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===[[Sorcerer]]=== Have a lot of the same spell choices as the wizard, but cast ad hoc from the whole list of spells ''known'', rather than the wizards' spells ''prepared'' (which is a daily-chosen subset of their spells known). Though spontaneous spellcasting isn't what it used to be with the reworked preparation system and they get a ''very'' slim number of spells, with no mechanic to regenerate anything on a short rest until level 20, they ''do'' get additional versatility via access to "sorcery points" (yeah, a derpy name), which they can expend on metamagic (something only sorcerers get now), on converting into single-use spell slots, etc. They also start with double the cantrips of other casters. They're also the only full caster in the game to lack ritual casting. Then again, they're the only ''caster'' in the game ''to'' get natural proficiency in Constitution saves, which are needed to maintain Concentration, so there's that. Sorcerer subclasses are known as their Sorcerous Origin, which dictates the source of their magical power. Unlike most classes, sorcerers choose their subclass at level 1. * '''Dragon Ancestry''' (PHB): Grants you draconic features and powers like armored skin, wings, etc. as you level, with a focus on one type of elemental damage. Unfortunately, because game designers don't pay attention, if you don't pick fire you're screwing yourself: it has almost half again as many eligible spells as lightning or cold, the next highest, while acid and poison may as well weep in the corner. * '''Wild Magic''' (PHB): produces all sorts of random effects as you cast spells, and by random I mean RANDOM - from creating illusory butterflies, to dropping a fireball centered on yourself, to regenerating health rapidly, to turning into a potted plant. Awesome. * '''Storm Magic''' (Sword Coast Adventurer's Guide): This sorcerer is powered by Elemental Air. Offers boosts to lightning, constant swooping around with flight magic, and eventual constant flight with the option to give it out to the whole party. Also, the ability to control the wind and weather, and that kind of thing is very useful for navigating a ship. *'''Divine Soul <sub>Formerly [[Favored Soul]]</sub>''' (Xanathar's Guide to Everything): A hybrid between Cleric and Sorcerer, giving them enhanced fighting skills, Cleric Domain spells, flight and self-healing. This one has gotten considerably rewritten multiple times. The first rewrite of Favored Soul (in the Sorcerers UA) was no longer the direct "clerical sorcerer" it was back in 2015. This version can learn Cleric spells through leveling up, gains increased max hitpoints, can add a small amount of randomized points to a missed attack roll or failed save 1/short rest, double proficiency bonus on certain Charisma checks, immunity to disease/poison damage/the poisoned condition, and the ability to seriously heal themselves 1/day. All in all, this one is a lot more of a "divine sorcerer" than the "spontaneous caster cleric" of the original, which has attracted both praise and derision. The Revised Subclasses UA rewrite was less drastic, mostly switching around features. * '''Shadow''' (Xanathar's Guide to Everything): Drawing from the [[Shadowfell]], it's a vaguely necromantic/[[Shadowcaster]] themed Sorcerer, sort of like the Dread [[Necromancer]] variant class. It gets no bonus spells, but it gains Darkvision, the ability to spend sorcery points for a free Darkness spell, the ability to summon a "hound of ill omen" (ghostly dire wolf), teleport between shadows, and turn into a ghost-like shadow form. It comes with a D6 optional table listing physical quirks, which emphasize the necromantic aspect of the Bloodline with traits like "you bleed very slowly" or "your heart beats only once per minute". * '''Phoenix''' (UA: Sorcerers): One of three Elemental Sorcerers made to go with the Storm Sorcerer. Your sorcerer uses fire [[elementalism]] with a healing twist; they can ignite flammable materials with a touch, summon a "Mantle of Fire" for 1 minute 1/day that is basically a free Fire Shield effect that boosts fire attack spells and, at 18th level, grants Fly 40ft (with hover) and Damage Resistance (Everything), a "Phoenix Spark" that lets them avoid dropping to 0 hit points 1/day and instead cause a burst of fire damage (more potent if their Mantle of Fire is Up), and a Nourishing Fire trait where they heal slot level + Charisma modifier hit points whenever they cast a fire spell. It's been fairly generally mocked; not so much for being kind of boring as for the fact it places all its emphasis on its Mantle of Fire, which it only gets to use once per day. * '''Sea''' (UA: Sorcerers): One of three Elemental Sorcerers made to go with the Storm Sorcerer. Uses water [[elementalism]], which makes them a rather slippery customer. Soul of the Sea gives them the Amphibious trait and a free Swim speed. Curse of the Sea lets them buff up a spell that inflicts cold damage, lightning damage or forced movement 1/turn. Watery Defense gives them Fire Resistance and lets them use a "special reaction" to physical damage 1/encounter where they reduce the damage and make a free 30ft move. Shifting Form lets them halve damage from opportunity attacks, move through enemy spaces, and squeeze through openings that're 3 inches in diameter or larger. Finally, Water Soul basically turns them into a water elemental that happens to take a humanoid form, resisting all damage from physical attacks permanently and no longer needing to eat, drink or sleep. Generally held up as the most interesting, if not the best, of the variants included. * '''Stone''' (UA: Sorcerers): One of three Elemental Sorcerers made to go with the Storm Sorcerer. Uses earth [[elementalism]] to become a more martial sort of character. They gain proficiency with shields, simple weapons and martial weapons, increase their spell list with assorted weapon-focused spells (''Compelled Duel'', the various ''Smite'' spells, ''Magic Weapon'' and ''Elemental Weapon''), and the traits of Stone's Durability (free hitpoint increase, plus the ability to boost default AC), Stone Aegis (surround an ally with a protective bubble, free teleport & weapon strike against someone who does a melee attack on that ally), Stone's Edge (bonus Force damage to one creature per spell when you cast a damaging spell), and Earth Master's Aegis (can apply Stone Aegis to up to three allies at once). Although given respect for its crunch, it's also pretty soundly mocked for the fact that, beyond the fluff of its AC-boosting trait, it has absolutely ''nothing'' to do with earth magic at all. If anything, it's essentially a 5e revamp of the [[Swordmage]], complete with iconic aegis mechanics adapted for 5e. *'''Pyromancer''' (Plane Shift: Kaladesh): Ironically, the Plane Shift: Kaladesh article had ''another'' "Pyromancer" origin for Sorcerers. This one gains the Heart of Fire (scorch all creatures of your choice within 10 feet with fire damage whenever you cast a fire spell), Fire In The Veins (gain Fire Resistance, ignore Fire Resistance when burninating others), Pyromancer's Fury (use a reaction when hit in melee to torch the attacker), and Fiery Soul (you're immune to fire, all fire effects from you ignore fire resistance, your fire attacks can burn Fire Immunity targets as if they were only Fire Resistant). *'''Giant Soul''' (UA: Giant Soul Sorcerous Origin): Originally debuted in one of Mearls' streams, it got an official print up as the June 2018 [[Unearthed Arcana]]. Makes you tougher than the average sorcerer, lets you temporarily bulk yourself up to a bigger size, and gives you a few paltry bonus spells based on which [[giant]] you claim ancestry from. Mediocre. *'''Aberrant Mind''' (Tasha's Cauldron of Everything): Fantastic. On top of a bunch of already very strong and thematic benefits (constant ''mage armor'' a la the Dragon bloodline, spending sorcery points to morph your body in various ways), it ''finally'' does what players have been clamoring and baying for since before playtest and ''just gives the sorcerer a bunch of bloodline spells''! Probably the best bloodline in the game for this reason, even if its inability to regain sorcery points and many features that require expending them don't fix some of the class's ''other'' problems. **'''Psionic Soul''' (UA: 2020 Psionic Options Revisited): A sorta-revision of the Aberrant Mind, focusing, of course, on psionics rather than potentially Lovecraftian influence. Like the others, this grants the use of a special sort of psionic surge die that lets you learn additional spells and the ability to omit certain spell components based on how well you roll. Later levels grant various other buffs like extra spell damage and extra movement modes. Unfortunately, the capstone's less than remarkable, granting only a psychic aura that deals damage to those inside it. ***The final printing in Tasha's reverted to the Aberrant Mind name, taking the general frame of the original with some major paring down. It retains the exclusive spells, but lacks any Psionic Power dice like the Psi Warrior and Soulknife or the original draft's natural armor. Its ability to cast with no components also becomes something that can be done on any non-cantrip spell as long as you spend spell points on it. The capstone power also turns from becoming a black hole into just teleporting and making a spatial rift in your wake; while stronger, it can't be prolonged beyond a turn. *'''Clockwork Soul''' (Tasha's Cauldron of Everything): This particular subclass focuses on ties to the [[Mechanus]] and the ability to support others with your magic while also granting actual bloodline spells. This allows you to nullify the advantage/disadvantage mechanic without spending Sorcery Points, use points to build barriers that absorb damage, and even summon a swarm of [[Modron]]s to heal and dispel anything on your party. If you're left asking "Why is this a sorcerer instead of a warlock?" then you're not alone.
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