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  Introduction
  Introduction
  The powers that sorcerers wield can both originate from and
  manifest themselves in a variety of ways. From the raw
  strength of storms to the almighty power of dragons,
  sorcerers are some of the most unique magic wielders of the
  land.
  This compendium is meant to provide several additional
  options for sorcerers in the realm of mysteriously acquired
  abilities, dark powers, or 'occult' themed origins. Sorcerers
  made from this compendium are those that have strong
  connections to blood, bones, ghosts, fiends, hags, and the
  undead, maintaining control over vile and often forbidden
  magic.
  The options presented in this compendium are part of the
  third installment of a new series of sorcerous origin
  compendiums that will allow for more options with which to
  create sorcerers with. This series, called Yorviing's
  Sorcerous Grimoires, will set forth new choices to let
  people create sorcerers that will fill a certain niche, build, or
  character type that they may have had trouble with creating
  prior.
  So please, without further ado, I hope that you find much
  fun, excitement, and ideas within this, the third installment of
  Yorviing's Sorcerous Grimoires, Children of the Occult.
  Table of Contents
  Table of Contents
  Table of Contents
  Table of Contents
  Sorcerous Origins
  Sorcerous Origins
  1. Blood Sorcery
  2. Bone Magic
  3. Ethereal Spirit
  4. Fiendish Being
  5. Hags-Blood
  6. Undead Soul
  Additional Player Options: Roll Tables
  Additional Player Options: Roll Tables
  1. Arcane Origins
  2. Reactions
  3. Supernatural Marks
  4. Signs of Sorcery
  Additional Spells
  Additional Spells
  Conclusion
  Conclusion
  Art Credits
  Legal Information
  Special Thanks
  Notes to DM
  Notes to DM's and Players
  s and Players
  The sorcerer subclasses presented in this
  compendium are rather niche ones, to be sure.
  Additionally, they are presented as being a tad
  stronger than base subclasses. The reason for this
  is to add a bit more 'umph' to the sorcerer class
  (because who doesn't like feeling a bit powered
  here and there, as well as having a few more spells
  and abilities at your disposal?)
  However, that is not to say that these subclass
  options are meant to be overpowered. My two
  main purposes for the routes that I went with in
  creating these were the following:
  Allowing for an extended spell list for sorcerers.
  This is due to the fact that it makes more sense
  for a sorcerer who, say, wields lightning, to
  know some lightning spells by default. The
  same can be said for fire, earth, etc etc.
  Allowing for some additional abilities and
  features that make sense for the subclass, for
  both in and out of combat. These can be
  environmental adaptations, body
  enhancements, or tools for special interactions.
  DM's, feel free to edit or modify any of these
  subclasses to fit your player, campaign setting, or
  house rules. Again, these are meant just for fun and
  to have additional options available. So please, have
  fun!
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  Sorcerous Origin: Blood
  Sorcerous Origin: Blood
  Sorcery
  Sorcery
  While some sorcerers claim that their powers were granted
  to them through some past encounter that passed through
  the bloodline, sorcerers of the Blood Soul origin actually
  make use of their very blood themselves. Perhaps this ability
  originates from a terrible mating with an ancient vampire. Or,
  it could be that some terrible event caused your body to be
  exposed to terrible magic, changing the course of your blood
  forever. Whatever the case may be, sorcerers who use their
  own blood have are hardy, strong, and clever in the execution
  of their magical powers.
  Blood Sorcery Quirks
  Blood Sorcery Quirks
  d6
  d6 Quirk
  Quirk
  1 When you cry, you cry blood instead of tears.
  2 Your eyes always appear bloodshot.
  3 Your body is covered in cuts and scars.
  4 Your veins are much more noticeable than others.
  5 You have a deep fascination with blood of a different
  color than your own.
  6 Though you bleed more from wounds, the wound’s
  affects are still the same.
  Blood Sorcery Features
  Blood Sorcery Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Strengthened Veins, Ritual Weapon
  6th
  Sanguine Ritual
  14th
  Blood Drain
  18th
  Crimson Fury
  Magic of the Blood
  Magic of the Blood
  Your connection to blood gives you the option to learn some
  additional spells that focus on wounds and the body. When
  your Spellcasting feature lets you learn a sorcerer spell of 1st
  level or higher, you gain an additional spell from the list
  below. These spells do not count towards the total number of
  spells you know, and the spells count as a sorcerer spells for
  you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  inflict wounds
  3rd
  cloud of daggers
  5th
  life transference
  7th
  blight
  9th
  contagion
  11th
  harm
  Strengthened Veins
  Strengthened Veins
  Starting at 1st level, your magical blood has granted you a
  heightened constitution. Your hit point maximum increases
  by 1 and increases by 1 again whenever you gain a level in
  this class.
  Additionally, whenever you are reduced to 0 hit points but not
  killed outright, you can drop to 1 hit point instead. You can't
  use this feature again until you finish a long rest.
  Ritual Weapon
  Ritual Weapon
  Beginning at 1st level, you have become acquainted with a
  small weapon with which you activate your blood magic with.
  This weapon can be any simple weapon that deals slashing or
  piercing damage and lacks the two handed property, and
  becomes known as your athame. You become proficient with
  this weapon, and you use this both to activate later Blood
  Soul features as well as using it as an arcane feature
  Sanguine Ritual
  Sanguine Ritual
  By 6th level, your familiarity with harming yourself and others
  has granted you resistance to non-magical slashing and
  piercing damage.
  Additionally, you have learned how to use ancient blood
  magic rituals to both heal yourself and to damage others. By
  spending 3 sorcery points as an action, you may cut into your
  arms or hands a small, simple symbol with your athame as
  you mutter arcane incantations. This symbol can be in any
  shape of your choosing. While performing this ritual, the
  blood from these freshly cut wounds magically moves slowly
  in tendrils out from the cuts.
  
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  For 1 minute, or until you are reduced to 0 hit points, or
  become incapacitated, you gain the following effects:
  Whenever deal damage with a spell, you regain hit points
  equal to your sorcerer level.
  You cannot be healed through any other means while this
  ritual is active, such as spells or potions.
  You deal additional damage equal to half your sorcerer
  level to creatures who have already taken damage and
  have blood in them.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
  Blood Drain
  Blood Drain
  By 14th level, you have become a master of invoking your
  blood magic rituals, allowing you to drain blood from fallen
  corpses around you. While your Sanguine Ritual feature is
  active, at the beginning of each of your turns you are able to
  siphon blood from corpses within 20 feet of you. Each corpse
  provides 1d4 plus your Constitution modifier in hit points.
  Corpses that do not have blood in them are unable to provide
  this benefit.
  Crimson Fury
  Crimson Fury
  At 18th level, you have learned to channel pain into your
  blood magic. While your Sanguine Ritual is active, for every
  quarter of hit points you lose, you deal an additional 1d8 in
  damage to spells that you cast. Additionally, whenever you are
  reduced to 1/4 of your total hit points, you have advantage on
  attack rolls.
  Sorcerous Origin: Bone
  Sorcerous Origin: Bone
  Magic
  Magic
  You are a creature of bizarre origin, the magic that flows
  through you affecting your very bones to be the catalyst for
  your magical abilities. Your powers might be traced back to
  your ancestors, or perhaps you were the subject of vile
  experiments.
  While acceptance of mages and wizards wielding flame,
  ice, or lightning is generally greeted warmly, you might not
  be. The use of your very bones for magic has taken a toll on
  your body's outward appearance, scarring your skin. Some
  might see you as a tool to be used for power, while others
  might shy away from the very sight of you. At your option, you
  can pick from or roll on the Bone Sorcerer Quirks table to
  create a quick quirk for your character.
  Bone Sorcerer Quirks
  Bone Sorcerer Quirks
  d6
  d6 Quirks
  Quirks
  1 Though you might have head hair and facial hair, you
  have little body hair due to scarring.
  2 You barely bleed, even when badly injured.
  3 Small cuts and nicks you receive often go unnoticed by
  you.
  4 You are uncomfortable around those who use bones
  for magical purposes.
  5 You drink water and milk more often than most.
  6 The sound of your knuckles and joints cracking is
  more frightening than normal.
  Bone Sorcerer Features
  Bone Sorcerer Features
  Sorcerer Level
  Sorcerer Level
  Features
  Features
  1st
  Iron Bones, Skeletal Spikes
  6th
  Piercing Bones
  14th
  Vital Strike
  18th
  Osseous Form
  Magic of the Marrow
  Magic of the Marrow
  Your affinity for the strength of bones gives you the option to
  learn some additional spells that focus on bones. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you gain an additional spell from the list below.
  These spells do not count towards the total number of spells
  you know, and the spells count as a sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  bone strike *
  3rd
  skeletal pain *
  5th
  bone shield *
  7th
  bone sword dance *
  9th
  garden of bones *
  11th
  eyebite
  *These spells are presented at the end of this compendium
  Iron Bones
  Iron Bones
  Beginning at 1st level, the magic imbued in your bones has
  provided your body with increased vitality. At 1st level, your
  hit point maximum increases by 1 and increases by 1 again
  whenever you gain a level in this class.
  Additionally, your body has grown accustomed to your
  strengthened bones . When you aren't wearing armor, your
  AC equals 13 + your Dexterity modifier.
  Skeletal Spikes
  Skeletal Spikes
  At 1st level, you can use your bonus action to produce sharp,
  spiked bones from out of your body. When you make a melee
  weapon attack or a melee spell attack at a target within 5 feet
  of you, you can use a bonus action to deal 1d4 piercing
  damage. You use your Strength modifier for the attack and
  damage rolls.
  Piercing Bones
  Piercing Bones
  At 6th level, your body has become accustomed to pain and
  the endurance of your bones. You have resistance to slashing
  and piercing damage.
  You have also learned to shoot sharp pieces of bones from
  your body. As a bonus action, you can spend 3 sorcery points
  to fire bone shards towards creatures of your choice equal to
  your Charisma modifier that you can see within 30 feet of
  you, dealing magical piercing damage equal to half your
  sorcerer level + your Charisma modifier. Creatures hit by
  these bone shards must make a Strength saving throw or be
  knocked prone by the bones until the beginning of their next
  turn.
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  Vital Strike
  Vital Strike
  Starting at 14th level, when you are hit with a melee attack,
  you can use your reaction to hit a vital spot on the attacker.
  The attacker must make a Constitution saving throw against
  your sorcerer spell save DC. On a failed save, at the start of
  each of the attackers turns, the target loses hit points equal to
  half your sorcerer level due to blood loss. You can only effect
  one creature at a time, and this effect lasts a number of
  rounds equal to half your Charisma modifier rounded down
  or until the target hits 0 hit points.
  Osseous Form
  Osseous Form
  At 18th level, your body has fully adjusted to the use of your
  bones. You have immunity to disease, and you are immune to
  slashing and piercing damage.
  In addition, you can push the limits of what your body can
  accomplish. As a bonus action, you can spend 5 sorcery
  points transform your body into an armored form encased in
  bone armor. For 1 minute, you become incapacitated, or if you
  dismiss this effect as a bonus action., you gain the following
  benefits:
  Your AC increases by 4 when not wearing any armor.
  You have advantage against being pushed or knocked
  prone.
  When using your Skeletal Spikes feature, the reach of the
  spikes increases by 5 feet.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sorcerous Origin:
  Sorcerous Origin:
  Ethereal Spirit
  Ethereal Spirit
  In some places in the world, the spectral forms of spirits,
  ghosts, and banshees reside, subject to the torment of an
  afterlife undeserved, or having been cursed to never truly
  rest. Your innate magic is tied to one of these ethereal
  creatures, and it is through some circumstance that it
  awakened within you.
  Perhaps you almost died, but something in your mind or
  body held you back from the near brink of death. Another
  cause could have been the exposure to a place with angry,
  vengeful, or mournful spirits, whose magic rubbed off on you
  by choice or by proxy. Slowly, over time, you become more
  and more like a spirit yourself, and your sorcerous power
  grows from this transformation.
  Ethereal Spirit Quirks
  Ethereal Spirit Quirks
  d6
  d6 Quirks
  Quirks
  1 When others look at you, they swear they can partly
  see through you.
  2 You tend to appear as though you float or glide when
  you walk and run.
  3 When you speak, your voice seems to echo quickly
  before and after you’re done talking.
  4 You are drawn to those places that are haunted, hoping
  to help cleanse it or help the spirits there.
  5 The death of even those you only met once hits you
  hard.
  6 You have a voice in your head of another spirit that you
  had met, who, while not controlling you, uses your
  body as a host, whether you like it or not.
  Ethereal Spirit Features
  Ethereal Spirit Features
  Sorcerer Level
  Sorcerer Level
  Features
  Features
  1st
  Ghost Sight, Frigtening Visage
  6th
  Spectral Movement
  14th
  Cry of the Banshee
  18th
  Ghostly Posession
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  Magic of the Ghosts
  Magic of the Ghosts
  Your affinity for the spirits and ghosts gives you the option to
  learn additional spells that focus on fear, movement, and
  souls. When your Spellcasting feature lets you learn a
  sorcerer spell of 1st level or higher, you gain an additional
  spell from the list below. These spells do not count towards
  the total number of spells you know, and the spells count as a
  sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  cause fear
  3rd
  blurs
  5th
  spirit guardians
  7th
  death ward
  9th
  contact other plane
  11th
  soul cage
  Ghost Sight
  Ghost Sight
  Beginning at 1st level, your familiarity with ghosts, spirits,
  and specters has allowed you to see into their world. You are
  able to see invisible undead creatures up to 15 feet from you.
  You also learn the toll the dead cantrip.
  In addition, whenever you make a Charisma check when
  interacting with ghosts, banshees, specters, or spirits, your
  Proficiency bonus is doubled if it applies to the check.
  Frightening Visage
  Frightening Visage
  At 1st level, you have learned to project a spectral form of
  yourself between yourself and an attacking enemy. When you
  are attacked by a creature within 30 feet of you that you can
  see, you can use your reaction to impose disadvantage on the
  attack roll, causing a frightening image of yourself to project
  from you before the attack hits or misses. A creature that
  cannot frightened is immune to this effect.
  You can use this feature a number of times equal to your
  Charisma modifier (a minimum of once). You regain all
  expended uses when you finish a long rest.
  Spectral Movement
  Spectral Movement
  By 6th level, you have learned how to move through objects
  and people like a spirit. 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.
  You also have learned how to step into the Ethereal Plane
  in small amounts of time. As a bonus action, you can enter
  into the Ethereal Plane until the beginning of your next turn.
  While using this feature, you are visible on the Material Plane
  while you are in the Border Ethereal, and vice versa, however
  you cannot affect or be affected by anything on the other
  plane. You can use this feature once per long rest.
  Cry of the Banshee
  Cry of the Banshee
  At 14th level, your familiarity to ghosts and spirits has
  enabled you become accustomed to their sight. You gain
  immunity to the frightened and petrified conditions.
  Additionally, you can channel the wailing moans of fright
  towards your enemies. As an action, you can release a
  mournful wail, provided that you are not in sunlight. This wail
  has no effect on constructs and undead. All other creatures
  within 20 feet of you that can hear you must make a
  Constitution saving throw against your spell save DC. On a
  failure, a creature is stunned until the beginning of its next
  turn and takes psychic damage equal to your sorcerer level,
  while creatures who succeed on the saving throw are
  frightened until the beginning of their next turn and take
  psychic damage equal to half your sorcerer level. Once you
  have used this feature, you cannot do so again until you finish
  a long rest.
  Ghostly Possession
  Ghostly Possession
  By 18th level, your body has become attuned to the Ethereal
  Plane, making you more ghost than mortal. You no longer
  require air, food, drink, or sleep.
  Additionally, you are able to possess other creatures, taking
  control of their bodies. As an action, you can spend 5 sorcery
  points to possess a target. Choose one humanoid that you
  can see within 10 feet of you. This target must succeed on a
  Charisma saving throw against your spell save DC or become
  possessed by you; you then disappear, and the target is
  incapacitated and loses control of its body. You now control
  the body but this effect doesn'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 immunity to
  being charmed and frightened . You otherwise use the
  possessed target's statistics, however you do not gain access
  to the target's knowledge, class features, or proficiencies.
  This possession lasts until the target’s body drops to 0 hit
  points, you end this effect 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 reappear in an
  unoccupied space within 5 feet of the body. The target is
  immune to this possession for 24 hours after succeeding on
  the saving throw or after the possession ends.
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  Sorcerous Origin:
  Sorcerous Origin:
  Fiendish Being
  Fiendish Being
  The dark powers of the Abyss and the Nine Hells can
  sometimes manifest themselves into an innate magic that
  helps to create one of the fiercest and most destructive
  branch of sorcerers: the Demonic Beings. Adorned with the
  physical characteristics of creatures from the Abyss and the
  Nine Hells joined with a powerful magic to summon fiends
  and protect against the extremities of those realms, these
  sorcerers are a sight to behold.
  Perhaps it is due to extended exposure to these vile
  realms, or perhaps you can trace your bloodline directly back
  to a devil or demon. Regardless of how it came to be, the
  magic that resides within you is a frightening and terrible
  one, whether or not you yourself are.
  Note: For this origin, the quirks, extended spell lists, and
  certain aspects of features differ depending on whether
  you choose an Abyssal Bloodline, or Infernal Bloodline.
  Fiendish Being Quirks (Abyssal Bloodline)
  Fiendish Being Quirks (Abyssal Bloodline)
  d6
  d6 Quirks
  Quirks
  1 People swear that you smell slightly of sulfur.
  2 You have an extra set of eyes, fingers, toes, or
  additional teeth.
  3 You don’t fear death, demons, or harm done to
  yourself at all.
  4 Those who don’t fear you definitely should.
  5 Animals tend to shun you and stay away from you if
  they can.
  6 You have a great respect for those who wield and
  command power.
  Fiendish Being Quirks (Infernal
  Fiendish Being Quirks (Infernal
  Bloodline)
  Bloodline)
  d6
  d6 Quirks
  Quirks
  1 You respect order and a chain of command.
  2 Those who are weak must submit to the will and
  commands of the strong.
  3 It is better to have some form of ambition than none
  at all.
  4 A person’s temptations are the best way to manipulate
  them.
  5 Your voice sounds frightening, yet eloquent.
  6 You have sharp teeth, cat like eyes, a tail, or long claws.
  Fiendish Being Features
  Fiendish Being Features
  Sorcerer
  Sorcerer
  Level
  Level
  Features
  Features
  1st
  Fiendish Bloodline, Demonic/Devilish Nature,
  Darkened Sight
  6th
  Otherworldly Attunement
  14th
  Vile Wings
  18th
  Unholy Mastery
  Magic of the Fiends
  Magic of the Fiends
  Your affinity for demons or devils gives you the option to learn
  additional spells that focus on summoning, fire, and
  commanding. When your Spellcasting feature lets you learn a
  sorcerer spell of 1st level or higher, you gain an additional
  spell from the list below. These spells do not count towards
  the total number of spells you know, and the spells count as a
  sorcerer spells for you.
  Extended Spell List for Abyssal Bloodline
  Extended Spell List for Abyssal Bloodline
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  hellish rebuke
  3rd
  scorching ray
  5th
  summon lesser demon
  7th
  summon greater demon
  9th
  flame strike
  11th
  planar ally
  Extended Spell List for Infernal Bloodline
  Extended Spell List for Infernal Bloodline
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  command
  3rd
  suggestion
  5th
  fireball
  7th
  banishment
  9th
  infernal calling
  11th
  arcane gate
  
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  Fiendish Bloodline
  Fiendish Bloodline
  When you choose this origin at 1st level, you choose either
  the Abyssal or Infernal bloodline. Your choice determines
  which extended spell list you follow, aspects of features as
  you level up, as well as which quirks table to roll on (should
  you choose to use any).
  Demonic/Devilish Nature
  Demonic/Devilish Nature
  At 1st level, the demonic or devilish magic that resides within
  you has altered parts of you and your nature. You have
  advantages on Charisma (Intimidation) checks.
  Additionally, you can speak, read, and write either Abyssal
  or Infernal, depending on your bloodline choice. Also,
  whenever you make a Charisma check when interacting with
  demons (if you chose the Abyssal bloodline) or devils (if you
  chose the Infernal bloodline), your Proficiency bonus is
  doubled if it applies to the check.
  Darkened Sight
  Darkened Sight
  At 1st level, your vision is like that of a fiend. You gain
  darkvision up to 60 feet, increasing to 120 feet at 18th level.
  Additionally, you can use an action to see through magical
  darkness up to 30 feet for 1 minute. Once you have used this
  feature, you cannot do so again until you finish a long rest.
  Otherworldly Attunement
  Otherworldly Attunement
  By 6th level, your hellish nature has granted you further
  enhancements to your constitution. You have advantage on
  saving throws against poison. You also gain resistance to fire
  damage (if you chose the Abyssal bloodline) or resistance to
  cold damage (if you chose the Infernal bloodline).
  In addition, you also are able to channel the powers of the
  Abyss or the Nine Hell’s into fearsome weapons. As a bonus
  action, you can spend 3 sorcery points to summon a weapon
  of abyssal or infernal power, such as a balor’s whip, or a
  horned devil’s fork. This weapon assumes the stats of the
  weapon it most resembles in the Player’s Handbook, and you
  are considered proficient with this weapon. This weapon also
  counts as magical for the purposes of overcoming resistance.
  This weapon stays summoned for 1 minute, you dispel it as a
  bonus action, or the weapon is moved more than 10 feet
  away from you. Additionally, this weapon can deal additional
  fire or cold damage (depending on your bloodline choice)
  equal to your Charisma modifier, and you can use your
  Charisma modifier for the attack and damage rolls for this
  weapon.
  Vile Wings
  Vile Wings
  At 14th level, you have learned how to spring forth vile wings
  from your back, gaining a flying speed equal to your current
  speed. These wings can appear like those of a winged demon
  or devil, such as a balor or a horned devil. You can create
  these wings as a bonus action on your turn. They last until
  you dismiss them as a bonus action on your turn.
  You can't manifest your wings while wearing armor unless
  the armor is made to accommodate them, and clothing not
  made to accommodate your wings might be destroyed when
  you manifest them.
  Unholy Mastery
  Unholy Mastery
  By 18th level, you have mastered powerful magics from the
  Abyss or the Nine Hell’s. You gain immunity to fire or cold
  damage, depending on your bloodline choice.
  You also have utter control over demons and devils that you
  conjure to your aid. Whenever you summon a demon or a
  devil, such as with the conjure lesser demon, conjure greater
  demon, or infernal calling spells, the creature you summon
  treats you and creatures of your choice as friendly and is not
  hostile towards you or creatures of your choice, and
  whenever the creature acts on its own turn, you have control
  over its actions. You also know the true name of a creature
  you summon with these or similar spells, and you have
  advantage on Charisma checks made to interact with the
  summoned creature.
  Sorcerous Origin: Hags-
  Sorcerous Origin: Hags-
  Blood
  Blood
  The power of witches and hags is a mysterious one, often met
  with fear and suspicion. You are a sorcerer who has obtained
  the power of witches and hags, giving you access to curses,
  rituals, and the summoning of abyssal creatures. It could
  have been that you had a witch or even a hag in your family
  tree, and that power descended through the line to you. Or,
  perhaps you were a child who was stolen by a hag, and was
  intended to become one, but something inside of you stopped
  that process, yet maintained the raw magic.
  However you obtained your magical powers, you are a
  sorcerer who has learned some of the dark powers that are
  often practiced by those apostates and hedge witches of the
  lands.
  Hags-Blood Quirks
  Hags-Blood Quirks
  d6
  d6 Quirks
  Quirks
  1 You believe that casting a spell requires saying one
  word three times, whether the spell actually requires it
  or not.
  2 Your clothing or hair is adorned with small bones or
  other macabre looking items.
  3 What is ugly to others might be beautiful to you, and
  vice versa.
  4 A good bargain is always hard to pass up.
  5 You enjoy gossip and rumors about other people or
  creatures of the wild.
  6 Your body carries with it some kind of birthmark: a
  multitude of freckles, a natural strip of differently
  colored hair, moles, or two different colored eyes.
  Hags-Blood Features
  Hags-Blood Features
  Sorcerer
  Sorcerer
  Level
  Level
  Features
  Features
  1st
  Path of Witchcraft, Beings of Magic, Silver
  Tongued
  6th
  The Hag's Pouch
  14th
  Binding Coven
  18th
  Mounts of the Witch
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  Magic of the Witches
  Magic of the Witches
  Your familiarity of witches and hags gives you the option to
  learn additional spells that focus on spells related to a
  specific paths of death, nature, or prophecy. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you gain an additional spell from the list below.
  These spells do not count towards the total number of spells
  you know, and the spells count as a sorcerer spells for you.
  Path of Death Extended Spell List
  Path of Death Extended Spell List
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  inflict wounds
  3rd
  ray of enfeeblement
  5th
  animate dead
  7th
  death ward
  9th
  contagion
  11th
  eyebite
  Path of Nature Extended Spell List
  Path of Nature Extended Spell List
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  entangle
  3rd
  moonbeam
  5th
  plant growth
  7th
  dominate beast
  9th
  tree stride
  11th
  wall of thorns
  Path of Prophecy Extended Spell List
  Path of Prophecy Extended Spell List
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  bane
  3rd
  augury
  5th
  clairvoyance
  7th
  arcane eye
  9th
  scrying
  11th
  true seeing
  Path of Witchcraft
  Path of Witchcraft
  Beginning at 1st level, you align yourself to a particular path
  of witchcraft, granting you access to certain additional spells.
  Choose from one of the following: Death, Nature, or
  Prophecy. You then gain access to an extended spell list that
  corresponds with your choice. You can only choose one of
  these paths, and cannot change paths once you have chosen
  one.
  Beings of Magic
  Beings of Magic
  By 1st level, you have become knowledgeable in a variety of
  magics, much like the witches and hags of old. You can learn
  one cantrip of your choice from either the bard, cleric, druid,
  warlock, or wizard spell list, and it does not count towards
  the total number of cantrips you know. You also gain
  proficiency in either the Herbalism Kit or Alchemist's
  Supplies.
  Additionally, you have become accustomed to having a
  companion that aids you. You learn the spell find familiar,
  and your familiar has additioinal hit points equal to your
  twice your Sorcerer level.
  Silver Tongued
  Silver Tongued
  At 1st level, you have learned to bargain for the things that
  you desire or need, knowing you can always try to get
  something for yourself or your companions out of almost any
  situation. You have advantages on Charisma (Persuasion or
  Deception) checks that involve bargains, deals, or contracts.
  Additionally, your knowledge of hags allows you to speak,
  read, and write one exotic language of your choice.
  The Hag’s Pouch
  The Hag’s Pouch
  Beginning at 6th level, you can spend 8 hours creating a hag’s
  pouch that stores six different organic material components
  of your choice that are then used in special magical effects.
  As an action, you can spend 2 sorcery points to reach into the
  hag’s pouch and procure from it one of these material
  components, using it in some way to produce one of the
  following magical effects of your choosing from the table
  below:
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  Hag
  Hag's Pouch Table
  s Pouch Table
  Name
  Name
  Ability
  Ability
  Beast
  Beast
  Speech
  Speech:
  Eating the material component, you can talk to
  beasts as if you are under the effects of the
  speak with animals spell. This effect lasts for 1
  hour.
  Spider
  Spider
  Breath
  Breath:
  Chewing the material component, you can cast
  the spell web as a bonus action, and it
  becomes a 30-foot cube.
  Impervious
  Impervious
  Walk
  Walk:
  Smashing the material component under your
  feet, for 1 minute, you can ignore difficult
  terrain, and you can move as if under the
  effects of the spell spider climb.
  Water Life
  Water Life: Smelling the material component, for up to 1
  minute, you can breathe underwater and gain a
  swim speed equal to your movement speed.
  Blackened
  Blackened
  Smog
  Smog:
  Tossing the material component onto the
  ground within 30 feet of you, the component
  suddenly emits a thick cloud of black smog in
  a 10 foot radius around the component. This
  smog blocks vision, including darkvision, and
  lasts for 1 minute.
  Restraining
  Restraining
  Curse
  Curse:
  Crushing the material component in your
  hand, you can cast the spell hex, but the range
  increases to 120 feet.
  Any expended material components of the hag’s pouch
  replenish over the course of a long rest.
  If you need to create a new hag’s pouch, such as in the
  event that your pouch is taken from you or lost, the previous
  one ceases to function.
  Binding Coven
  Binding Coven
  By 14th level, you have learned to work together with those
  who share similar goals as you, doing long as you are both
  treated and seen as equals.
  Choose up to two willing creatures that can each cast at
  least one spell. You and the willing creatures perform a ritual
  that lasts for 1 hour, resulting in the those who participate
  entering into a ‘coven’, allowing the three of you to share a
  certain spell slots. As an action on either your turn or one of
  the willing creature’s turn, you may request a spell slot from
  one of the others, the level of which both you must be able to
  cast. The one who gives the spell slot removes it as if it was
  used to cast a spell, while the one who recovers it regains an
  expended spell slot of the appropriate level. Each member of
  this coven can request and give one spell slot per long rest.
  This coven lasts until you choose to dispel it, or you die.
  Additionally, any time you want to switch a member of the
  coven, all of its members must be present for the ritual to
  create the coven again.
  Mounts of the Witch
  Mounts of the Witch
  At 18th level, you have learned how to summon a mount or
  vehicle befitting that of a great hag or witch. By spending 5
  sorcery points, you perform a ritual over the course of 1 hour,
  wherein you cast the spell find greater steed, selecting one of
  the mount options from that spell. Once the mount has been
  summoned, you begin creating a tiny effigy that resembles
  either an animal or inanimate object of your choice. The
  appearance of the summoned mount changes to resemble
  that of the effigy, though the stats of the mount remain
  unchanged otherwise. Additionally, you can change the
  mount’s size to be either Small, Medium, or Large.
  You then are able to call upon this steed as a bonus action
  and interacting with the effigy in some manner, (such as
  blowing air onto it, rubbing it, or throwing it), and as long as
  there is space for the mount’s size.
  Sorcerous Origin: Undead
  Sorcerous Origin: Undead
  Soul
  Soul
  You are a creature of death, a being whose magical powers
  hold sway over the undead and other necromantic abilities.
  Your lineage might be intertwined with some vile curse,
  shaping the living slowly over towards the dead. Perhaps you
  were the servant to a powerful lich, whose power shaped you
  forever. Or, you may have had an experience with death,
  whether it was your own or that of another, and the
  experience changed your very being.
  Whatever the case may be, you are a sorcerer who
  maintains magical skills over death, the undead, and the
  necromantic energies that empower them.
  Undead Soul Quirks
  Undead Soul Quirks
  d6
  d6 Quirks
  Quirks
  1 When you are sleeping, you appear as if you are dead.
  2 You never seem to sweat, even when pushed to your
  physical limit.
  3 You are incredibly thin, and people can see the
  outlines of your bones.
  4 Your eyes are a dull, lifeless color, and may not appear
  to move.
  5 Your scars never fully heal, and sometimes appear to
  stay exposed.
  6 You may be missing an ear, an eye, fingers, toes, or
  teeth, yet remain unaffected by this.
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  Undead Soul Features
  Undead Soul Features
  Sorcerer Level
  Sorcerer Level
  Features
  Features
  1st
  Grave Return, Dead One
  6th
  Undead Strength
  14th
  One of the Dead
  18th
  Death's Master
  Magic of the Dead
  Magic of the Dead
  Your familiarity of death and the undead gives you the option
  to learn additional spells that focus on necromancy and
  death. When your Spellcasting feature lets you learn a
  sorcerer spell of 1st level or higher, you gain an additional
  spell from the list below. These spells do not count towards
  the total number of spells you know, and the spells count as a
  sorcerer spells for you.
  Path of Death Extended Spell List
  Path of Death Extended Spell List
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  false life
  3rd
  gentle repose
  5th
  animate dead
  7th
  blight
  9th
  dance macabre
  11th
  create undead
  Grave Return
  Grave Return
  Starting at 1st level, you learn either the chill touch or toll the
  dead cantrip, and it does not count towards the total number
  of cantrips you know. In addition, your connection to the dead
  has granted you the ability to come back from the grave.
  When damage reduces you to 0 hit points, you can make a
  Charisma saving throw (DC 5 + the damage taken). On a
  success, you instead drop to 1 hit point. You can’t use this
  feature if you are reduced to 0 hit points by radiant damage
  or by a critical hit.
  After you succeed on this saving throw, you can’t use this
  feature again until you finish a long rest.
  Dead One
  Dead One
  At 1st level, though you are a living creature, the magic
  flowing through you grants you many traits of an undead. You
  are immune to disease, and you have advantage on saving
  throws against poison.
  In addition, whenever you make a Charisma check when
  interacting with undead, your Proficiency bonus is doubled if
  it applies to the check.
  Special Note: If your DM allows for a specific language
  related to the undead that can be learned and used in their
  game, such as Necril, your DM may grant you the ability to
  learn one such language, allowing you to be able to read,
  write, and speak it.
  Undead Strength
  Undead Strength
  At 6th level, your connection to the dead has hardened your
  body. You gain resistance to necrotic damage and cold
  damage. You also learn the spell speak with dead, and it does
  not count towards the total number of spells you know.
  In addition, whenever you create an undead using a
  necromancy spell, such as animate dead, it has additional
  benefits:
  The creature’s hit point maximum is increased by an
  amount equal to your sorcerer level.
  The creature adds your proficiency bonus on saving
  throws against any effect that would turn the undead.
  Whenever the creature reduces another creature to 0 hit
  points within 15 feet of you, you regain 1 sorcery point.
  This increases to 30 feet at 14th level.
  One of the Dead
  One of the Dead
  By 14th level, your undead nature has granted you immunity
  to being frightened, and you also do not need to eat or drink
  anymore, but you can ingest food and drink if you wish.
  Additionally, undead creatures sense your connection to
  them and the dead and become hesitant to attack you. When
  an undead creature attacks you, that creature must make a
  Wisdom saving throw against your sorcerer spell save DC.
  On a failed save, the creature must choose a different target,
  or the attack automatically misses. On a successful save, the
  creature is immune to this effect for 24 hours.
  The creature is aware of this effect before it makes its
  attack against you.
  Death’s Master
  Death’s Master
  At 18th level, you have become a force of undead power. You
  gain immunity to necrotic damage and cold damage, and you
  no longer require sleep, and can’t be forced to sleep by any
  means. To gain the benefits of a long rest, you can spend all 8
  hours doing light activity, such as reading, writing, or keeping
  watch. You also age much slower than normal. For every 10
  years that pass, your body ages only 1 year, and you are
  immune to being magically aged.
  Additionally, you have learned how to command the magic
  of death. Choose two necromancy spells of 5th level or lower
  from any spell list. You learn those spells, and you can cast
  each of these spells once per long rest without using a spell
  slot.
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  Additional Player
  Additional Player
  Options: Roll Tables
  Options: Roll Tables
  What are sorcerers without their unique qualities? From how
  the world reacts to them to how they wield their magic,
  sorcerers have rare and incredible features that make them
  who they are. Below are four d6 roll tables that are geared
  more towards the origins presented in this compendium, and
  as such will focus more on aspects related to the dark
  powers, frightening visages, etc.
  However they can be used for anyone building a sorcerer,
  particularly if someone has a specific character or backstory
  in mind. Feel free to use any of these roll tables for your
  sorcerer! And DM's, perhaps these tables can help you in
  creating unique NPC's!
  Additional Arcane Origins
  Additional Arcane Origins
  Use this roll table for additional options for how your
  sorcerer discovered or gained their powers. What was the
  source? What does it tie to in the world?
  d6
  d6 Arcane Origin
  Arcane Origin
  1 Your birth was planned by an organization with sinister
  intentions.
  2 When some malevolent force left this world, some of
  its residual magic remained in you.
  3 You were the intended sacrifice of a ritual gone
  horribly wrong.
  4 Your unique abilities are the result of your family’s dark
  legacy.
  5 You were stolen away at birth and were given vile
  powers.
  6 One of your parents bestowed upon you your dark
  gifts.
  Additional Reactions
  Additional Reactions
  Use this roll table for additional options on how the world
  and the people in it react to your sorcerer. Are they appalled
  and fearful, or are they in awe and full of praise for you and
  your abilities?
  d6
  d6 Reaction
  Reaction
  1 Many have fled at the sight of you wielding your dark
  powers.
  2 Though acknowledging your skills, your family or
  village kept a close eye and watch on you, for fear of
  you going free.
  3 Your home town or village believe you to be the bearer
  or bringer of a curse that torments them.
  4 A dark entity was sealed away within you against your
  will, and people treated you as if you were the entity
  itself.
  5 There are those who watch you, believing you to be
  the herald they have been waiting for.
  6 The village you grew up in may not agree with your
  dark skills, but they respect you and even come to you
  in times of need.
  Additional Supernatural Marks
  Additional Supernatural Marks
  Use this roll table for additional options for the unique
  qualities that your sorcerer has that sets them apart from
  other wielders of magic. Is it source of pride and power, or a
  mark of shame that should remain hidden?
  d6
  d6 Supernatual Mark
  Supernatual Mark
  1 Your body is adorned in strange, forbidden symbols
  and runes.
  2 Your teeth are sharp, your tongue is forked, and your
  blood runs black.
  3 You have an extra finger on each hand, and your nails
  are more akin to claws.
  4 Your skin or fur is sickly in color.
  5 Your eyes have strange designs to them, such as rings
  or odd colors.
  6 Your lips, nails, hair, eyes, and ears appear as if stained
  black.
  Additional Signs of Sorcery
  Additional Signs of Sorcery
  Use this roll table tof additional options for the effects that
  wielding your magic has on either you or the surrounding
  environment. Is your magic a telltale signal of who you are,
  like a trademark? Or is it something that reveals more about
  who you are and where your magic originates?
  d6
  d6 Sign of Sorcery
  Sign of Sorcery
  1 You speak the verbal components of spells in an exotic
  language, such as Infernal or Abyssal.
  2 Chilling winds briefly surround you before and after
  you cast a spell.
  3 You often bleed from your eyes when you cast a spell.
  4 Your eyes go hollow or revert back into your head
  when you whisper the verbal components of spells.
  5 You often mix one strange, additional object into the
  material components of spells, such as snake tongues,
  the wings of a bat, or bones from a recent corpse.
  6 You performance of the somatic components of spells
  makes you appear as if you are dancing to some
  forbidden tune.
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  Additional Spells
  Additional Spells
  Below are a handful of spells that can add some extra flavor
  and power to your sorcerer, or even another class that the
  spell is available to. These spells are presented in
  alphabetical order by name, and will list the class availability
  of the spell underneath the name of the spell itself.
  Feel free to have fun in building your character with these
  new spells!
  Spell List
  Spell List
  1. Arcane Disturbance
  2. Bleeding
  3. Bone Shield
  4. Bone Strike
  5. Corrupt Food and Drink
  6. Crimson Expulsion
  7. Garden of Bones
  8. Grave’s Embrace
  9. Minor Curse
  10. Skeletal Pain
  11. Skeletal Sword Dance
  Arcane Disturbance
  Arcane Disturbance
  (Available for bard, cleric, sorcerer, wizard)
  3rd-level abjuration(ritual)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  -
  You cause an area to be filled with energy that causes
  magic to become hindered. A 30-foot cube of rippling,
  translucent energy forms from a point you choose within
  range. Spells cast within this this area are made at
  disadvantage, and creatures within the area that would be
  effected by some magical property, such as from a trap, a
  spell, or other magical source, have advantage on saving
  throws against such effects. Constructs made from spells
  (such as animate objects) or who are animated (such as
  animated armor) must make a Constitution saving throw
  against your spell save DC when entering the affected area,
  or become inactive until the beginning of their next turn on a
  failed save.
  Bleeding
  Bleeding
  (Available for sorcerer, warlock, wizard)
  1st-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a vial of blood)
  Duration: Concentration, up to 1 minute
  -
  You cause a creature to begin bleeding at a higher rate.
  Make a ranged melee attack against a creature within range.
  The creature must make a Constitution saving throw against
  your spell save DC. On a failed save, the creature takes an
  additional 1d6 necrotic damage whenever it is hit with
  another attack.
  At Higher Levels: When you cast this spell using a spell
  slot of 2nd level or higher, the damage increases by 1d6 for
  each slot level above 1st.
  Bone Shield
  Bone Shield
  (Available for sorcerer, warlock)
  3rd-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  -
  You create a shield formed out of solid, durable bone. This
  magical shield lasts until the spell ends. It counts as a normal
  shield with which you are proficient. While you have
  possession of this shield, you gain resistance to non magical
  slashing, piercing, and bludgeoning damage. If you drop the
  shield or lose your grip on it, it falls and shatters. Thereafter,
  while the spell persists, you can use a bonus action to cause
  the shield to reappear strapped to your arm.
  Bone Strike
  Bone Strike
  (Available for sorcerer, warlock)
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  -
  Yours bones grow thick and sharp, protruding through your
  skin at the knuckles, elbows, shoulders, spine, and knees. For
  the duration, you can use your spellcasting ability instead of
  Strength for unarmed attacks, and your unarmed attacks
  damage die becomes a d8, and they become magical. The
  spell ends if you cast it again or you end it.
  Corrupt Food and Drink
  Corrupt Food and Drink
  (Available for sorcerer, warlock)
  1st-level transmutation(ritual)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  -
  All nonmagical food and drink within a 5-foot-radius
  sphere centered on a point of your choice within range is
  spoiled and becomes inedible. Water and drinks turn black
  and thick, and food becomes covered in mold or blackened
  sludge.
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  Additional Spells
  
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  Crimson Expulsion
  Crimson Expulsion
  (Available for sorcerer, warlock, wizard)
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  -
  You cause a creature to lose a dramatic amount of blood.
  Choose a creature within range to make a Constitution
  saving throw against your spell save DC. The creature takes
  6d8 necrotic damage on a failed save, and half as much on a
  success as a wound suddenly opens, causing blood to spray
  out 10 feet. Creatures who fail this saving throw also have
  disadvantage on Constitution saving throws until the end of
  their next turn. Creatures who have 10 hit points or lower
  make this saving throw at disadvantage, and creatures who
  do not have blood, such as constructs, are immune to this
  spell.
  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.
  Garden of Bones
  Garden of Bones
  (Available for sorcerer, warlock)
  5th-level transmutation
  Casting Time: 1 action
  Range: Self (40 feet)
  Components: V, S, M (a handful of small animal bones, a
  pinch of salt)
  Duration: Instantaneous
  -
  You slam a hand holding the material components onto the
  ground. The ground in a 30-foot radius centered on you
  shakes as sharpened bones emerge, shooting upward. The
  area becomes difficult terrain for the duration. When a
  creature moves into or within the area, it takes 2d6 piercing
  damage for every 5 feet it travels.
  As a bonus action on your turn, you can quickly extend
  sharp bones to pierce a creature within the affected area. The
  creature must make a Dexterity saving throw or be pinned by
  the bones, becoming restrained.
  Until the spell ends, you can direct the sharpened bones
  towards another creature in the area to attempt to restrain
  them as a bonus action on each of your turns. You can affect
  only one creature like this at a time.
  Grave’s Embrace
  Grave’s Embrace
  (Available for sorcerer, warlock, wizard)
  5th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a skull or rib bone, a pinch of salt,
  and a drop of oil)
  Duration: Concentration, up to 1 minute
  -
  You summon forth a large, spectral form of a humanoid
  skeleton that includes the ribs, spine, arms, and head. This
  spectral skeleton is encased in translucent, writhing flames
  or energy (the color of which is of your choice). Choose a
  target within range to make a Dexterity saving throw against
  your spell save DC. On a failed save, the target becomes
  trapped by the spectral skeleton, either by being held in the
  skeleton’s hands or being trapped within its rib cage.
  While trapped by the skeleton, the target’s movement
  speed is reduced to 0, and it is immune to attacks made
  against it from outside of the spectral skeleton. At the
  beginning of each of its turns, the target takes 4d10 necrotic
  damage, and its maximum hit points are reduced by an
  amount equal to one fourth of the damage taken.
  At the end of each of its turns, the target can make a
  Strength saving throw against your spell save DC to try to
  escape. On a success, it frees itself from the grasp of the
  spectral skeleton, though the spectral skeleton still remains if
  the spell is still up. On a failed save, the creature takes an
  additional 1d10 necrotic damage.
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  Minor Curse
  Minor Curse
  (Available for sorcerer, warlock)
  2nd-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 minute
  -
  You curse a creature to suffer from a minor, harmful effect.
  Choose a creature within range. The creature must make a
  Wisdom saving throw against your spell save DC, and
  creatures who cannot be charmed are immune to this spell.
  On a failed save, the creature suffers from one of the
  following effects for 1 minute:
  This Really Itches: The creature suffers from an
  insatiable itch that covers their entire body. While under this
  curse, the affected creature must spend its bonus action to
  scratch at its body. Constructs and undead are immune to
  this curse.
  Um, Say What?: The creature loses the ability to speak
  clearly, with their words becoming jumbled or out of order.
  While under this curse, the affected creature has
  disadvantage on Charisma (Intimidation) and Charisma
  (Persuasion) checks, and cannot be understood by others,
  and becomes visibly frustrated when it cannot be understood.
  Creatures who cannot speak are immune to this curse.
  Please Shut Up: The creature loses the ability to be quiet,
  and cannot speak in anything other than a loud voice or
  scream. While under this curse, the affected creature has
  disadvantage on Dexterity (Stealth) checks, is incapable of
  whispering, and must announce its actions as it is performing
  them, as if narrating their own life. Creatures who cannot
  speak are immune to this curse.
  Argh, My Eye!: The creature swears that something is in
  its eye, and whatever it is causes an irritating feeling. While
  under this curse, the affected creature has disadvantage on
  Wisdom (Perception) checks that rely on sight, their vision
  becomes blurry, and they must use a free action to rub at
  their eye. Creatures without organic eyes or without eyes are
  immune to this curse.
  Who Hurt You?: The creature becomes compelled to tell
  others about their life and feelings in a either a sad, angry, or
  melancholy manner (the choice of which is up to the DM).
  While under this curse, the affected creature must roll 1d6 at
  the beginning of its turn. On an odd number, the creature
  begins telling others that can hear it about terrible events that
  have happened to it throughout its life. On an even number,
  the creature begins telling others about how it is currently
  feeling, or how its feelings towards another creature or place.
  Other creatures have advantage on Wisdom (Insight) checks
  made against the creature. Creatures who cannot speak are
  immune to this curse.
  Please Love Me: The creature falls maddeningly in love
  with one creature that it can see within 30 feet of it. While
  under this curse, the affected creature can not target the
  creature that it loves with an attack or spell, and must instead
  choose one other creature that it can see within range of the
  attack or spell, insisting that this second creature is trying to
  steal the first creature’s love away from them. Constructs and
  undead are immune to this curse.
  A creature under one of these curses can attempt to break
  free from it by repeating the Wisdom saving throw against
  your spell save DC at the end of each of its turns.
  Skeletal Pain
  Skeletal Pain
  (Available for sorcerer, warlock)
  2nd-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small bag of powdered bones)
  Duration: Instantaneous
  -
  You send a blast of gaseous energy hurling towards one
  creature within range that has a skeleton. A target without a
  skeleton is immune to this spell. Make a ranged spell attack
  against the target. On a hit, the target is wracked with pain as
  their bones shake, taking 3d6 necrotic damage.
  If the target is an undead with a skeleton, the undead takes
  no damage. Instead, you can take control of the undead. The
  undead target must make a Wisdom saving throw against
  your spell save DC. On a fail, the energy wraps around the
  creature, allowing you to force it to move up to its full
  movement or make a single attack against a creature of your
  choice within its reach. This effect lasts only for this turn.
  Skeletal Sword Dance
  Skeletal Sword Dance
  (Available for sorcerer, warlock)
  4th-level transmutation
  Casting Time: 1 action
  Range: Self (90 feet)
  Components: V, S
  Duration: Instantaneous
  -
  Long, sharp protruding bones emerge from out of your
  elbows and palms as you begin to quickly spin around. You
  hurl yourself into a spinning dance, quickly moving in a
  straight line to an unoccupied space you can see within
  range. Each creature within 5 feet of the line you travel must
  make a Dexterity saving throw, taking 4d10 slashing damage
  on a failed save, or half as much damage on a successful one.
  Reflavoring Spells
  Reflavoring Spells
  Players, should you decide to create a sorcerer
  using any of the options presented here,
  particularly with spells, feel free to talk to your DM
  about reflavoring any of these spells or existing
  spells to give them a more crystal, desert, earthen,
  metal, or volcanic feel to them. Your DM and you
  can work out the appearance, flavor, and
  mechanics of such a change should this be an
  option you proceed with.
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  Conclusion
  Conclusion
  Art Credits
  Art Credits
  The Ritual by Solfour:
  https://www.deviantart.com/solfour/art/The-Ritual-
  533784453
  The blood mage by sagasketchbook:
  https://www.deviantart.com/sagasketchbook/art/The-
  blood-mage-591013427
  The Ghost Seer by stephengarrett1019:
  https://www.deviantart.com/stephengarrett1019/art/The-
  Ghost-Seer-712619000
  Tibalt, the Fiend-Blooded by Peter Mohrbacher for MTG:
  https://magic.wizards.com/en/articles/archive/arcana/wallpaper-
  week-tibalt-fiend-blooded-2012-04-27
  witch house (winter) by VityaR83:
  https://www.deviantart.com/vityar83/art/witch-house-
  winter-713592155
  Summoner by Piotr Dura:
  https://www.artstation.com/artwork/YoRBw
  Legal Information
  Legal Information
  This Homebrew material is to supplement Dungeons and
  Dragons 5th Edition.
  Sorcerer as a class was created by Wizards of the Coast
  The Homebrewery is licensed using the MIT License.
  Special Thanks
  Special Thanks
  Special thanks to Homebrewery for this wonderful program
  to create quality homebrew content!
  Another special thanks to u/Chris_Chroma for
  grammatical and formatting assistance
  A final special shoutout to Chris, Dan, Korrigan, Tate,
  Kevin, and Brandy, for playtesting this material and for being
  an awesome party for D&D!
  Created by u/Yorviing
  17
  Conclusion| Legal Information and Special
  Thanks
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Children of the Occult.pdf