending on the nature of the bond.
  • 
  You know the exact location of each other as long 
  as you are on the same plane (lesser bond: within 60 
  miles) and can read each other’s surface thoughts 
  and feelings (cannot read surface thoughts and 
  feelings with a lesser bond).
  • 
  You each gain an additional 10 feet of movement 
  speed (5 feet for a lesser bond), when you or your 
  bonded creature are moving toward each other.
  • 
  You have a shared pool of resources equal to the 
  higher proficiency bonus between the two bonded 
  creatures (half the higher proficiency bonus for a 
  lesser bond). While you’re within 120 of each other, 
  either bonded creature can use these resources to 
  power its class features (sorcery points, ki points, 
  inspiration dice, etc.), generating one point or die 
  for each point in the pool. The pool replenishes 
  when both creatures complete a long rest.
  Shared Proficiency
  6th-level Twinned Origin feature
  You have learned to communicate your expertise to 
  your twin even if you are not together. While you are 
  on the same plane as your bonded creature (60 miles 
  for lesser bond), either creature can expend a use of 
  their Eternal Bond pool to gain proficiency in a skill or 
  tool proficiency the other creature has. If both bonded 
  creatures are proficient in the same skill or tool, you can 
  instead expend the use of Eternal Bond to gain expertise 
  in the skill. This effect lasts for 1 hour.
  One Life, Two Minds
  14th-level Twinned Origin feature
  This origin is intended to be played by two players 
  in an adventuring party, with both sorcerers reaping 
  the benefit of playing the same origin. However, 
  we’ve included mechanics that can “transfer” the 
  effect to a non-sorcerer within the group.
  
  80
  You have learned how to merge your health and 
  wellbeing with your twin. While you and your bonded 
  creature are within 60 feet of each other, you can share 
  your collective hit points, adding your totals together. 
  When either of you takes damage, the shared number 
  of points is reduced, with each creature taking half the 
  damage. If both creatures take damage from an area of 
  effect spell or ability, the damage only triggers once. 
  While at least 1 hit point remains of your collective hit 
  points, neither creature can go unconscious as a result 
  of dropping to 0 hit points. When the shared points are 
  reduced to 0, both creatures fall unconscious and incur 
  1 failed death saving throw each. 
  Overflowing Bond
  18th-level Twinned Origin feature
  You have learned to maximize your shared resources 
  through communal meditation and a deeper familiarity. 
  Your Eternal Bond resource pool increases by 1. During 
  a short rest, if both you and your bonded creature spend 
  the rest in meditation, you regain half your expended 
  uses of Eternal Bond.
  New Twinned Origin Spells
  Break Bond
  5th-level abjuration
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V, S, M (a shattered mirror)
  Duration: Instantaneous
  You momentarily see all spectral connections between 
  creatures and aim to sever one with an ethereal knife. 
  You target all summoned creatures within range. Each 
  creature must succeed on a Charisma saving throw or 
  become unsummoned. For each creature that fails the 
  saving throw, you gain temporary hit points equal to 
  your spellcasting ability modifier.
  Share History
  2nd-level divination
  Casting Time: 1 action (ritual)
  Range: Touch
  Components: V, S, M (a ribbon)
  Duration: 1 hour
  You wrap a ribbon around yours and another creature’s 
  wrist, gaining insight into each other as though you 
  grew up together. If the creature is unwilling, they 
  must succeed on a Wisdom saving throw to resist the 
  connection. For the duration, you have an intimate 
  knowledge of each other’s history, preferences, dislikes, 
  fears, and personal struggles, and can predict each 
  other’s needs, wants, and actions with reasonable 
  accuracy without needing to communicate. When the 
  spell ends, the creature is aware of the connection and 
  all information that was shared.
  At Higher Levels. If you cast this spell using a spell 
  slot of 4th level or higher,  the duration is 8 hours. If 
  you use a spell slot of 7th level or higher, the duration is 
  24 hours. If you use a 9th level spell slot, the spell lasts 
  until it is dispelled. 
  Transfer Sentience
  9th-level transmutation
  Casting Time: 1 action (ritual)
  Range: Touch
  Components: V, S, M (a sapphire worth at least 1,000 
  gp, which is consumed)
  Duration: Until dispelled
  You are able to transfer a creature’s sentience into 
  another creature or object. As an action, you touch two 
  willing creatures or one creature and one object. As 
  long as the target(s) were alive within the last minute 
  and you can touch even an infinitesimal piece of 
  them, their consciousnesses are switched. The target’s 
  game statistics, but not their mental ability scores, 
  are replaced by the statistics of the chosen creature. 
  It also retains its alignment and personality and does 
  not revert when they are reduced to 0 hit points. If a 
  creature transfers its consciousness to an item, that item 
  becomes a sentient item and is able to use its inherent 
  abilities. As long as both targets meet the criteria, 
  this spell can be ended as an action, switching the 
  consciousnesses back. Otherwise, this spell can only be 
  dispelled by a wish, and is not affected by remove curse, 
  an anti-magic zone, or dispel magic.
  Twinned Attack
  3rd-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a wishbone)
  Duration: Concentration, up to 1 minute
  You target a creature you can see within range, forming 
  an inverse bond with them and your allies in a web 
  of shimmering darkness. The target must succeed on 
  a Charisma saving throw or suffer the effects of this 
  spell. For the duration, when the target takes damage 
  from one of your spells, each ally within 5 feet of that 
  creature can use its reaction to make a melee weapon 
  attack against the creature. The target can repeat the 
  saving throw at the end of their turn, ending the effect 
  on themselves on a success.
  At Higher Levels. When you cast this spell at 6th level 
  or higher, you can target an additional creature for 
  every three levels above the 3rd.
  Ryan Langr
  
  81
  
  82
  Vampire Bloodline
  Despite the stagnant and ageless nature of undeath, 
  many of those so inflicted are still bound to the living, 
  bound to the essence of life. They hunger for what was 
  lost: liches and nightwalkers consume souls, wraiths 
  and wights drain vitality, ghouls and ghasts devour 
  flesh, and vampires in all their myriad forms crave 
  blood—for there is power in blood.
  Both sorcerers and vampires draw from this source. 
  For sorcerers, it is a connection to the Weave and the 
  expression of their magic; it is the center of who they 
  are and what they may become. For vampires, it is the 
  fuel for their dark abilities and the object of their endless 
  thirst. It is the burden of their undying existence.
  A sorcerer’s blood is said to be quite pleasing to 
  vampiric entities, with each sorcerous origin having a 
  distinct flavor. And, for a sorcerer, the unnatural vitae 
  of a vampire can strengthen, albeit temporarily, the 
  magic within their veins. The relationship of sorcerer 
  and vampire has long been a shifting dance of predator 
  and prey, with each seeking the other to draw out and 
  use the anima within.  
  When brought together, when bound in unearthly 
  splendor, a vampiric being rises from the union, 
  unburnt by the sun, unhindered by running water, 
  capable of calling forth undead powers with its 
  sorcerous magic. They gain access to the strengths of 
  undeath and their weaknesses are diluted, mitigated by 
  their innate link to the Weave. 
  Source of Vampiric Blood
  d6
  Source
  1
  One of your parents was a dhampir.
  2
  A vampire lord fed you its blood.
  3
  You came into contact with a vampiric relic, 
  such as the Sword of Kas, Gulthias Staff, or Libram 
  of Souls and Flesh, and it changed you.
  4
  You were a sorcerer of a different bloodline who 
  sought to awaken more of your ancestry by 
  consuming vampiric blood. It didn’t turn out as 
  expected.
  5
  You transgressed against a planar power and 
  were cursed to forever feed on the blood of the 
  living.
  6
  You were once a true vampire, but an 
  unsuccessful attempt to raise you from undeath 
  changed you.
  Vampiric Mark
  Those who are infected with the vampiric essence 
  of undeath exhibit physical manifestations of this 
  corruption of unlife.
  d6
  Mark
  1
  You have long, sharp canines.
  2
  Your eyes glow a deep crimson, especially after 
  you have fed on blood.
  3
  You don’t cast a reflection.
  4
  Shadows deepen around you.
  5
  You smell of damp earth.
  6
  You are icy cold to the touch.
  Vampiric Magic
  1st-level Vampire Bloodline feature
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Vampiric Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of sorcerer 
  spells you know. Whenever you gain a sorcerer level, 
  you can replace one spell you gained from this feature 
  with another spell of the same level. The new spell must 
  be an enchantment or a necromancy spell from the 
  sorcerer, warlock, or wizard spell list.
  Vampiric Spells
  Sorcerer Level
  Spells
  1st
  beast bond, speak with animals 
  3rd
  beast sense, enthrall
  5th
  empower creatures of the night*, 
  vampiric touch
  7th
  dominate beast, vampiric mist*
  9th
  danse macabre, drain life*
  Vampiric Traits
  1st-level Vampire Bloodline feature
  The vampiric blood within you grants you the following 
  hindrances and abilities:
  • 
  You gain darkvision out to a range of 60 feet. If you 
  already have darkvision from another source, its 
  range increases by 30 feet.
  • 
  You can drain blood and life energy from a 
  willing creature, or one that is grappled by you, 
  incapacitated, or restrained. Make a melee attack 
  against the target. Your fanged bite is a natural 
  weapon, which counts as a simple melee weapon 
  with which you are proficient. You add your 
  Constitution modifier to the attack and damage 
  rolls when you attack with your bite. If you hit, you 
  deal 1 piercing damage and 1d6 necrotic damage. 
  The target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage taken, 
  and you regain any lost hit points equal to that 
  amount. The reduction lasts until the target finishes 
  
  83
  a long rest. The target dies if this effect reduces 
  its hit point maximum to 0. However, if you go 
  for 7 days without dealing this damage, your hit 
  point maximum is reduced by 1d6 per week. This 
  reduction can’t be removed until you have used this 
  ability and completed a long rest.
  • 
  The damage increases to 2d6 at 5th level, 3d6 at 11th 
  level, and 4d6 at 17th level.
  • 
  You have disadvantage on attack rolls and on 
  Wisdom (Perception) checks that rely on sight when 
  you, the target of your attack, or whatever you are 
  trying to perceive is in direct sunlight.
  • 
  If you enter a location without being invited by one 
  of its occupants, you have disadvantage on attack 
  rolls and saving throws. An occupant is considered 
  to be a creature that can speak a language and has 
  lived in the location for a year and a day. Otherwise, 
  the location can be entered freely.
  • 
  You have disadvantage on ability checks while in 
  running water.
  Deathly Nature
  1st-level Vampire Bloodline feature
  Your vampiric power changes your creature type to 
  undead, and grants the following benefits:
  • 
  You have advantage on saving throws against 
  disease and being poisoned, and you have 
  resistance to poison damage.
  • 
  You have advantage on death saving throws. 
  • 
  You don’t need to eat, drink, or breathe, and you 
  don’t age. 
  • 
  You don’t need to sleep, and magic can’t put you 
  to sleep. You can finish a long rest in 4 hours if you 
  spend those hours in an inactive, motionless state, 
  during which you retain consciousness. 
  Vampiric Powers
  6th-level Vampire Bloodline feature
  You can use your innate sorcerous magic as a catalyst 
  to awaken vampiric powers. You learn one vampiric 
  power of your choice, which is detailed below. Vampiric 
  powers require sorcery points to use. You learn one 
  additional vampiric power of your choice at 9th, 12th, 
  and 15th level. Each time you learn a new vampiric 
  power, you can also replace one power you know with 
  a different one.
  Charming Gaze. You target one humanoid you 
  can see within 30 feet of you as an action and spend 
  2 sorcery points. If the target can see you, the target 
  must succeed on a Wisdom saving throw against your 
  spellcasting DC or be charmed by you. The charmed 
  target regards you as a trusted friend to be heeded and 
  protected. Although the target isn’t under your control, 
  it takes your requests or actions in the most favorable 
  way it can, and it is a willing target for your bite attack. 
  Each time you or your companions do anything harmful 
  to the target, it can repeat the saving throw, ending the 
  effect on itself on a success. Otherwise, the effect lasts 1 
  hour or until you are killed, rendered unconscious, are 
  on a different plane of existence than the target, or you 
  take a bonus action to end the effect.
  When you activate this ability, you can spend 
  additional sorcery points to affect another creature 
  within 5 feet of the first that you can see. You can spend 
  2 additional sorcery points when you activate this 
  ability to affect another target, up to a maximum of 8 
  sorcery points spent in this way to affect four additional 
  targets. 
  Children of the Night. You can spend 4 sorcery points 
  as an action to magically call up to twelve swarms 
  of bats or rats, provided that the sun isn’t up. While 
  outdoors, you can call up to twelve wolves instead. The 
  called creatures arrive in 1d4 rounds, acting as your 
  allies and obeying your spoken commands. The beasts 
  remain for 1 hour, until you die, fall unconscious, or 
  until you dismiss them as a bonus action.
  When you activate this ability, you can spend 
  additional sorcery points to summon additional 
  creatures. You can spend 2 additional sorcery points 
  when you activate this ability to summon an additional 
  four swarms of bats or rats or four more wolves if you 
  are outdoors, up to a maximum of 8 sorcery points.
  Mist Form. If you are attacked while you are below 
  half your hit point maximum, you can spend 4 sorcery 
  points as an action or as a reaction to transform into a 
  
  84
  cloud of mist. While in this form, your only method of 
  movement is a flying speed of 10 feet. In this form, you 
  can enter and occupy the space of another creature. You 
  have resistance to nonmagical damage, and you have 
  advantage on Strength, Dexterity, and Constitution 
  saving throws. You can pass through small holes, 
  narrow openings, and even mere cracks, though you 
  treat liquids as though they were solid surfaces. You 
  can’t fall, and remain hovering in the air even when 
  stunned or otherwise incapacitated. While in the form 
  of a misty cloud, you can’t attack, cast spells, talk, or 
  manipulate objects, and any objects you were carrying 
  or holding can’t be dropped, used, or otherwise 
  interacted with.. You can remain in this form for up to 1 
  hour.
  The effect ends if you drop to 0 hit points.
  Shapechanger. If you aren’t in sunlight or running 
  water, you can use your action and spend 3 sorcery 
  points to polymorph into a Tiny bat or Medium wolf. 
  The polymorph lasts 1 hour, and you can end it as a 
  bonus action.
  While in bat form, you have the following changes:
  • 
  You can’t speak.
  • 
  Your speed is 5 feet.
  • 
  You have a flying speed of 30 feet.
  • 
  You have blindsight out to a range of 60 feet.
  • 
  You can’t use its blindsight while deafened.
  • 
  You have advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Your statistics, other than size and speed, are 
  unchanged. Anything you are wearing transforms with 
  you, but nothing you are carrying does. You revert to 
  your true form if you die or are rendered unconscious.
  While in wolf form, you have the following changes:
  • 
  You can’t speak.
  • 
  Your speed is 40 feet.
  • 
  You have advantage on Wisdom (Perception) 
  checks that rely on hearing or smell.
  • 
  You have advantage on attack rolls against a 
  creature if at least one of your allies is within 5 feet 
  of the creature and the ally isn’t incapacitated.
  Your statistics, other than size and speed, are 
  unchanged. Anything you are wearing transforms with 
  you, but nothing you are carrying does. You revert to 
  your true form if you die or are rendered unconscious.
  Essence Drinker
  14th-level Vampire Bloodline feature
  You learn to steal the life from creatures slain by your 
  spells or blood drain in order to replenish your magic.  
  When you reduce a hostile creature within 10 feet of 
  you to 0 hit points by using either a spell of 1st level 
  or higher or your blood drain feature, you can use 
  your reaction to regain 1 sorcery point. Constructs and 
  undead cannot be affected by this feature.
  Vampiric Apostheosis
  18th-level Vampire Bloodline feature
  Your sorcerous magic synchronizes with your vampiric 
  blood in such a way that you gain many of the strengths 
  and few of the weaknesses of your vampiric kindred.
  You gain resistance to necrotic damage, and you have 
  resistance to bludgeoning, piercing, and slashing from 
  nonmagical attacks. If you start your turn while below 
  half your hit point maximum, you regain 10 hit points 
  if you have at least 1 hit point remaining and aren’t in 
  sunlight or running water, unless the damage is radiant 
  or caused by holy water. In addition, when you use 
  your Essence Drinker feature, you regain 3 sorcery 
  points instead of 1.
  New Vampire Bloodline Spells
  Drain Life
  5th-level necromancy
  Casting Time: 1 action
  Range: Self (30-foot radius sphere)
  Components: V, S, M (blood of a vampire)
  Duration: Instantaneous
  Your dark magic tears at the life of creatures around 
  you. Each creature within 20 feet of you that is not 
  undead or a construct must succeed on a Constitution 
  saving throw or take 3d8 necrotic damage, half as much 
  on a successful save. Creatures below half their hit point 
  maximum have disadvantage on this saving throw and 
  take an additional 3d8 necrotic damage. You regain 
  any lost hit points equal to half the amount of necrotic 
  damage dealt.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d8 for each slot level above 5th.
  Empower Creatures of the Night
  3rd-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your magic imbues your beastly minions with 
  unnatural fervor. Choose a number of nocturnal beasts 
  within 90 feet of you whose total cannot exceed CR 2; 
  e.g., this could be one saber-toothed tiger (CR 2), two 
  giant spiders (CR 1), four swarms of insects (CR 1/2), 
  eight giant owls (CR 1/4) or any combination of beasts 
  of CR 1/4, 1/2, 1, or 2. The chosen creatures gain a 
  bonus to AC, ability checks, attack rolls, and saving 
  throws equal to your proficiency bonus.
  At Higher Levels. When you cast this spell using 
  
  85
  a spell slot of 4th level or higher, you can imbue an 
  additional number of beasts of any combination, as 
  above, up to CR 1, for each slot above 3rd level.
  Larloch's Minor Drain
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  A ball of necrotic energy leeches life from a creature. 
  Choose a hostile creature within 30 feet that you can see 
  that is not a construct or undead. It must succeed on a 
  Constitution saving throw or take 1d4 necrotic damage. 
  If you are below half your hit point maximum, you 
  regain hit points equal to the damage dealt.
  This spell’s damage increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level (4d4).
  Vampiric Mist
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (blood of a vampire)
  Duration: Concentration, up to 10 minutes
  You transform, along with everything you are wearing 
  and carrying, into a thick, crimson cloud for the 
  duration. The spell ends if you drop to 0 hit points.
  While in this form, your only method of movement 
  is a flying speed of 20 feet. You can enter and occupy 
  the space of another creature. You have resistance 
  to nonmagical damage, and you have advantage on 
  Strength, Dexterity, and Constitution saving throws. 
  You can pass through small holes, narrow openings, 
  and even mere cracks, though you treat liquids as if 
  they were solid surfaces. You can't fall and you remain 
  hovering in the air even when stunned or otherwise 
  incapacitated.
  A creature that isn’t a construct or undead that 
  begins its turn in a space occupied by you must make 
  a Constitution saving throw against your spellcasting 
  DC or take 3d6 necrotic damage, half as much on a 
  successful save. If you are below half your hit points 
  maximum, you regain hit points equal to the damage 
  dealt. The creature’s hit point maximum is reduced by 
  an amount equal to the necrotic damage taken. This 
  reduction lasts until the creature finishes a long rest. 
  The creature dies if its hit point maximum is reduced to 
  0.
  While in the form of a misty cloud, you can’t attack, 
  cast spells, talk, or manipulate objects, and any objects 
  you were carrying or holding can’t be dropped, used, or 
  otherwise interacted with.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d6 for each slot level above 5th.
  Iam Pace
  
  86
  Wildheart Bloodline
  The raw power of nature flows through your body. You 
  feel a connection beyond yourself that leads back to 
  places where the wild world is strongest. Perhaps one 
  of your ancestors had a fateful meeting with a dryad or 
  you drank deeply of a sticky sap that contained ancient 
  memories. No matter how you came to these powers, 
  you must struggle to contain and control them before 
  they consume you.
  Wildheart Bloodline Origins
  d6
  Origin
  1
  You drank a potion offered to you by a strange 
  old man with pink hair. Thinking back on it, 
  you’re pretty sure he was a fey.
  2
  After having been inflicted with a grievous 
  wound as a child, dryads bathed you in a 
  mystical sap to heal your wounds; it left you 
  forever changed.
  3
  A splinter from a once-great tree rests within your 
  body. That tree, now long gone, has bestowed 
  upon you a measure of its remaining power.
  4
  The ancient power of the forest in which you 
  were raised has enriched your being with its 
  energy.
  5
  Your mother was a great and powerful druid; the 
  power within her has awakened inside you.
  6
  For the actions of your ancestors, a great curse 
  has befallen your line. You are the first who has 
  decided to make peace with your curse.
  Ancient Mind
  1st-level Wildheart Bloodline feature 
  When your Spellcasting feature lets you learn or 
  replace a sorcerer cantrip or a sorcerer spell of 1st level 
  or higher, you can choose the new spell from the druid 
  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.
  Of Bark and Root
  1st-level Wildheart Bloodline feature
  When you aren’t wearing armor, your Armor Class 
  equals 14 + your Dexterity modifier. As a bonus 
  action, you can give yourself resistance to nonmagical 
  bludgeoning, piercing, or slashing damage until the 
  start of your next turn. You can use this bonus action 
  only if you haven’t moved during this turn, and after 
  you use the bonus action, your speed is 0 until the end 
  of the current turn.
  Chaotic Correction
  6th-level Wildheart Bloodline feature 
  When a creature within 60 feet of you that you can 
  see is about to roll with disadvantage, you can spend 
  1 sorcery point and use your reaction to remove 
  disadvantage from the roll, allowing them to roll 
  normally. This reaction only works if disadvantage was 
  imposed by a source other than the target itself.
  You can spend 1 additional sorcery point to redirect 
  the disadvantage to a creature you can see within 60 
  feet. The next time that creature would make an attack 
  roll, ability check, or saving throw, they roll it with 
  disadvantage.
  
  87
  Song of the Wood
  14th-level Wildheart Bloodline feature 
  You have connected deeply to the spirit of the wood 
  inside you. When you use the bonus action from Of 
  Bark and Root, you can move before and after using the 
  feature.
  Drink Deeply
  18th-level Wildheart Bloodline feature 
  You can draw in power from the lifeforce around you 
  to heal your wounds. When you are reduced to 0 hit 
  points, you can spend a number of sorcery points up to 
  your Charisma modifier to target that many creatures 
  within 30 feet of you. Each creature must make a 
  Constitution saving throw against your spell save DC or 
  take 8d8 necrotic damage, half as much on a successful 
  saving throw. After this damage is dealt, you heal for 
  the lowest amount done to any single creature. You 
  cannot use this ability again until you finish a long rest.
  New Wildheart Bloodline Spells
  Area of Balance
  6th-level abjuration
  Casting Time: 1 action
  Range: Self (30-foot radius sphere)
  Components: V, S
  Duration: Concentration up to 1 minute
  A field of balancing natural magic flows out in a 30-foot 
  radius around you. Creatures within this radius cannot 
  benefit from advantage or disadvantage while inside 
  the area. As soon as a creature starts its turn in the area, 
  or passes through it on their turn, they are under the 
  effect of the spell. These effects persist until the end of 
  their turn even if they leave the area. As a bonus action 
  on your turn, you can single out one creature within the 
  radius of the spell. That creature must make a Charisma 
  saving throw against your spell save DC or they are 
  unable to apply any bonuses to their next ability check, 
  attack roll, or saving throw. 
  Crawling Roots
  5th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (A small piece of root from a 
  living tree)
  Duration: Concentration up to 1 minute
  Roots surge under the ground to grasp and protect your 
  allies. When you cast this spell, designate a 30-foot area 
  within the range of the spell. Allies of yours within that 
  radius are immune to the restrained condition caused 
  by spells or abilities. They also automatically succeed on 
  any grapple escapes made within the area of the spell 
  and gain advantage on any grapple checks they make 
  on other creatures within the area. If a spell or ability 
  would move one of the creatures within the area of the 
  spell, these effects automatically fail. As a bonus action 
  on your turn, you can move the area anywhere within 
  60 feet of you.
  Grouping Roots
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (A small piece of root from a 
  living tree)
  Duration: Concentration up to 1 minute
  Roots surge under the ground to grasp and protect your 
  allies. When you cast this spell, designate a 20-foot area 
  within the range of the spell. Allies of yours within that 
  radius are immune to the restrained condition caused 
  by spells or abilities, and they also have advantage on 
  attempts to escape a grapple. If a spell or ability would 
  move one of these creatures outside of the area of the 
  spell, the creature is instead pulled back to the closest 
  square within the area.
  Restore Plant
  1st-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: Instantaneous
  When you touch a plant creature, it regains 2d8 + your 
  spellcasting ability modifier hit points. This spell also 
  heals damage to other plant life as long as the damage is 
  not magical in nature. This spell can restore up to 10 by 
  10 feet of plant material to a lush state. If used on a plant 
  larger than this, the regenerating effect fails to activate.
  At Higher Levels: When you cast this spell using a 
  spell slot of 2nd level or higher, the healing increases by 
  1d8 for each slot level above 1st and the spell restores 
  another 10 feet of material.
  Isaac May
  
  88
  Spell Index - By Name
  Acid Fog 
   
   
  55
  Aegis of Ensnarement 
   
  43
  Akadi’s Exhalation 
   
  12
  Arcane Reflow  
   
  21
  Area of Balance  
   
  87
  Aura of the Grave 
   
  47
  Ball Lightning 
   
   
   9
  Battlemind Step  
   
  15
  Blessing of the Raven Queen 
  66
  Blood Dart 
   
   
  28
  Blood Tether 
   
   
  28
  Borne on Black Wings 
   
  65
  Break Bond 
   
   
  80
  Chains of Fire 
   
   
  77
  Chaos Walking  
   
   6
  Control Undead  
   
  47
  Crawling Roots  
   
  87
  Creeping Fog 
   
   
  55
  Critical Miss 
   
   
  24
  Crown of the Beholder 
   
  30
  Curse of Petrification 
   
  52
  Death for Death  
   
  66
  Degradation 
   
   
  28
  Destiny Projection 
   
  21
  Detect Creature  
   
  69
  Devour Essence  
   
  38
  Discombobulate  
   
  24
  Divining Dart 
   
   
  63
  Drain Life 
   
   
  84
  Dragonflame Mantle 
   
  77
  Elemental Bridge 
   
  25
  Elemental Transcendence  
  26
  Empower Creatures of the Night 84
  Enchantment of Fire and Ice 
  26
  Enlarge Arms 
   
   
  41
  Extract Intellect Devourer 
  17
  Eyes Ablaze 
   
   
  77
  False Information 
   
  63
  Fate Changer 
   
   
  22
  Feywild Adagio  
   
  32
  Finalem Moriendi 
   
  12
  Fist of Fury 
   
   
  41
  Flame Whip 
   
   
  73
  Flicker  
   
   
  33
  Force Hammer  
   
  43
  Forcing Fate 
   
   
  63
  Forest Sieze 
   
   
  33
  Freezing Cloud  
   
  55
  Gear Grind 
   
   
  50
  Ghostly Posession 
   
  38
  Glimpse of Fate  
   
  22
  Greater Bane 
   
   
  24
  Greater Dispel Magic 
   
   9
  Group Rage 
   
   
  41
  Grouping Roots  
   
  87
  Heart’s Desire 
   
   
  35
  Iara’s Geyser 
   
   
  18
  Illusion of Perfection 
   
  35
  Infusion  
   
   
  28
  Larloch’s Minor Drain 
   
  85
  Lend 
   
   
   
  69
  Life Tether 
   
   
  48
  Living Campfire  
   
  73
  Lucid Daydreams 
   
  31
  Magical Shock 
   
   
  50
  Mantle of Moonlight 
   
  58
  Mindfire 
   
   
  17
  Mist Tendrils 
   
   
  56
  Mists of Horror  
   
  55
  Mists of Madness 
   
  56
  Modron Command 
   
  50
  Moon Shadow Song 
   
  58
  Moon-Silvered Blade 
   
  58
  Move Through Matter 
   
  39
  Mutate Power 
   
   
   6
  Necrotic Vanitas  
   
  12
  Nightmare Vortex 
   
  15
  Percussive Counterspell  
  10
  Phantom Caravan 
   
  60
  Pillar of Thorns  
   
  33
  Predictive Protection 
   
  63
  Prime the Fire 
   
   
  77
  Primordial Commination  
  26
  Psychic Wall 
   
   
  17
  Quivaelyn’s Persistent Harrier 
  15
  Ray Shield 
   
   
  31
  Reactive Skin 
   
   
  71
  Read the Fine Print 
   
  35
  Reaper’s Bolt 
   
   
  12
  Restore Plant 
   
   
  87
  Sanctuary of Stone 
   
  52
  Serpent Glide 
   
   
  71
  Serpent’s Senses  
   
  53
  Shade of the Night Serpent 
  53
  Share History 
   
   
  80
  Shattered Time  
   
  15
  Shed Skin 
   
   
  71
  Shutdown 
   
   
  69
  Singularity 
   
   
  74
  Solar Screen 
   
   
  73
  Spell Filch 
   
   
  10
  Spidersilk Slash  
   
  43
  Step into Order  
   
  50
  Step of a Dozen Paces 
   
  60
  Strip 
   
   
   
  69
  Summon Spectral Minions 
  39
  Summons of Khirad 
   
  60
  Susceptibility 
   
   
  24
  Teleport Object  
   
  61
  The Raven Queen’s Breath 
  66
  Thrall of the Sea  
   
  19
  Thunderous Reprisal 
   
  44
  Tomb Skin 
   
   
  48
  Total Eclipse 
   
   
  74
  Transfer Magical Prowess 
   6
  Transfer Sentience 
   
  80
  Traveler's Pearl  
   
  19
  Twinned Attack  
   
  80
  Tyrant's Eyes 
   
   
  31
  Unshakable 
   
   
  41
  Vampiric Mist 
   
   
  85
  Venomous Bite  
   
  71
  Waking Nightmare 
   
  58
  Water Cannon 
   
   
  19
  Weave Well 
   
   
   6
  Witless  
   
   
  35
  
  89
  Spell Index - By Level
  Cantrip
  Battlemind Step  
   
  15
  Eyes Ablaze 
   
   
  77
  Larloch’s Minor Drain 
   
  85
  Lend 
   
   
   
  69
  Teleport Object  
   
  61
  1st level
  Blood Tether 
   
   
  28
  Detect Creature  
   
  69
  Fist of Fury 
   
   
  41
  Flame Whip 
   
   
  73
  Mindfire 
   
   
  17
  Mist Tendrils 
   
   
  56
  Moon-Silvered Blade 
   
  58
  Pillar of Thorns  
   
  33
  Predictive Protection 
   
  63
  Reactive Skin 
   
   
  71
  Restore Plant 
   
   
  87
  Serpent Glide 
   
   
  71
  Step of a Dozen Paces 
   
  60
  Venomous Bite  
   
  71
  Witless  
   
   
  35
  2nd level
  Aura of the Grave 
   
  47
  Ball Lightning 
   
   
   9
  Blessing of the Raven Queen 
  66
  Creeping Fog 
   
   
  55
  Critical Miss 
   
   
  24
  Discombobulate  
   
  24
  Dragonflame Mantle 
   
  77
  Enlarge Arms 
   
   
  41
  Fate Changer 
   
   
  22
  Force Hammer  
   
  43
  Freezing Cloud  
   
  55
  Grouping Roots  
   
  87
  Move Through Matter 
   
  39
  Serpent’s Senses  
   
  53
  Share History 
   
   
  80
  Solar Screen 
   
   
  73
  Tomb Skin 
   
   
  48
  Waking Nightmare 
   
  58
  Water Cannon 
   
   
  19
   
  3rd level
  Aegis of Ensnarement 
   
  43
  Arcane Reflow  
   
  21
  Blood Dart 
   
   
  28
  Destiny Projection 
   
  21
  Devour Essence  
   
  38
  Empower Creatures of the Night 84
  Feywild Adagio  
   
  32
  Flicker  
   
   
  33
  Forcing Fate 
   
   
  63
  Iara's Geyser 
   
   
  18
  Illusion of Perfection 
   
  35
  Magical Shock 
   
   
  50
  Mutate Power 
   
   
   6
  Necrotic Vanitas  
   
  12
  Quivaelyn’s Persistent Harrier 
  15
  Sanctuary of Stone 
   
  52
  Summons of Khirad 
   
  60
  Transfer Magical Prowess 
   6
  Twinned Attack  
   
  80
  4th level
  Acid Fog 
   
   
  55
  Akadi’s Exhalation 
   
  12
  Chains of Fire 
   
   
  77
  Chaos Walking  
   
   6
  Control Undead  
   
  47
  Enchantment of Fire and Ice 
  26
  False Information 
   
  63
  Forest Sieze 
   
   
  33
  Greater Bane 
   
   
  24
  Life Tether 
   
   
  48
  Mists of Madness 
   
  56
  Nightmare Vortex 
   
  15
  Psychic Wall 
   
   
  17
  Read the Fine Print 
   
  35
  Reaper's Bolt 
   
   
  12
  Spell Filch 
   
   
  10
  Summon Spectral Minions 
  39
  Thrall of the Sea  
   
  19
  Thunderous Reprisal 
   
  44
  Tyrant’s Eyes 
   
   
  31
  Vampiric Mist 
   
   
  85
  5th level
  Break Bond 
   
   
  80
  Crawling Roots  
   
  87
  Degradation 
   
   
  28
  Divining Dart 
   
   
  63
  Drain Life 
   
   
  84
  Elemental Bridge 
   
  25
  Gear Grind 
   
   
  50
  Ghostly Posession 
   
  38
  Glimpse of Fate  
   
  22
  Greater Dispel Magic 
    
   9
  Heart’s Desire 
   
   
  35
  Living Campfire  
   
  73
  Lucid Daydreams 
   
  31
  Mantle of Moonlight 
   
  58
  Mists of Horror  
   
  55
  Percussive Counterspell  
  10
  Prime the Fire 
   
   
  77
  Shade of the Night Serpent 
  53
  Shattered Time  
   
  15
  Shutdown 
   
   
  69
  Spidersilk Slash  
   
  43
  Susceptibility 
   
   
  24
  The Raven Queen’s Breath 
  66
  6th level
  Area of Balance  
   
  87
  Borne on Black Wings 
   
  65
  Death for Death  
   
  66
  Extract Intellect Devourer 
  17
  Group Rage 
   
   
  41
  Modron Command 
   
  50
  Phantom Caravan 
   
  60
  Primordial Commination  
  26
  Shed Skin 
   
   
  71
  Step into Order  
   
  50
  Strip 
   
   
   
  69
  Traveler’s Pearl  
   
  19
  Unshakable 
   
   
  41
  7th level
  Infusion  
   
   
  28
  Ray Shield 
   
   
  31
  Singularity 
   
   
  74
  8th level
  Crown of the Beholder 
   
  30
  Finalem Moriendi 
   
  12
  Weave Well 
   
   
   6
  9th level
  Curse of Petrification 
   
  52
  Elemental Transcendence  
  26
  Moon Shadow Song 
   
  58
  Total Eclipse 
   
   
  74
  Transfer Sentience 
   
  80
  
  90
  Spell Index - By Spell School
  Abjuration
  Arcane Reflow  
   
  21
  Area of Balance  
   
  87
  Borne on Black Wings 
   
  65
  Break Bond 
   
   
  80
  Dragonflame Mantle 
   
  77
  False Information 
   
  63
  Greater Dispel Magic 
   
   9
  Mutate Power 
   
   
   6
  Percussive Counterspell  
  10
  Primordial Commination  
  26
  Ray Shield 
   
   
  31
  Solar Screen 
   
   
  73
  Spell Filch 
   
   
  10
  Thunderous Reprisal 
   
  44
  Tomb Skin 
   
   
  48
  Weave Well 
   
   
   6
  Conjuration
  Acid Fog 
   
   
  55
  Battlemind Step  
   
  15
  Crawling Root 
   
   
  87
  Creeping Fog 
   
   
  55
  Freezing Cloud  
   
  55
  Gear Grind 
   
   
  50
  Grouping Roots  
   
  87
  Mist Tendrils 
   
   
  56
  Mists of Horror  
   
  55
  Mists of Madness 
   
  56
  Modron Command 
   
  50
  Phantom Caravan 
   
  60
  Quivaelyn’s Persistent Harrier 
  15
  Restore Plant 
   
   
  87
  Shade of the Night Serpent 
  53
  Step into Order  
   
  50
  Step of a Dozen Paces 
   
  60
  Summons of Khirad 
   
  60
  Teleport Object  
   
  61
  Traveler's Pearl  
   
  19
  Divination
  Blood Tether 
   
   
  28
  Detect Creature  
   
  69
  Divining Dart 
   
   
  63
  Elemental Transcendence  
  26
  Fate Changer 
   
   
  22
  Forcing Fate 
   
   
  63
  Glimpse of Fate  
   
  22
  Predictive Protection 
   
  63
  Read the Fine Print 
   
  35
  Serpent’s Senses  
   
  53
  Share History 
   
   
  80
  Tyrant’s Eyes 
   
   
  31
  Enchantment
  Aegis of Ensnarement 
   
  43
  Discombobulate  
   
  24
  Empower Creatures of the Night 84
  Enchantment of Fire and Ice 
  26
  Extract Intellect Devourer 
  17
  Greater Bane 
   
   
  24
  Group Rage 
   
   
  41
  Heart’s Desire 
   
   
  35
  Lucid Daydreams 
   
  31
  Mindfire 
   
   
  17
  Nightmare Vortex 
   
  15
  Reactive Skin 
   
   
  71
  Spidersilk Slash  
   
  43
  Susceptibility 
   
   
  24
  Thrall of the Sea  
   
  19
  Transfer Magical Prowess 
   6
  Unshakable 
   
   
  41
  Witless  
   
   
  35
  Evocation
  Akadi’sExhalation 
   
  12
  Ball Lightning 
   
   
  9
  Blood Dart 
   
   
  28
  Chains of Fire 
   
   
  77
  Crown of the Beholder 
   
  30
  Eyes Ablaze 
   
   
  77
  Fist of Fury 
   
   
  41
  Flame Whip 
   
   
  73
  Force Hammer  
   
  43
  Iara’s Geyser 
   
   
  18
  Infusion  
   
   
  28
  Magical Shock 
   
   
  50
  Mantle of Moonlight 
   
  58
  Moon-Silvered Blade 
   
  58
  Prime the Fire 
   
   
  77
  Psychic Wall 
   
   
  17
  Shattered Time  
   
  15
  Shed Skin 
   
   
  71
  Singularity 
   
   
  74
  Total Eclipse 
   
   
  74
  Twinned Attack  
   
  80
  Water Cannon 
   
   
  19
  Illusion
  Destiny Projection 
   
  21
  Flicker  
   
   
  33
  Illusion of Perfection 
   
  35
  Moon Shadow Song 
   
  58
  Waking Nightmare 
   
  58
  Necromancy
  Aura of the Grave 
   
  47
  Blessing of the Raven Queen 
  66
  Control Undead  
   
  47
  Death for Death  
   
  66
  Degradation 
   
   
  28
  Devour Essence  
   
  38
  Drain Life 
   
   
  84
  Finalem Moriendi 
   
  12
  Larloch’s Minor Drain 
   
  85
  Life Tether 
   
   
  48
  Necrotic Vanitas  
   
  12
  Reaper’s Bolt 
   
   
  12
  Summon Spectral Minions 
  39
  The Raven Queen’s Breath 
  66
  transmutation
  Chaos Walking  
   
  6
  Critical Miss 
   
   
  24
  Curse of Petrification 
   
  52
  Elemental Bridge 
   
  25
  Enlarge Arms 
   
   
  41
  Feywild Adagio  
   
  32
  Forest Sieze 
   
   
  33
  Ghostly Posession 
   
  38
  Lend 
   
   
   
  69
  Living Campfire  
   
  73
  Move Through Matter 
   
  39
  Pillar of Thorns  
   
  33
  Sanctuary of Stone 
   
  52
  Serpent Glide 
   
   
  71
  Shutdown 
   
   
  69
  Strip 
   
   
   
  69
  Transfer Sentience 
   
  80
  Vampiric Mist 
   
   
  85
  Venomous Bite  
   
  71
  
  91
  Spell Index - By Class*
  *These are all Sorcerer Spells by default, and as such the class is not listed below 
  Artificer
  Cantrip
  Teleport Object  
   
  61
  2nd level
  Dragonflame Mantle 
   
  77
  5th level
  Greater Dispel Magic 
   
   9
  Spidersilk Slash  
   
  43
  Bard
  Cantrip
  Teleport Object  
   
  61
  2nd level
  Critical Miss 
   
   
  24
  Discombobulate  
   
  24
  Move Through Matter 
   
  39
  Waking Nightmare 
   
  58
  3rd level
  Forcing Fate 
   
   
  63
  Magical Shock 
   
   
  50
  4th level
  False Information 
   
  63
  Greater Bane 
   
   
  24
  Nightmare Vortex 
   
  15
  Thunderous Reprisal 
   
  44
  5th level
  Divining Dart 
   
   
  63
  Gear Grind 
   
   
  50
  Greater Dispel Magic 
   
   9
  6th level
  Death for Death  
   
  66
  Group Rage 
   
   
  41
  Step into Order  
   
  50
  Unshakable 
   
   
  41
  Cleric
  2nd level
  Aura of the Grave 
   
  47
  Enlarge Arms 
   
   
  41
  4th level
  Chaos Walking  
   
   6
  Control Undead  
   
  47
  Greater Bane 
   
   
  24
  Summon Spectral Minions 
  39
  Thunderous Reprisal 
   
  44
  5th level
  Greater Dispel Magic 
   
   9
  Prime the Fire 
   
   
  77
  6th level
  Borne on Black Wings 
   
  65
  Druid
  Cantrip
  Eyes Ablaze 
   
   
  77
  1st level
  Moon-Silvered Blade 
   
  58
  Restore Plant 
   
   
  87
  Step of a Dozen Paces 
   
  60
  2nd level
  Ball Lightning 
   
   
   9
  Grouping Roots  
   
  87
  Move Through Matter 
   
  39
  3rd level
  Empower Creatures of the Night 84
  5th level
  Crawling Roots  
   
  87
  Greater Dispel Magic 
   
   9
  Mantle of Moonlight 
   
  58
  6th level
  Area of Balance  
   
  87
  Borne on Black Wings 
   
  65
  Phantom Caravan 
   
  60
  Paladin
  2nd level
  Blessing of the Raven Queen 
  66
  3rd level
  Aegis of Ensnarement 
   
  43
  Quivaelyn’s Persistent Harrier 
  15
  5th level
  Greater Dispel Magic 
   
   9
  Shattered Time  
   
  15
  Ranger
  1st level
  Restore Plant 
   
   
  87
  Step of a Dozen Paces 
   
  60
  2nd level
  Move Through Matter 
   
  39
  3rd level
  Aegis of Ensnarement 
   
  43
  Empower Creatures of the Night 84
  Quivaelyn’s Persistent Harrier 
  15
  5th level
  Shattered Time  
   
  15
  Spidersilk Slash  
   
  43
  The Raven Queen’s Breath 
  66
  
  92
  Spell Index - By Class*
  *These are all Sorcerer Spells by default, and as such the class is not listed below 
  Warlock
  Cantrip
  Battlemind Step  
   
  15
  Larloch’s Minor Drain 
   
  85
  Teleport Object  
   
  61
  2nd level
  Aura of the Grave 
   
  47
  Ball Lightning 
   
   
   9
  Blessing of the Raven Queen 
  66
  Critical Miss 
   
   
  24
  Discombobulate  
   
  24
  Move Through Matter 
   
  39
  Tomb Skin 
   
   
  48
  3rd level
  Devour Essence  
   
  38
  Summons of Khirad 
   
  60
  4th level
  Chains of Fire 
   
   
  77
  Control Undead  
   
  47
  Life Tether 
   
   
  48
  Nightmare Vortex 
   
  15
  Spell Filch 
   
   
  10
  Summon Spectral Minions 
  39
  Thunderous Reprisal 
   
  44
  Vampiric Mist 
   
   
  85
  5th level
  Drain Life 
   
   
  84
  Ghostly Posession 
   
  38
  Greater Dispel Magic 
   
   9
  Percussive Counterspell  
  10
  Shattered Time  
   
  15
  Spidersilk Slash  
   
  43
  Susceptibility 
   
   
  24
  The Raven Queen’s Breath 
  66
  6th level
  Borne on Black Wings 
  65
  Wizard
  Cantrip
  Eyes Ablaze 
   
   
  77
  Larloch’s Minor Drain 
   
  85
  Teleport Object  
   
  61
  1st level
  Fist of Fury 
   
   
  41
  Predictive Protection 
   
  63
  2nd level
  Aura of the Grave 
   
  47
  Ball Lightning 
   
   
   9
  Critical Miss 
   
   
  24
  Discombobulate  
   
  24
  Dragonflame Mantle 
   
  77
  Enlarge Arms 
   
   
  41
  Force Hammer  
   
  43
  Move Through Matter 
   
  39
  Tomb Skin 
   
   
  48
  Waking Nightmare 
   
  58
  3rd level
  Aegis of Ensnarement 
   
  43
  Devour Essence  
   
  38
  Empower Creatures of the Night 84
  Forcing Fate 
   
   
  63
  Magical Shock 
   
   
  50
  Quivaelyn’s Persistent Harrier 
  15
  4th level
  Chains of Fire 
   
   
  77
  Control Undead  
   
  47
  False Information 
   
  63
  Life Tether 
   
   
  48
  Spell Filch 
   
   
  10
  Summon Spectral Minions 
  39
  Thunderous Reprisal 
   
  44
  Vampiric Mist 
   
   
  85
  5th level
  Divining Dart 
   
   
  63
  Drain Life 
   
   
  84
  Gear Grind 
   
   
  50
  Ghostly Posession 
   
  38
  Greater Dispel Magic 
   
   9
  Percussive Counterspell  
  10
  Prime the Fire 
   
   
  77
  Shattered Time  
   
  15
  Susceptibility 
   
   
  24
  The Raven Queen’s Breath 
  66
  6th level
  Area of Balance  
   
  87
  Death for Death  
   
  66
  Group Rage 
   
   
  41
  Modron Command 
   
  50
  Step into Order  
   
  50
  Unshakable 
   
   
  41
  9th level
  Moon Shadow Song 
   
  58
  
  93
  Dante Ezio Cifaldi
  Dante Cifaldi is an artist with a passion for all things 
  entertainment, whether that be movies, videogames, 
  books, or TTRPG’s, and harbors a great ambition to work 
  professionally across all areas one day.
  He is most actively associated with Pyromaniac Press as 
  the Lead Artist, ranging from Artwork to Cartography and 
  the Graphic Design Elements that can be found throughout 
  the Adventure Path What Lies Beyond Reason, and the D&D 
  5e hardcover deity supplements Faiths of the Forgotten 
  Realms 1 & 2.
  You can find him on Facebook by his name or check out 
  his Artstation https://www.artstation.com/dante_ezio_c.
  Elise Ann Cretel
  Elise Cretel is an Ennie nominated writer for the DM’s 
  Guild and DriveThruRPG. She is the project lead of the 
  #ThroughTheVeil Feywild series (D&D 5e) and #Tartarus. 
  She is a contributing author of best sellers such as 
  Uncaged, Blackstaff’s Tome of Wizardry, and The Great Dale 
  Campaign Guide. She is also published on HitRecord and 
  a contributor to the Emmy winning Create Together series. 
  Find her on Twitter @DNDElise. 
  Jeremy Forbing
  Jeremy Forbing, a neurodivergent writer and former 
  theatre artist, lives in L.A. with his wife Celine and their 
  sons, Isaac and Owen. He is a Mithral-bestselling author 
  on DMsGuild.com, where his creations range from the 
  Masque of the Red Death Player's Guide and The Blackstaff's 
  Book of 1000 Spells to the Ravenloft Archetypes series of 
  player options (which Critical Role creator Matt Mercer 
  praised as “Well thought out, well presented, and a 
  fantastic supplement to any campaign."). Most recently, he 
  co-authored the compilation Tasha's Hideous Leftovers. Find 
  him on Twitter @JeremyForbing.
  Kathleen Harrington
  Kathleen Harrington is a retired university instructor 
  (zoonotic diseases and public health) with extensive 
  experience in writing and editing for academia, but is now 
  happily immersed in doing the same for her long-time 
  passion, D&D. Some other recent projects include editing 
  the adamantine bestselling Baldur's Gate: Descent into 
  Avernus Complete DM's Bundle by Eventyr Games; Those 
  Who Wander by Adam Hancock and his team; and Not 
  Another Monster Quest, a forthcoming series of six volumes 
  headed up by Brittney Hay and Cameron Day. She’s also a 
  cat mom, druid, and general geek/nerd. You can find her 
  portfolio at kathleen-harrington.carrd.co.
  Bryan Holmes
  It’s said that if you listen very carefully, at the quietest 
  point in the middle of the night, the echoes from clacking 
  keys can be heard. As it turns out, these legends are true, 
  and the clacking comes from Bryan’s keyboard. Between 
  being a programmer during the day, an author at night, 
  a father all the time, and a moderator for the unofficial 
  DMsGuild Discord, it seems like his soul must have been 
  traded in a contract to somehow have more hours in the 
  day than physics would allow. For a preview of what 
  one can do with infernal gifts like these, check out the 
  Backgrounds of Faerûn series, Feats of the Forgotten Realms, or 
  Hellbound Heists on the DMsGuild.
  Ryan Langr
  Owner of Realmwarp Media, Ryan incorporates his 
  passion for creating variant and optional mechanics in 
  most of his products for D&D 5e. He’s known primarily 
  for his variant race mechanics Grazilaxx’s Guide to Ancestry, 
  and for alternate multiclassing mechanics Master of None. 
  You can follow him on facebook at @realmwarpmedia, or 
  on Twitter at @RealmwarpM
  Isaac May
  Isaac May is a double platinum bestselling author and 
  editor on DMsGuild, as well as being a voice actor with 
  a background in psychology. He is best known for the 
  popular Weird Stuff and Cursed Classes series. Isaac 
  always has his mind deep in mechanics, and is currently 
  involved in several crowdfunded TTRPG projects. Isaac 
  is often found in a leadership role where he looks for new 
  and underrepresented creators and brings their work to 
  the forefront. You can find him at @IceyKindaDicey on 
  Twitter.
  Iam Pace
  Iam Pace is a multiple Emmy-nominated journalist 
  and Reader's Choice Award-winning copywriter and 
  copyeditor who has freelanced for Wizards of the Coast 
  and Cryptozoic Entertainment. You can see his award-
  winning work on the Cryptozoic store and the DMsGuild, 
  and you can find him posting about RPGs, writing, and art 
  on Twitter.
  Micah Watt
  Shrouded in mystery, hidden in darkness, and rumored to 
  be the chosen of Dumathoin (because he started the rumor) 
  Micah is the Owner of Pyromaniac Press, and Platinum 
  Bestselling D&D 5e designer. Known widely for his epic 
  adventure path What Lies Beyond Reason, the Rex Draconis 
  RPG conversion (of the Richard A. Knaak novels), and the 
  hardcover deity supplements Faiths of the Forgotten Realms 
  1 & 2, you can stalk him at www.pyromaniacpress.com, or 
  on Facebook or Twitter @pyromaniacpress.
  Contributor Biographies
  
  94
  Faiths of the Forgotten Realms provides 
  Cleric Domains and Paladin Oaths for 
  the 50 primary deities of the Faerûnian 
  Pantheon
  This volume features more than 100 
  archetypes, 179 new spells, 28 holy texts, 
  18 magic items and 13 holy artifacts to 
  bring your faith-inspired adventures to 
  life.
  Want More Archetypes? More Spells? 
  Faiths of the Forgotten Realms 2 
  provides class archetypes for 50 select 
  deities from the various peoples of the 
  realms. 
  This volume features 100 archetypes, 105 
  new spells, 13 holy texts and 22 magic 
  items for faithful characters. 
  Faiths of the Forgotten Realms 3 takes 
  the series to the Frozen North.
  This volume contains 24 new archetypes, 
  12 spells, 17 magic items and 11 holy 
  books for faithful play in the arctic 
  wastes of Faerûn. 
  Blackstaff’s Tome of Wizardry offers 
  up the secrets of the wizards of the 
  Forgotten Realms.
  The volume features 31 new wizard 
  archetypes, 139 new spells and 10 new 
  creatures to summon and command.
  The Blackstaff’s Treasury of Items 
  provides more than 250 magic items 
  including all types of weapons, armor, 
  wands, staffs, and miscellaneous items, 
  through to ensemble sets, grafts, tattoos, 
  and infernal war machines!
  The Cubonomicon!
  Tremble in fear at the 32 new Gelatinous 
  Cube varieties presented in this product, 
  ranging from the tiny, fearless CR 
  1/8 Gelatinous Cubelette through to 
  the devastating CR 20 Cubpocolypse 
  Swarm.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Blackstaff's Book of Bloodlines.pdf