Sorcerer

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with 120 gp, in addition to the equipment granted by your background. The following are good starting items for sorcerers:

Table: The Sorcerer
LevelFeaturesInnovations KnownCantrips KnownSpells KnownMana PoolMax Spell Level
1stSpellcasting, Sorcerous Origin4221st
2ndFont of Magic, Manifestation4351st
3rdMetamagic4492nd
4thAbility Score Improvement, Arcane Innovations155142nd
5thMagical Guidance256173rd
6thSorcerer Origin feature257223rd
7thArcane Refinement, Minor Metamagic258264th
8thAbility Score Improvement259334th
9thRapturous Presence3510395th
10thModerate Metamagic3611465th
11thExplosive Manifestation3612526th
12thAbility Score Improvement3612566th
13thMinor Metamagic4613607th
14thSorcerous Origin feature4613657th
15thModerate Metamagic4614688th
16thAbility Score Improvement4614748th
17thMajor Metamagic5615799th
18thSorcerous Origin feature5615859th
19thAbility Score Improvement, Minor Metamagic5616919th
20thCyclical Casting5616999th
Table: The Epic Level Sorcerer
LevelFeaturesInnovations KnownCantrips KnownSpells KnownMana PoolMax Spell Level
21stEpic Ability Score Improvement, Sorcerous Origin feature66171059th
22ndSorcerous Supremacy66171099th
23rdFlexible Casting Mastery (6th)66181139th
24thGreater Font of Magic66181189th
25thEpic Ability Score Improvement, Sorcerous Origin feature76191249th
26thFlexible Casting Mastery (7th)77191279th
27thSorcerous Supremacy77201329th
28thSorcerous Origin feature772014310th
29thEpic Ability Score Improvement, Flexible Casting Mastery (8th)872115411th
30thWeave Conduit872116712th

Spellcasting

1st-level Sorcerer feature
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the Sorcerer Spell List. You learn additional Sorcerer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Mana

The Sorcerer table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

Spells Known and Reserved

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 cast.

You can keep an additional number of spells equal to your Sorcerer level + your Intelligence modifier as reserved spells. These spells are ones you are familiar with, but cannot readily cast. Whenever you finish a long rest, you can choose one known spell from this class and replace it with one of your reserved spells over the course of 10 minutes, provided they are of the same spell level and are both on the Sorcerer spell list. The reserved spell becomes a known spell, and the known spell is added to your reserved spells.

As a part of a long rest, you can try to familiarize yourself with a spell on the Sorcerer spell list if it is of a spell level you can cast and you saw a creature cast it since your last long rest, if you use a magic item which can cast the spell, or if you can be taught by a creature with the spell known or prepared. You must succeed on an Arcana check using your spellcasting ability modifier with a DC equal to 15 + the spell's level to add the spell to your reserved spells.

If you would reserve a spell, and are already at your maximum number of spells you can have reserved, you must replace one of your existing reserved spells.

Additionally, when you gain a level in this class, 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 cast. You may add the spell you replaced to your reserved spells.

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

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Sorcerer Spells.

Sorcerous Origin

1st-level Sorcerer feature
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, 18th, 21st, 25th, and 28th level.

Aberrant SorceryFew origin spells changed
Arcane SorceryHomebrew
Clockwork SorceryFew origin spells changed, new feature
Divine SorceryOrigin spells, slightly altered
Draconic SorceryReworked
Giant Sorcery 
Lunar SorceryAltered
Phoenix SorceryAltered
Rune SorceryAltered
Sea SorceryReworked
Shadow SorceryOrigin spells, slightly altered
Stone SorceryReworked
Storm SorceryOrigin spells, slightly altered
Wild SorceryOrigin spells, slightly altered

Font of Magic

2nd-level Sorcerer feature
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by mana, which allow you to create a variety of magical effects. You gain additional mana equal to half your Sorcerer levels reflected in the mana pool column of the Sorcerer table.

Additionally, you gain the ability to spend your mana to fuel special abilities, such as Metamagic, abilities granted by your sorcerer Bloodline, or the ones below.

Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 1 mana to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Sorcerous Fortitude
As an action, you can spend mana up to your Sorcerer levels and roll a d8 for each mana spent. You gain a number of temporary hit points equal to the total.

Manifestation

2nd-level Sorcerer feature
At 2nd level, you also choose one of the following manifestations, which represents a kind of energy you are especially effective at producing.

Primal Manifestations

If you choose one of these manifestations, when you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 mana to change the damage type to your manifestation’s damage type.

Blizzard (Cold)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals cold damage, you can spend 1 mana to inflict the Chilled condition on that creature for a number of rounds equal to the spell’s level (minimum 1 round). This effect can stack with intensity, and can be activated on multiple creatures at once, spending mana for each one. A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the Chilled condition early on a successful save.

Corrosion (Acid)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals acid damage, you can spend 1 mana and choose one creature you can see that is wearing armor or a shield. Its Armor Class is reduced by 2 for a number of rounds equal to the spell's level (minimum 1 round) or until a creature uses its action to scrape or wash the acid off itself or another creature. This effect can be activated on multiple creatures at once.

Hurricane (Lightning or Thunder)

You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 mana to produce a thunderous blast around you. Creatures no more than one size category larger than you within 5 + the spell's level feet (rounded up to the nearest increment of 5) of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked Prone.

Inferno (Fire)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals fire damage, you can spend 1 mana to inflict the Burning condition on that creature for a number of rounds equal to the spell's level (minimum 1 round), using your spell save DC to end the condition if it is higher than 15. This effect can stack with itself, refreshing the duration and increasing the damage die, and can be activated on multiple creatures at once, spending mana for each one.

Venom (Poison)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals poison damage, you can spend 2 mana to inflict the Poisoned condition on it for a number of rounds equal to the spell’s level (minimum 1 round). A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the Poisoned condition early on a successful save. This effect can be activated on multiple creatures at once.

Cosmic Manifestations

If you chose one of these manifestations, when you cast a spell that deals the damage type of your manifestation, reduce the mana cost of the spell by 1.

Entropy (Necrotic)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals necrotic damage, you can spend 1 mana to make the creature be unable to regain hit points for a number of rounds equal to the spell’s level (minimum 1 round). A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the effect early on a successful save. This effect can be activated on multiple creatures at once, spending mana for each one.

Flicker (Force)

When you cast a spell that deals force damage, you can spend 1 mana to teleport a number of feet equal to 5 + the spell's level feet (rounded up to the nearest increment of 5) to an unoccupied space that you can see.

Incandescence (Radiant)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals radiant damage, you can spend 2 mana to outline a single creature affected by the spell in light for a number of rounds equal to the spell's level (minimum 1 round). For the duration, the affected creature shed dim light in a 10-foot radius, any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being Invisible. The creature can make a Dexterity saving throw against your spell save DC at the end of each of its turns, ending the effect early on a successful save. This effect can be activated on multiple creatures at once, spending mana for each one.

Prognostication (Psychic)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals psychic damage, you can spend 2 mana to learn its surface thoughts, which often include what it plans during its turn in combat). The next time that creature attacks you or forces you to make a saving throw within the next minute, it gets a penalty on the attack roll, or you gain a bonus on your saving throw, equal to the spell's level (minimum 1). Then, this effect ends. This effect can be activated on multiple creatures at once, spending mana for each one.

Kinetic Manifestations

If you choose one of these manifestations, when you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 mana to change the damage type to your manifestation’s damage type.

Pressure (Bludgeoning)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals bludgeoning damage, you can spend 1 mana to reduce the creature's initiative by an amount equal to the spell's level. If the creature has already gone this round, it adds this penalty to the next initiative roll it makes within the next minute. This effect can be activated on multiple creatures at once, spending mana for each one.

Transfixation (Piercing)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals piercing damage, you can spend 1 mana to reduce the creature's movement speed by a number of feet equal to twice the spell's level (rounded up to the nearest increment of 5) until the creature recovers at least 1 hit point, or until it or another creature within 5 feet of it succeeds on a Wisdom (Medicine) check equal to your spell save DC.

Laceration (Slashing)

If a creature fails its saving throw against your spell or is hit by your spell attack roll that deals slashing damage, you can spend 1 mana to inflict the Bleeding condition on the creature for a number of rounds equal to the spell's level (minimum 1 round), using your spell save DC to end the condition if it is higher than 15. This effect can stack with itself, refreshing the duration and adding more to the damage die, and you can activate it on multiple creatures at once, spending mana for each one.

Metamagic

3rd-level Sorcerer feature
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options and one moderate Metamagic option. You gain another minor Metamagic option at 7th level, 13th level, and 19th level. You gain an additional moderate Metamagic option at 10th and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Minor Metamagic

Careful Spell. When you cast a spell that affects an area, you can spend 1 mana, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.
Delayed Spell. When you ready a spell, you can spend 1 mana. The spell can be held for up to 1 minute, instead of 1 turn, without using your action to maintain it (though it still takes your concentration.)
Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 mana to double the range of the spell. Alternatively, if you cast a spell that has a range of touch, you can spend 1 mana to make the range of the spell 30 feet.
Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend an amount of mana equal to the spell's level to increase the duration to its next increment, to a maximum of 24 hours. For example, a duration of 1 minute because 10 minutes, and a duration of 10 minutes becomes an hour. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Reliable Spell. If you make an attack roll for a spell and miss, you can spend 1 mana to reroll the d20, and you must use the new roll. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.
Seeking Spell. When you cast a spell that requires you to make a attack roll, or that forces a target to make a Dexterity saving throw, you can spend 1 mana to ignore the effects of half- and three-quarters cover against targets of the spell. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Subdual Spell. When damage from one of your spells reduces one or more creatures to 0 hit points, you can spend 1 mana to stabilize one of the creatures knocked unconscious by it. You can use Subdual Spell multiple times on a single spell cast, spending 1 mana per creature you stabilize. You can use Subdual Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell. When you cast a spell, you can spend 1 mana to cast it without any somatic, verbal, or material components without a gp cost.
Treacherous Spell. When you cast a spell, you can spend 1 mana to alter its components in subtle ways. A creature attempting to identify the spell perceives it as a different spell of the same school of the same or lower level unless they identify it with an action or reaction. Ability checks made to identify or counter this spell are made at disadvantage.

Moderate Metamagic

Empowered Spell. When you roll damage for a spell, you can spend 1 mana to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 mana to give one target of the spell disadvantage on its saving throws against the spell.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 mana to change the casting time to 1 bonus action for this casting.
Reflexive Spell. Immediately before rolling initiative, you can use your reaction to cast a 1st, 2nd, or 3rd level spell that has a casting time of 1 action, spending twice as much mana to do so. The spell activates before any other actions in initiative.
Refracting Spell. When you hit a creature with a spell attack, you can spend an amount of mana equal to half the spell’s level (rounded up, minimum 1). A creature within 5 feet of the target takes half the spell’s damage as well. If the spell involves multiple spell attack rolls, you choose one of the successful attacks to refract.
Twinned Spell. When you cast a spell that targets one or more creatures and doesn’t have a range of self, you can spend an amount of mana equal to the spell’s level (1 for cantrips) to double the number of targets. These targets must still be in the spell's range.

Ability Score Improvement

4th-level Sorcerer feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or you can select a feat you meet the prerequisites for. As normal, you can't increase an ability score above 20 using this feature.

Additionally, whenever you gain this feature, you can replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you can do one of the following, representing the magic within you flowing in new ways:

Arcane Innovations

4th-level Sorcerer feature
At 4th level, you acquire insights in arcana that others would never realize. You gain an arcane innovation of your choice. Your arcane innovations are detailed on the Arcane Innovation page. The Innovations Known column of the Sorcerer table shows when you gain additional innovations. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Arcane Innovations you know and replace it with another Arcane Innovations that you could learn at that level.

Magical Guidance

5th-level Sorcerer feature
At 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 mana to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Arcane Refinement

7th-level Sorcerer feature
Your command over your magic becomes more precise, and you are able to assert more control over it. Choose one of the following.

Deep Font

You can reach beyond your limits to draw more power from within. When you finish a short rest, you may expend hit dice to regain some of your magic essence. For each hit dice expended in this way, you regain 1d4 mana. Once you have expended a hit dice equal to your Charisma modifier, you cannot do so again until you finish a long rest.

Innate Ritualist

You may pick a number of spells with the ritual tag equal to your Charisma modifier. These spells need not be from the sorcerer spell list, but they must be of a level for which you have spell slots. You can cast these spells as rituals, though you don’t gain the ability to cast them normally with spell slots, nor do they count toward your spells known. If you increase your Charisma modifier, the number of ritual spells you know also increases. Each time you gain a sorcerer level, you may replace one of these ritual spells with another.

Prodigious Innovator

Choose three cantrips from any class's spell list. You can cast those cantrips at will. They are considered sorcerer spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.

Rapturous Presence

9th-level Sorcerer feature
Beginning at 9th level, your magic becomes a presence that noticeably bears down on creatures. Choose one of the following.

Larger Than Life

Your power tends to distort people’s perception of you, causing you to seem more dangerous than you are. You have advantage on Intimidation checks made to threaten someone with your magic. On a failure, your target is unconvinced and unless you make good on your threat with an unambiguous show of force to prove your mettle, this feature no longer functions until you prove your reputation again. Additionally, features and traits that attempt to size you up always give the impression that you are more dangerous than you actually are.

Nobody's Fool

People find it difficult to lie to you or to conceal their motives in your presence. You can always choose to use your Charisma score when making Insight checks. In addition, you can spend 1 mana as an action to project an aura of honesty. For the next 10 minutes, creatures within 10 feet of you have disadvantage on Charisma (Deception) checks made to lie or conceal the truth. When a creature in this aura fails a Charisma (Deception) check, it accidentally blurts out something it didn’t mean to while attempting to spin its lie.

Otherworldly

You have a way with creatures wildly unlike yourself. Select three of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, or undead. You have advantage on Charisma checks to make a first impression on a creature of one of your chosen types, and if you do not share a common language, you can still communicate some simple concepts to them. In addition, by spending 1 mana and 1 minute in meditation, you can change your creature type to one of the chosen creature types. This transformation lasts for 1 hour and cannot be reversed early without repeating the meditation and spending the mana again.

Explosive Manifestation

11th-level Sorcerer feature
At 11th level, your Manifestations become more potent and volatile. If you roll the highest number possible on a damage die for a spell you cast that deals damage of a type you have a manifestation for, you can roll another an additional die and add it to the damage. The maximum number of dice you can add to the spell’s damage equals your Charisma modifier.

Alternatively, instead of rolling the die and adding it to the damage, you can expend any number of the extra dice to produce a different effect based on the damage type.

Explosive Primal Manifestations

Explosive Blizzard (Cold)

Roll the extra dice and gain temporary hit points equal to the total rolled. While you have these temporary hit points, a creature that hits you with a melee attack takes cold damage equal to the level of the spell that generated the extra dice. These temporary hit points last for 1 hour, after which they fade away.

Explosive Corrosion (Acid)

You create a pool of acid centered on the target of the spell or the spell’s point of origin. The pool's area has a radius equal to 5 feet x the level of the spell that generated the dice, and counts as difficult terrain. When a creature enters the area for the first time on a turn or ends its turn there, it takes acid damage equal to a roll of the extra dice spent to create the pool. At the end of your next turn, and every turn after that, the radius of the pool shrinks by 5 feet, dissipating if it cannot shrink further. It dissipates early if you use this ability to create another pool.

Explosive Hurricane (Lightning or Thunder)

You create a storm emanation, which moves with you. The storm has a radius equal to a roll of the extra dice, rounded up to the nearest increment of 5. The area of the storm is heavily obscured and counts as difficult terrain, but you can see and move through it normally. When a hostile creature enters the area for the first time on a turn or ends its turn there, it takes lightning damage or thunder damage (your choice) equal to the level of the spell that generated the storm. At the end of your next turn, and every turn after that, the radius of the storm shrinks by 5 feet, dissipating if it cannot shrink further. If you create a storm while you already have one active, you instead increase its radius by a roll of the extra dice, rounded up to the nearest increment of 5, and increase the damage to the highest level of spell used to create it.

Explosive Inferno (Fire)

You store the extra fire magic in your hand. You can use a bonus action to throw this flame, making a ranged spell attack against a target you can see within 60 feet. On a hit, the creature takes fire damage equal to a roll of the extra dice, upgrading the size of the dice by one step (maximum d12). The flame lasts for up to 1 minute or until it is thrown. If you are already holding a flame when you use this ability, add the extra dice together and refresh the duration. You can carry a total number of extra dice equal to your Charisma modifier plus the highest level of spell used to generate extra dice in the pool.

Explosive Venom (Poison)

You store the extra poisonous magic in your body for 1 minute or until you expend it. When you inflict the Poisoned condition with a spell, you can expend this energy to make the poison more virulent. While the creature is Poisoned in this way, it takes poison damage equal to a roll of the extra dice. Alternatively, when you attempt to inflict the Poisoned condition on one or more creatures who are immune to the condition, you can expend the energy to roll the extra dice. You can inflict the Poisoned condition on one of these creatures by reducing the total number rolled by its CR or level (minimum 1), though it does not take the damage of this ability, and it has advantage on saving throws to end the condition. If you are already storing poison in your body when you use this ability, add the extra dice together and refresh the duration. You can carry a total number of extra dice equal to your Charisma modifier plus the highest level of spell used to generate extra dice in the pool.

Explosive Cosmic Manifestations

Explosive Entropy (Necrotic)

Roll the extra dice and add the level of the spell that generated them to the total rolled. Regain that many hit points, then choose any number of creatures affected by the spell, reducing the total by the CR or level of a creature (minimum 1). Each of these creatures has its maximum hit point total reduced by the necrotic damage it took from the spell.

Explosive Flicker (Force)

For every 2 extra dice spent in this way, you gain 1 mirror image as per the spell, or replenish 1 image if you already have mirror images, to a maximum of 3. These mirror images last for a number of rounds equal to the level of the spell that generated these dice (minimum 1), adding extra rounds to the duration when more dice are spent from subsequent spell casts.

Explosive Incandescence (Radiant)

Roll the extra dice, then choose any number of creatures affected by the spell, reducing the the total rolled by the CR or level of a creature (minimum 1). Each of these creatures are Blinded for a number of rounds equal to the level of the spell (minimum 1). A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the blinded condition early on a successful save.

Explosive Prognostication (Psychic)

Choose any number of creatures affected by the spell and divide the extra dice among them, which last for a number of rounds equal to the level of the spell that created the extra dice, or until they are expended. The next time each of these creatures makes an ability check, attack roll, or saving throw, the creature gains a penalty on the roll equal to a roll of the die, which is then expended. A creature who has multiple dice expends only one per roll, prioritizing those that expire soonest if they receive more from subsequent uses of this ability.

Explosive Kinetic Manifestations

Explosive Pressure (Bludgeoning)

Roll the extra dice, then choose any number of creatures affected by the spell, reducing the total rolled by the CR or level of a creature (minimum 1). Each of these creatures gains one of the following penalties of your choice: the target can't take reactions and the next attack made against it before the end of your next turn has advantage OR it reduces the number of attacks it can make using the Extra Attack or Multiattack actions by 1 on its next turn (minimum 1 attack) OR it spends 1 Legendary action. You may affect a single creature with this ability a number of times equal to the spell that generated the extra dice, reducing the total rolled by the creature's CR or level each time.

Explosive Transfixation (Piercing)

Roll the extra dice, then choose any number of creatures affected by the spell, reducing the total rolled by the CR or level of a creature (minimum 1). Each of these creatures are Grappled for a number of rounds equal to the level of the spell that generated the extra dice. A creature can make a Strength saving throw against your spell save DC at the end of each of its turns, ending the condition early on a successful save. You can reduce the total rolled by twice the level or CR of the creature. If you do, the creature is Restrained while it is Grappled.

Explosive Laceration (Slashing)

Roll the extra dice, then choose any number of creatures affected by the spell, reducing the total rolled by the CR or level of a creature (minimum 1). Each of these creatures suffers from the effects of a Lingering Injury, rolled individually for each target, for a number of rounds equal to the level of the spell that created the extra dice. A creature who is already suffering from one of these effects can suffer more on subsequent turns, adding to the duration if the same result rolls up again. The penalties can be ended early through the normal means. If a source is not listed, the DM may rule certain powerful healing magic, like the heal spell, might end it early as well.

Major Metamagic

17th-level Sorcerer feature
At 17th level, in addition to a minor metamagic option, you gain one major metamagic option. These are more powerful expressions of your magics, though they come at significantly higher costs. You gain an additional major metamagic option at 20th level.

Major Metamagic Options

Contingent Spell. When you cast a spell, rather than have it go off immediately, you can spend an amount of mana equal to half the spell's level (rounded up) and describe an external condition. When that condition occurs before you finish a long rest, you can use your reaction to cast the spell. You can only have one Contingent Spell at a time.
Devouring Spell. When you cast a spell that deals damage and doesn’t restore hit points, you can spend mana equal to the spell’s level (rounded up). You, or a creature within 10 feet of you, regain hit points equal to half of a single damage roll for the spell.
Echoed Spell. When you cast a spell of 5th-level or lower, you can spend an amount of mana equal to the spell's level. If you do, the spell repeats on the next turn, originating from the same point and aimed at the same target as the first instance of the spell with no action required by you.
Intensified Spell. When you start casting a spell, you can spend mana equal to the spell’s level. The spell deals maximum damage or restores the maximum number of hit points to one target.

Weave Conduit

20th-level Sorcerer feature
The Weave flows through you easily, causing you to simmer with powerful magic. When you spend mana, you can choose to spend 1 additional mana to unleash this magic for 1 minute (no additional action required), during which you gain the following benefits:

Each time you use this feature after the first, the mana cost to activate this ability doubles. When you finish a short rest, the cost is halved (to a minimum of 1 mana), and when you finish a long rest, the cost returns to 1 mana.

Epic Level Sorcerer: Epic Ability Score Improvement

21st-level Sorcerer feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Sorcerer: Sorcerous Supremacy

22nd-level Sorcerer feature
The manifestation of your magic grows stronger. Now and again at 27th level, you gain one of the following benefits. You can choose the same option both times.

Deep Refinement

Choose a second option from the Arcane Refinement class feature. You gain the benefits from it.

Growing Manifestation

Choose another option from the Manifestation class feature. You gain the benefits from it and the associated Explosive Manifestation.

Metamagic Mastery

You gain one additional minor and moderate metamagic option.

Epic Level Sorcerer: Flexible Casting Mastery

23rd-level Sorcerer feature
The magic that flows through you allows you to more safely cast high-level magic without limitations. You can now cast any number of spells at 6th level, spending mana as usual.

At 26th level, you can cast any number of 7th-level spells, and at 29th level, you can cast any number of 8th-level spells.

Epic Level Sorcerer: Greater Font of Magic

24th-level Sorcerer feature
The boundless wellspring of your magic has no bounds. Your Font of Magic ability gains the following benefits:

Epic Level Sorcerer: Living Leyline

30th-level Sorcerer feature
You are so steeped in magic that you can temporarily become one with the leylines. While using Weave Conduit, you also gain the following benefits: