Sorcery Points. The Sorcerer table shows you how many sorcery points you have to cast your spells of 1st level or higher and the maximum-level spell slot you can create. To cast one of these sorcerer spells, you must expend a number of sorcery points to create a spell slot of a given level, and then use that slot to cast a spell.
The Sorcery Point Cost table summarises the cost in sorcery points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require sorcery points. You can't reduce your sorcery points total to less than zero, and you regain all spent sorcery points when you finish a long rest.
Spells of 6th level and higher are particularly taxing to cast. You can use sorcery points to create one slot of each level of 6th or higher, and you can't create another slot of the same level until you finish a long rest.
You can create two 6th-level spell slots between long rests starting at 19th level, and two 7th-level spell slots between long rests at 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Innate Focus. The magic flowing within you precludes the need for a spellcasting focus. You can ignore any material components of your sorcerer spells that lack a cost and aren't consumed by a spell.
Spells Known of 1st Level or Higher. You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you can create spell slots.
Additionally, when you finish a long rest, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you can create spell slots.
Cantrips. At 1st level, you know four cantrips of your choice from the sorceer spell list. You learn one additional sorcerer cantrip of your choice at 4th and 10th level.
1st-level spell slot - 2 sorcery points
2nd-level spell slot - 3 sorcery points
3rd-level spell slot - 5 sorcery points
4th-level spell slot - 6 sorcery points
5th-level spell slot - 7 sorcery points
6th-level spell slot - 9 sorcery points
7th-level spell slot - 10 sorcery points
8th-level spell slot - 11 sorcery points
9th-level spell slot - 13 sorcery points
As an action, you can touch one nonmagical weapon and spend two sorcery points to imbue it with magic for one minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
As an action, you can spend a number of sorcery points up to your sorcerer level to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
You regain one expended sorcery point whenever you finish a short rest.
This increases to two sorcery points at 8th level, three sorcery points at 14th level, and four sorcery points at 20th level.
You gain the ability to twist your spells to suit your needs.
You gain Metamagic options of your choice. You gain another two at 10th level, and another one at 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by two, or you can increase two ability score of your choice by one. As normal, you can't increase an ability score above twenty using this feature.
Instead of increasing your ability scores, you may choose to get a feat.
Additionally, you may also replace one skill proficiency with a different one offered by your class at 1st level. Also, you can replace one cantrip you learned from your Spellcasting feature with another cantrip from the sorcerer spell list, and one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
You can tap into your innter wellspring of magic to try to conjure success from failure.
When you make an ability check that fails, you can spend one sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
You gain all metamagic options.
In addition, you can ignore any material components of your sorcerer spells that costs less than 1000 gp, including those that are consumed by a spell.
You learn additional spells when you reach certain levels in this class.
Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
At 1st level - arms of Hadar, dissonant whispers, mind sliver
At 3rd level - calm emotions, detect thoughts
At 5th level - hunger of Hadar, sending
At 7th level - Evard's black tentacles, summon aberration
At 9th level - Rary's telepathic bond, telekinesis
Whenever you gain a sorcerer level, you can replace one spell you gained from your Psionic Spells feature with another spell of the same level.
The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
The arcane magic you command is infused with the strangeness of the Far Realm.
You can speak, read, and write Deep Speech and Undercommon.
Whenever you make a Charisma check when interacting with aberrations, your proficiency bonus is doubled if it applies to the check.
You can form a telepathic connection between your mind and the mind of another.
As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of one mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die, or if you use this ability to form a connection with a different creature.
When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by spending a number of sorcery points equal to the spell's level.
The spell requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
You can unleash the aberrant truth hidden within yourself.
As a bonus action, you can spend one or more sorcery points to magically transform your body for ten minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
-Your eyes turn black or become writhing sensory tendrils. You can see any invisible creature within 60 feet of you provided it isn't behind total cover.
- Your skin glistens with mucus or shines with an otherworldly light. You gain a flying speed equal to your walking speed, and you can hover.
- Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
- Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as one inch without squeezing, and you can spend five feet of your movement speed to escape from nonmagical restraints or being grappled.
Choose Warping Implosion or Psionic Field
You can unleash your aberrant power as a space-warping anomaly.
As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend five sorcery points to use it again.
Choose Warping Implosion or Psionic Field
Aberrant power radiates from you, stiffling the will of those who dare harm you.
When a creature makes an attack roll against you from within 30 feet of you, it takes 1d8 psychic damage and subtracts the damage dealt from its attack roll.
You learn additional spells when you reach certain levels in this class.
Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
At 1st level - alarm, protection from evil and good
At 3rd level - aid, lesser restoration
At 5th level - dispel magic, protection from energy
At 7th level - freedom of movement, summon construct
At 9th level - greater restoration, wall of force
Whenever you gain a sorcerer level, you can replace one spell you gained from your Clockwork Magic feature with another spell of the same level.
The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Your connection to the plane of absolute order allows you to equalize chaotic moments.
When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can speak, read, and write Modron.
Whenever you make a Charisma check when interacting with modrons, your proficiency bonus is doubled if it applies to the check.
You favour the average when extremes of chance result in potentially disastrous outcomes.
When you roll a 1 on an attack roll, ability check, or saving throw, you can treat that roll as a 10.
Choose Bastion of Law or Steel Mind
You can tap into the grand equation of existance to imbue a creature with a shimmering shield of order.
As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. This ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When a warded creature takes damage, it can expend a number of these dice, roll them, and reduce the damage taken by the total rolled on those dice.
Choose Warping Implosion or Psionic Field
As a being of pure logic, you find effects that attempt to alter your emotions to be inconsequential.
You can use your action to end any number of effects on yourself that is causing you to be charmed or frightened. You spend one sorcery point for each efffect you choose to end.
You gain the ability to align your consciousness to the endless calculations of Mechanus.
As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls agaist you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
You summon spirits of order to expunge disorder around you.
As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
- The spirits restore up to one hundred hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.