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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic stories and adventures worthy to be 
  tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual, and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the sorcerer class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  You would like to play as an heir of a powerful being 
  of the lower planes capable of channel the hellfire. You 
  can also be a sorcerer that need a weapon to channel its 
  inherent powers, make this weapon a powerful tool of 
  combat and magic. You even could be a sorcerer that 
  gain its arcane gifts from the prime elements that exists 
  on the multiverse. Or even a first-born of a archmage 
  that inherited your arcane powers from your father and 
  can channel this power in a spontaneous way instead of 
  through study. 
  At this supplemental rulebook are presented ten new 
  sorcerous origins. Certainly, one of than will fit the 
  concept you imagine for your sorcerer. Explore all the 
  possibilities and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  March 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 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 Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE SORCERER 
  Wielding an energy orb in one hand, the young lady 
  dressed in sexy suits flies on the air while unleash an 
  energy blast upon the goblinoid army under her. The 
  goblins shot arrows, but an invisible shield that appears 
  in a blink in front of the red witch stops the arrows. As 
  the sorceress moves through the battlefield, fire spheres 
  are cast and burn tens of foes. With no hope of victory, 
  the horde of monster spread and run to the forest. 
  Once again, the village is safe. However, among 
  citizens of the village is a mix of admiration and fear 
  cause they know the young sorceress is instable. They 
  have no idea until when they are safe while this 
  uncontrollable force is among them. 
  A sorcerer is a character with strong and spontaneous 
  personality. He is able to produce magical effects 
  through words and gesture that cannot be copied. 
  Sorcerers don’t learn from each another, but they are 
  autodidact that master their feats as discover it. 
   
  CLASS FEATURES 
  As a sorcerer, you are a powerful arcane spellcaster. 
  Your spells has a distinct font that can vary widely. 
  Regardless this origin, your spell font grant you innate 
  spellcasting powers. 
   
  SPELLCASTING 
  As an arcane spellcaster, you learn and manipulate the 
  energies of the multiverse at will. You are capable to 
  produce unbelievable effects through gesture and words 
  that you develops by yourself. Your powers and feats 
  are not learned through study or from a superior force, 
  they are drag from the energies that surround all 
  planes. 
   
  SORCEROUS ORIGIN 
  The origin of your powers can be known by you or not. 
  Regardless of know your font of magic, you learn to 
  manipulate and master your arcane gifts as you 
  practice, becoming more and more powerful and 
  awakening even more traits of your mystical heritage. 
  In the Player’s Handbook are presented two origins. 
  Here are presented ten new slopes of this class feature, 
  bringing a huge variety for the kind of sorcerer you 
  want to be. The new sorcerous origins are presented in 
  the final of this brief description of the sorcerer class 
  features. 
   
  FONT OF MAGIC 
  A short time after a sorcerer discover its inherent 
  powers, he unravels a font of mystical energy that he 
  can manipulate to produce singular magical effects. A 
  sorcerer can cast more spells than normal through this 
  energy, or can apply new effects to the spells he already 
  know. 
   
  METAMAGIC 
  Additionally to your ability to cast spells, you can 
  manipulate your magic at will. Through your singular 
  mystical energy, you can enhance your spells or even 
  chance its essence. Your metamagic skills are select but 
  crucial in difficult times. When this energy is well used, 
  it can chance the fate of a combat or even of an entire 
  event.  
   
  ABILITY SCORE IMPROVEMENT 
  Doubtless, increase your Charisma score is a priority to 
  empower your abilities, since you are an arcane caster 
  that use your force of personality to channel your 
  powers. Nevertheless, you can find some feats that can 
  expand even more your versatility, or improves the 
  focus in some aspect you wish to exalt on your character 
  (see chapter 6 on Player’s Handbook). 
   
  SORCEROUS RESTORATION 
  When you reach mastery of your mystical power, you 
  are capable to recharge your energy whenever you need. 
  You ever have your sorcery font, and are able to 
  manipulate and create spells when needed. 
   
  SORCEROUS ORIGINS 
  At this supplemental rulebook are presented ten new 
  sorcerous origins you can choose instead of the 
  sorcerous origins presented in the Player’s Handbook. 
  The Aberrant Bloodline, the Abyssal Bloodline, the 
  Blood Sorcery, the Elemental Bloodline, the Faery 
  Bloodline, the Ghostly Origin, the Mutable Origin, the 
  Spellfire Origin, the Sword Sorcery, and the Ultimate 
  Bloodline. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  ABERRANT BLOODLINE 
  Your magical power comes from a being from an 
  unknown place for most people. Only savants and 
  scholars know this place – the Distant Realm. Unlike 
  the Wild Magic origin, your bloodline comes specifically 
  from an aberration that through a dark way introduce 
  its inscrutable power inside you. Your strange origin 
  turns evident doing to physical features that you 
  possess like a griping tentacle sprouting from your 
  stomach or a weird snakelike eye located in the palm of 
  your hand. The madness that permeates this uncharted 
  plane is channeled through you as you become stronger 
  and more bonded to this place. The aberrations see you 
  as a suchlike, although it doesn’t means they will be 
  friendly to you. 
   
  ABERRANT HERITAGE 
  At 1st level, you gain some traits that bond you to your 
  otherworldly origin. You gain proficiency in the 
  Intuition skill. 
  You can talk, read, and write Undercommon. 
  Additionally, whenever you make a Charisma check 
  when interacting with aberrations, your proficiency 
  bonus is doubled if it applies to the check. 
   
  ABERRANT VESTIGE 
  Also at 1st level, you develops a weird feature that 
  bonds you to your aberrant origin. A long tentacle 
  sprout from some part of your body and can be used to 
  attack or aid you during spellcasting. Your tentacle can 
  be used as a third arm, allowing you to hold your arcane 
  focus as you cast a spell, even when both your hands are 
  occupied. You can make a melee weapon attack as a 
  bonus action with your appendage that cause 1d4 
  bludgeoning damage. You can use your Strength or 
  Dexterity modifier to attack and damage rolls with your 
  tentacle at your choice. This tentacle can also wield a 
  light or thrown weapon, attacking appropriately with 
  such weapon. 
   
  MADDENING GAZE 
  Starting at 6th level, you gain a third eye in a unusual 
  location. As an action, you can expend 4 sorcery points 
  to open this eye and point it to a creature that you can 
  see within 60 feet of you. The target must be successful 
  in a Wisdom saving throw or suffer a short-term 
  madness (see chapter 8 at Dungeon Master’s Guide) for 
  1 minute. The DM must roll on Short-Term Madness 
  table to set the effect that affects the target. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the madness effect on itself with a 
  successful save. A target successful in the save takes 
  4d6 psychic damage. 
   
  FATHOMLESS MIND 
  At 14th level, you become so tainted by your origin that 
  your mind becomes fathomless to regular creatures. You 
  cannot be target by spells like detect thoughts, locate 
  creature, or scrying, and you have resistance to psychic 
  damage. Additionally, a creature suffer disadvantage on 
  Wisdom (Intuition) checks to understand your 
  intentions or attitudes, and you gain advantage on 
  saving throws against being charmed. 
   
  DISTANT REALM BEING 
  When you reach the 18th level, you glimpse the Distant 
  Realm and gain a permanent connection with this odd 
  world and its dwellers. You can open a gate to the 
  Distant Realm and summon an aberration from there. 
  As an action, you choose an unoccupied space within 60 
  feet of you. In the chosen spot, a gate opens and an 
  aberration with a challenge rating equal or lower than 
  10 at your choice appears in that space and then the 
  gate closes. The creature remain for 10 minutes or until 
  you lose your concentration (as if you were casting a 
  concentration spell), it drops to 0 hit points or you 
  dismiss it, when it will go back to the Distant Realm. 
  The aberration is friendly to you and to your 
  companions. You can telepathically communicate with 
  it to an unlimited distance while it is on the same plane 
  you are. While the aberration is under your command, 
  it will obey your mental commands as best as it can.  
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  ABYSSAL BLOODLINE 
  One of yours ancestors came from the lower planes. 
  Specifically form the Abyss, the home plane of demons. 
  You gain some innate powers from your bloodline, and 
  the most important is your spellcasting ability. The 
  sorcerer that has this sorcery origin usually gain it from 
  a pact with a being of the Abyss sealed by a sorcerer’s 
  ancestor or doing to a distant demonic kin that have 
  relations with a mortal. Alike the tiefling, you have no 
  horns, tail, or forked hoofs. Your appearance doesn’t 
  show your origin immediately. Your abyssal traits are 
  subtle, allowing you to blend among mortals easily. 
   
  DEMONIC HERITAGE 
  At 1st level, you gain some traits typical from the 
  beings of the lower planes. You have resistance to fire 
  damage. 
  You can speak, read, and write Abyssal. Additionally, 
  whenever you make a Charisma check when interacting 
  with fiends, your proficiency bonus is doubled if it 
  applies to the check. 
   
  ABYSSAL INFLUENCE 
  Also at 1st level, you bear traits seductive and repulsive 
  from the creatures of the Abyss at the same time. You 
  gain advantage on Charisma (Intimidation) and 
  Charisma (Persuasion) checks. Additionally, you add 
  the charm person spell to your sorcerer spells known. 
  At 5th level, you add the fear spell to your sorcerer 
  spells known. Such spells doesn’t count on the number 
  of sorcerer spells known you have. 
   
  FIERY AURA 
  Starting at 6th level, you can emit an aura of fire that 
  burns creatures near you. As a bonus action, you can 
  expend 3 sorcery points to emanate a fiery aura that 
  affects any creature within 5 feet of you. At the start of 
  each turn of a creature within 5 feet of you, it takes 2d6 
  fire damage. Your aura remains for 1 minute or until 
  you dispel it as bonus action on your turn. 
   
  DIMENSIONAL STEP 
  At 14th level, you gain the inherent ability of powerful 
  beings of the deep that travel through space in a blink. 
  When you cast a spell of 1st level or higher, you can use 
  a bonus action to teleport yourself to an unoccupied 
  space that you can see within 30 feet of you. 
   
  DEMONIC RESILIENCE 
  When you reach the 18th level, you can surround 
  yourself with a mantle of magical resistance similar to 
  the possessed by the creatures of the Abyss. As a bonus 
  action, you can expend 5 sorcery points to gain 
  resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks and advantage on 
  saving throws against spell and other magical effects. 
  These benefits last for 1 minute. 
   
   
  BLOOD SORCERY 
  The sorcery is on the blood. Some sorcerers inherit their 
  magical powers from powerful beings, like dragons, fey 
  or even deities. However, some sorcerer uncover that its 
  innate power doesn’t come from a mysterious heritage, 
  but literally from the liquid that flows in their veins. A 
  bloodmage, as a sorcerer of the blood is known, can 
  manipulate its own vital energy, melting this energy to 
  its mystical energy in a way nearly impossible to say 
  where its vital energy ends and its magical power 
  starts.  
   
  BLOOD MAGIC 
  At  1st level, you can manipulate your vital force and 
  improves your spells through it. Just before you cast a 
  cantrip that cause damage, you can take 1 damage to 
  add 1d6 to the damage deal by the cantrip. Additionally, 
  just before you cast a spell of 1st to 5th level, as a bonus 
  action, you can take 1d6 damage to cast the spell as if 
  you had used a spell slot one level higher. You can take 
  extra damage dice to cast the spell as if you had used a 
  spell slot of higher levels. For each 1d6 extra damage 
  you take, the spell slot used counts as a spell slot one 
  level higher. 
  You can’t heighten the spell level to a level that you 
  don’t have spell slots available. If a cantrip can make 
  multiple attacks, just one of the attacks cause 1d6 extra 
  damage. 
   
  BLOOD TO SPELL 
  Starting at 6th level, you improves your control over 
  your vital energy and can turn it in mystical energy. As 
  an action, you can take 1d6 damage to recover 1 sorcery 
  point. You can take extra damage dice to recover more 
  sorcery points. For each 1d6 extra damage you take, you 
  recover 1 extra sorcery point. 
   
  DRAIN VITALITY 
  At 14th level, you can create a link between you and an 
  enemy to drain its vital energy. As an action, you can 
  expend 4 sorcery points to choose a creature you can see 
  within 60 feet of you. The target must be successful in a 
  Constitution saving throw or take 2d6 necrotic damage 
  and become linked to you for 1 minute. While linked 
  this way, as a bonus action, you can cause 2d6 extra 
  necrotic damage to the target. You recover a number of 
  hit points equal to the necrotic damage deal by your 
  Drain Vitality. A target linked to you can make a new 
  saving throw at the end of each of its turns, ending the 
  link with a successful save. If the target move away to 
  more than 60 feet of you, or if you fall unconscious, the 
  link ends. 
   
  VASCULAR ATTACK 
  At 18th level, you learn to manipulate not just your 
  vital energy but also the blood of other creatures. As an 
  action, you can expend 6 sorcery points to provoke a 
  deep hemorrhagic implosion in a living creature that 
  you can see within 60 feet of you. The target must make 
  a Constitution saving throw. If it fail, the target takes 
  
   
  10d6 necrotic damage and bleeds for 5 rounds. At the 
  end of each of a bleeding target turns, it must make a 
  new saving throw. If the target fails, it takes 2d6 extra 
  necrotic damage and still bleeding. If the target 
  succeeds the save, it takes no damage and the bleeding 
  ends. The hit point maximum of the target is reduced in 
  a number equal to the necrotic damage caused by your 
  Vascular Attack. The bleeding also ends if the creature 
  is target of magical heal. This reduction of the hit point 
  maximum remain until the target finish a long rest. 
  The target dies if this effect reduce its hit point 
  maximum to 0. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ELEMENTAL BLOODLINE 
  The elemental planes are strongly bond to all other 
  planes of existance. Thanks to this, the native beings of 
  elemental planes can easily travel through multiverse. 
  A sentient being from an elemental plane were part of 
  your bloodline in a given moment and your arcane 
  powers and inherent elemental traits were inherited 
  from him. 
   
  ELEMENTAL ANCESTOR 
  Since 1st level, you choose a elemental kind as your 
  ancestor. The type of damage associated you each 
  elemental will be used for features you gain posteriorly. 
    
  ELEMENTAL ANCESTOR 
  Elemental 
  Damage Type 
  Air 
  Lightning 
  Earth 
  Acid 
  Fire 
  Fire 
  Water 
  Cold 
   
  You can speak, read, and write Primordial. 
  Additionally, whenever you make a Charisma check 
  when interacting with elementals, your proficiency 
  bonus is doubled if it applies to the check. 
   
  AWAKE INHERENT POWER 
  At 1st level, you start to unfold a bond with your 
  elemental origin. You gain resistance to damage of the 
  same type of the associated damage of your elemental 
  ancestor. Additionally, you can manipulate the arcane 
  energy of your spells to convert it to your element of 
  origin, when you cast a sorcerer spell that cause 
  damage, as a bonus action you can convert the damage 
  of this spell to the type of damage associated to your 
  elemental ancestor.  
   
  PIERCING ENERGY 
  Starting at 6th level, you empower the effects of your 
  spells tie to your element. You can add your Charisma 
  modifier to the damage roll of any sorcerer spell you 
  cast that cause damage of the same type of your 
  elemental ancestor. The extra damage applies to a 
  single damage roll of the spell, not to multiple rolls. 
  Starting at 9th level, your spells that cause damage 
  associated to your elemental ancestor ignore damage 
  resistance that a creature can have and cause half 
  damage to creatures immune to this type of damage. 
   
  ELEMENTAL GIFT 
  At 14th level, when you cast a spell of 5th level or 
  higher that cause damage of the same type of the 
  damage associated to your elemental ancestor, as a 
  bonus action, you can gain powers bond to your element 
  of origin for 1 minute as described bellow. 
  Water. You gain swimming speed equal to your 
  walking speed. Additionally, you can breath air and 
  water. 
  Air. You gain fly speed equal to your walking speed. 
  
   
  Fire. You gain immunity to fire damage. 
  Additionally, any creature within 5 feet of you that hit 
  you with a melee attack takes 1d6 fire damage. 
  Earth. You gain burrow speed equal to your walking 
  speed. You also gain +1 bonus of natural armor to your 
  AC. 
   
  ELEMENTAL BODY 
  When you reach the 18th level, you can assume a form 
  of a true elemental. As an action, you can expend 5 
  sorcery points to assume the shape of an elemental with 
  a challenge rating 5 of the same type of your elemental 
  ancestor (see Monster Manual for statistics) for 1 hour, 
  until you drop to 0 hit points, die, or use a bonus action 
  to change back to your original shape. 
  Your game statistics are replaced by the statistics of 
  the elemental, but you retain your alignment, 
  personality, and Intelligence, Wisdom, and Charisma 
  scores. You assume the hit points of the new form. 
  When you revert to your normal form, you returns to 
  the number of hit points you had before you transform. 
  If you reverts as a result of dropping to 0 hit points, any 
  excess damage carries over your normal form. As long 
  as the excess damage doesn’t reduce your normal form 
  to 0 hit points, you aren’t knocked unconscious. 
  You are not limited in action by the nature of your 
  new form, and can speak, and cast your sorcerer spells 
  normally. 
  While is in the elemental form, you can cast any 
  sorcerer spell that cause damage of the associated type 
  of your elemental ancestor as a bonus action. 
  Your gear melds into the new form. You cant activate, 
  use, wield, or otherwise benefit from any of your 
  equipment. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FAERY BLOODLINE 
  Sometimes, humanoids enter forests or groves lured by 
  sings and music that make them find creatures of 
  unearthly beauty and sensuality. These creatures 
  seduce mortals and have relations with them. In some 
  cases, a child born from this union, and in case even 
  more rare, this child manifest supernatural powers 
  from its faery ancestor. When this child grow and 
  awake its inherent gift for sorcery, it also manifest its 
  ancestor powers bond to forest, fey, and beasts. 
   
  FAERY ANCESTOR 
  At 1st level, your ancestry is noticeable through small 
  details at your appearance that bond you to the fey. 
  You gain proficiency with the Persuasion skill and 
  you can speak, read, and write Sylvan. Additionally, 
  whenever you make a Charisma check when interacting 
  with fey or beasts, your proficiency bonus is doubled if it 
  applies to the check. 
   
  GIFT OF THE FEYWILD 
  Also at 1st level, you gain some spellcasting abilities 
  inherent to the fey as mystical beings of the forest. You 
  add the druidcraft and vicious mockery cantrips to your 
  sorcerer cantrips known list. These cantrips doesn’t 
  count on the number of sorcerer cantrips you can know. 
  Additionally, any spell you can cast that target a 
  humanoid, like charm person, can also target a beast or 
  fey. 
   
  FEY CHARM 
  At 6th level, you shows splendid beauty and personality 
  to humanoids and animals. When you cast a spell that 
  can make a humanoid or beast charmed by you, you can 
  expend 1 sorcery point to give disadvantage on the 
  saving throw or the target against the spell’s effect as a 
  bonus action. 
   
  HEART SIGHT 
  Starting at 14th level, you gain the inherent talent of 
  the sprites to fell the true intentions of the creatures. 
  As an action, you can touch a creature and knows its 
  current emotional state. If the target touched fail a 
  Charisma saving throw, you also knows its alignment. 
  Celestials, fiends, and undead automatically fail the 
  saving throw. 
   
  UNEARTHLY GRACE 
  When you reach the 18th level, you can summon the 
  power of the Plane of Faery upon you. As an action, you 
  assume the appearance of a nymph, dryad, or other 
  similar beautiful fey for 1 hour. While under this 
  appearance, you gain a bonus on your saving throws 
  and AC equal to your Charisma modifier (minimum of 
  +1). Additionally, you gain advantage on Charisma 
  checks and Charisma saving throws for the duration. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  
   
  GHOSTLY ORIGIN 
  Some children are tormented by dread supernatural 
  creatures, while other made bonds of friendship with 
  undying beings. As such children grow with its scary 
  companion, its bonds with this creature strengthen and 
  the creatures starts to live inside the children’s body. 
  The creature doesn’t possess your body, it uses you as a 
  vessel and are no longer hold to the place it dies. While 
  the ghost lives inside you, you can manifest powers 
  bond to it, and are able to manipulate magic thanks to 
  the ethereal energy of this being. Invariably, the ghost 
  leaves your body in any moment, but its traits in you 
  become permanently part of your soul. 
   
  UNNATURAL AURA 
  At 1st level, you emanate an aura that let living beings 
  uncomfortable. As an action, you can emanate a 30-feet 
  radius aura that cause discomfort for 1 minute. Any 
  living creature hostile toward you within the area or 
  that enter the area for the first time, must be successful 
  in a Wisdom saving throw or being hassled. A hassled 
  creature suffer disadvantage on attack rolls and ability 
  checks while remain in the aura. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  GHOST NATURE 
  Also at 1st level, you gain some peculiar abilities 
  possessed by ghosts. You doesn’t need to eat or drink.  
  Starting at 10th level, you doesn’t need air or sleep, 
  and you don’t age anymore. You can still die for old age, 
  however. 
   
  HORRIFYING SEMBLANCE 
  At 6th level, you can manifest an scary appearance that 
  terrifies the living beings. As an action, you can assume 
  a horrifying semblance. Each non-undead creature 
  within 30 feet of you that can see you, must be 
  successful in a Wisdom saving throw or be frightened 
  toward you until the start of its next turn. On 
  subsequent turns, you can use your action to extend the 
  duration of this effect on the frightened creatures until 
  the end of your next turn. This effect ends in a creature 
  that ends its turns out of line of sight or more than 30 
  feet away from you.  
  If a creature succeeds on its saving throw, you can’t 
  use this feature on that creature again for 24 hours. 
   
  INCORPOREAL FORM 
  Starting at 14th level, you can assume a ghostly form. 
  As a bonus action, you can expend 4 sorcery points to 
  assume an incorporeal form for 1 minute. While in this 
  form, you gain the following benefits:  
   You has resistance to acid, fire, lightning, and 
  thunder damage. 
   You has resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks. 
   You has immunity to necrotic and poison damage. 
   You are immune to the grappled, paralyzed, petrified, 
  poisoned, prone, and restrained conditions, and you 
  can’t suffer levels of exhaustion. 
   You can move through other creatures and objects as 
  if they were difficult terrain. You take 1d10 force 
  damage if you end your turn inside an object. 
   
  POSSESSION 
  When you reach the 18th level, while you are at your 
  Incorporeal Form, you can possess a creature. As an 
  action, you can expend 5 sorcery points to choose a 
  creature you can see within 5 feet of you. The target 
  must be successful in a Charisma saving throw or be 
  possessed by you; you then disappears, and the target is 
  incapacitated and loses control of its body. You now 
  controls the body but doesn’t deprive the target of 
  awareness. You can’t be target by any attacks, spell, or 
  other effect, and you retains your alignment, 
  Intelligence, Wisdom, and Charisma scores, but lose the 
  benefits of your Incorporeal Form. You otherwise uses 
  the possessed target’s statistics, but doesn’t gain access 
  to the target’s knowledge, class features, or 
  proficiencies. The target can repeat the saving throw at 
  the end of each of its turns, expelling you from its body 
  with a successful save. 
  The possession last for 1 minute, until the target 
  drops to 0 hit points, you end it with a bonus action, or 
  the target be successful in the saving throw. 
  While the possession last, the duration of your 
  Incorporeal Form is suspended. When you leave the 
  body, the duration resumes from its stops. 
  The target is immune to your Possession for 24 hours 
  after succeed on the saving throw or the possession 
  ends. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  MUTABLE ORIGIN 
  Your power has an unaccountable origin. However, 
  something is noticeable, your power flows through your 
  body and adapts very fast to everything that tries to kill 
  or weakens you. Besides fuel your mystical font, your 
  body and mind are constantly changing in an 
  accelerated evolutional form alike any other. While 
  most of the creatures of your kind takes eons to adapts 
  and change, you can do so in months, days, or even 
  hours. Your body is an incomprehensible mystical force 
  that does everything to survive. Maybe to originate a 
  new species of being capable to rule the multiverse 
  through its unmatched adaptability. 
   
  BONUS PROFICIENCIES  
  At 1st level, you shows be a creature very worried with 
  self-preservation. You gain proficiency in the Medicine 
  and Survival skills. 
   
  WEATHER ADAPTATION 
  Also at 1st level, you can adapts your body to the 
  environment you are after spend an hour exposed to its 
  weather. Thereafter, make a DC 10 Wisdom (Survival) 
  check. If you succeeds, you gain advantage on saving 
  throws against weather effects of the environment you 
  current are, like extreme cold, frigid water, or 
  quicksand. Move through difficult terrain typical from 
  the environment you are adapted doesn’t cost extra 
  movement for you.  
  Additionally, you gain resistance to cold damage, if 
  you are in a cold environment, or to fire damage, if you 
  are in a hot environment. You remain adapted to this 
  weather and environment until you spend another hour 
  to adapt to another environment. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  REFLECTIVE SKIN 
  Starting at 6th level, you can adapts your body to 
  effects even more extreme and can deflect such effects 
  against your attackers. When a creature you can see hit 
  you with an attack that cause damage other than 
  bludgeoning, piercing, or slashing, you can use your 
  reaction to halves this damage. Still as part of this 
  reaction, you can expend a 1st level spell slot to cause 
  damage of the same time to the attacker. Make a 
  ranged spell attack against the creature that hit you, if 
  you hit, the creature takes damage of the same type you 
  take equal to 2d8 + your Charisma modifier. You can 
  expend a spell slot of higher level with this feature. For 
  each level of the spell slot above 1st, you cause 1d8 
  extra damage.  
  Once you use this feature, you must finish a short or 
  long rest to use it again. Starting at 11th level, you can 
  use this feature twice between rests. 
   
  RESILIENT METABOLISM 
  At 14th level, your metabolism seems resist the passage 
  of time and its harmful effects. You doesn’t age anymore 
  and become immune to disease and poison damage. You 
  also cannot be affected by the poisoned condition. 
  Additionally, when you were with less than half your 
  hit point maximum, you can expend 2 sorcery points to 
  recover a number of hit points equal to 2d6 + your 
  Constitution modifier as a bonus action. 
   
  SURVIVAL MUTATION 
  When you reach the 18th level, your body can modifies 
  itself in a way capable to ignore wounds that otherwise 
  would be deadly to most beings. Any critical hit against 
  you become a normal hit and you recover 1 hit point in 
  the start of each of your turns. If you have a member 
  severed from your body other than your head, you can 
  make a DC 15 Wisdom (Medicine) to reattach the 
  severed part in a process that takes 10 minutes. If you 
  are successful on the check, the member is reattached 
  on you. You also automatically stabilize when you fall 
  unconscious with 0 hit points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  SPELLFIRE ORIGIN 
  All mystical energy that infuses the multiverse comes 
  from a single source – the spellfire. This magical energy 
  is responsible to forge all elements created by spell like 
  fire, acid, lightning, or ice. You gain your innate 
  mystical powers straightly from the spellfire and are 
  capable to manipulate it on a way deeper than the other 
  spellcasters.  As you strengthen, your mastery over the 
  basic element of creation improves and you can absorb 
  the energy that permeates the multiverse to replenish 
  your own spells. 
   
  SPELLFIRE MANIPULATION 
  At 1st level, you shows your manipulation over the 
  spellfire. You add the eldritch blast cantrip to your 
  sorcerer cantrips known and it doesn’t count on the 
  number of sorcerer cantrips you can know. This cantrip 
  count as a sorcerer cantrip to you. 
   
  ESSENCE HOLDER 
  At 1st level, you have the ability to manipulate the 
  prime essence that sustain the spellweave, changing the 
  basic element of your spells. When you cast any spell of 
  the sorcerer spell list that cause elemental damage 
  (acid, cold, fire, lightning, radiant, or thunder), you can 
  convert the damage deal by this spell to force damage as 
  a bonus action. 
   
  DRAIN SPELLFIRE ESSENCE 
  At 6th level, you can drain the magical energy that 
  permeates the multiverse. As an action, you can rise 
  your hands and drain the spellfire of the place you are. 
  When do so, you recover a number of sorcery points 
  equal to your Charisma modifier (minimum of one). 
  Recover your energy this way is an exhausting activity 
  and you must be successful on a DC 10 Constitution 
  saving throw or suffer 1 level of exhaustion. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  ABSORB ENERGY  
  Starting at 14th level, you can absorb damage form 
  spells and store it within your body to channel it in form 
  of raw energy. When you take acid, cold, fire, force, 
  lightning, radiant, or thunder damage from a spell or 
  from a single spell attack from a creature you can see, 
  you can use your reaction to expend 2 sorcery points to 
  halves the damage and store part of the energy 
  absorbed. At your next turn, you can unleash a blast of 
  raw energy as a bonus action. Make a ranged spell 
  attack against a target within 60 feet of you. If you hit, 
  you cause 1d6 force damage for each level of the spell 
  absorbed (minimum of 1d6). If you don’t unleash the 
  energy stored until the end of your next turn, the 
  energy is wasted. 
   
   
   
   
  CHANNEL ELDRITCH ENERGY 
  When you reach the 18th level, the magical energy that 
  permeates the cosmos permanently merges with your 
  sorcerer spells. When you cast a spell or cantrip that 
  cause force damage, you can expend 1 sorcery point to 
  cause extra energy damage equal to half your sorcerer 
  level. If the spell allow multiple attacks, only one of the 
  attacks cause the extra damage. Additionally, you gain 
  advantage on saving throws against spells and magical 
  effects that cause acid, cold, fire, force, lightning, 
  radiant, or thunder damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  SWORD SORCERY 
  Some sorcerers born with an innate power that is so 
  intense and hard to control that they need an object to 
  channel this power. Metal usually is the best conductor 
  of this inherent power, therefore weapons become the 
  best arcane focus to sorcerers that bears such power. 
  Although the name of this origin, its members are not 
  restrict only to swords as arcane focus and can use 
  other weapon, preferably made of metal as its 
  spellcasting focus. Since they need to wield such 
  weapons when casting its spells, the sword sorcerers 
  learn to conduct its spells in a single way through its 
  arcane focus. 
   
  MARTIAL TRAINING 
  At 1st level, you train hard with a weapon that you 
  forge a magical bond. You gain proficiency with a melee 
  martial weapon of your choice. You can consider this 
  weapon as your arcane focus to cast any spell of your 
  sorcerer spell list you know. 
   
  SWORD SPELL 
  Also at 1st level, you can imbue your mystical energy on 
  your weapon for a short time. When you take the Attack 
  action, you can expend a spell slot of 1st level to imbue 
  your attacks with raw mystical energy. You add 1d6 
  extra force damage to all melee weapon attacks you 
  make until the end of your turn. While your weapon is 
  enchanted this way, you can make a melee attack with 
  it as a bonus action. 
  You can expend a spell slot of higher level. For each 
  two level of the spell above 1st, you add 1d6 extra 
  damage to your melee attacks until the end of your turn 
  (2d6 with a 3rd level slot, 3d6 with a 5th level spell slot, 
  4d6 with a 7th level spell slot, and 5d6 with a 9th level 
  spell slot). 
  Additionally, while you have at least one spell slot 
  available, your melee weapon attacks count as magical 
  for the purpose of overcoming resistance and immunity 
  to nonmagical attacks and damage. 
   
  BATTLE ELDRITCH STYLE 
  Starting t 6th level, you develops a fighting style that 
  unit magic and martial art to improve your resilience 
  and attacks in an awesome way. As a bonus action, you 
  can assume a combat stance that giver you’re the 
  following benefits for 1 minute: 
   You gain a bonus on the first weapon attack roll you 
  make on each of your turns equal to your Charisma 
  modifier (minimum of +1). 
   You gain a number of temporary hit points equal to 
  1d10 + your sorcerer level. 
   When an enemy hit you with a melee attack, you can 
  use your reaction to cast a cantrip you know against 
  him. 
  You can use this feature twice. You regain all 
  expended uses of it when you finish a short or long rest. 
   
   
  ENCHANTED BLADE 
  At 14th level, you can imbue mystical energy on your 
  weapon to give it magical properties. As an action, you 
  can expend 3 sorcery points to give one of the following 
  magical properties to a weapon you are wielding for 1 
  hour. 
  Magic. You gain +2 bonus on attack and damage rolls 
  with this weapon. 
  Elemental. The weapon cause 1d8 extra elemental 
  damage (acid, cold, fire, lightning, or thunder at your 
  choice). 
  Keen. The attacks with this weapon score a critical 
  hit on a roll of 19 or 20. 
  Return. The weapon gain the thrown property (range 
  20/60) and when thrown it return to your hand 
  immediately after hit or miss the target. 
  Vampiric. The weapon cause 1d6 extra necrotic 
  damage and you recover a number of hit points equal to 
  the damage deal by the weapon. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  OVERWHELMING CHANNELING 
  When you reach the 18th level, you uncover how to 
  channel your spells through your sword in an awesome 
  and devastating way. Whenever you score a critical hit 
  with a melee weapon, you can use your reaction to cast 
  a spell using spell slot of 1st to 5th level on the target. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  ULTIMATE BLOODLINE 
  When a powerful archmage has heirs, has a little 
  possibility of the power of this powerful mage being 
  transferred to its heirs. This prodigy child develops 
  arcane power near unlimited. The child is a sorcerer 
  that bears inside its mind the magical knowledge of its 
  powerful mage parent. As the ultimate magus, as 
  known such sorcerer, uncover its powers and talents, it 
  can develop spells usually available only for wizards 
  through study and the powerful ones can master the 
  spell in an unmatched way. 
   
  ARCANE HERITAGE 
  At 1st level, your knowledge of arcana expands doing to 
  your archmage ancestor. You gain proficiency with 
  Arcana skill. Additionally, you consider the cantrips 
  and spells of 1st level to 5th level of the wizard spell list 
  as sorcerer spell list for you. 
   
  EXPANDED LORE 
  Also at 1st level, you widens your list of spells known. 
  You learn two additional spells at your choice. 
  You learn two additional spells at 6th level, and again 
  at 18th level. These spells doesn’t count on the number 
  of sorcerer spells known you have. 
   
  METAMAGIC MASTERY 
  Starting at 6th level, you learn to applies two different 
  effects of Metamagic you known to a single spell. 
  Additionally, you gain a new option of Metamagic of 
  your choice. 
   
  ARCANE DISCOVERY 
  At 14th level, you can choose a spell form the wizard 
  spell list of 7th level or lower and add this spell to your 
  sorcerer spell list known. 
  At 18th level, you can choose a spell form the wizard 
  spell list of 9th level or lower and add this spell to your 
  sorcerer spell list known. These spells doesn’t count on 
  the number of sorcerer spells known you have. 
   
  SORCERY MASTERY 
  At 18th level, as a sorcerer with wizard’s blood, you 
  gain a feature possessed only by powerful wizards. 
  Choose a 1st-level sorcerer spell and a 2nd-level 
  sorcerer spell that you known. You can cast those spells 
  at their lowest level without expending a spell slot. If 
  you want to cast either spell at a higher level, you must 
  expend a spell slot as normal.  
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Alan Venic's Redbook - Tome of the Sorcerer.pdf