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Sorcerer

Optional Sorcerer features and subclass references from Tasha’s Cauldron of Everything.

This reference contains the optional Sorcerer features introduced in this source.

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike the features in the Player's Handbook, you don't gain the features here automat ically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Add It Ion Al So Rc Er Er Spells

1st-level sorcerer feature

The spells in the following list expand the sorcerer spell list in the Player's Handbook. The list is orga nized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xana thar's Guide to Everything also offers more spells.

Cantrip (O Level)

Booming blade Green-flame blade Lightning lure

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it- a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lin eage, might have become entangled in the machina tions of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Madron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

1st-level Clockwork Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sor cerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can re place one spell you gained from this 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.

Clockwork Spells

Sorcerer Level Spells lst alarm, protection from evil and good 3rd aid,lesser restoration 5th dispel magic, protection from energy 7th freedom of movement, summon construct (a spell in chapter 3) 9th greater restoration, wall of force In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Man If Est At Io Ns Of Or Der

d6 Manifestation Spectral cogwheels hover behind you. 2 The hands of a clock spin in your eyes. 3 Y our skin glows with a brassy sheen. 4 Floating equations and geometric objects overlay your body. 5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. 6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Restore Balance

1st-level Clockwork Soul feature

Your connection to the plane of absolute order al lows you to equalize chaotic moments. When a crea ture 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 and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all ex pended uses when you finish a long rest.

Bastion Of Law

6th-level Clockwork Soul feature

You can tap into the grand equation of existence 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. The 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 the warded creature takes damage, it can ex pend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance Of Order

14th-level Clockwork Soul feature

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 against 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 bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again. HluA N CLocKwoK Sou

Clockwork Cavalcade

18th-level Clockwork Soul feature

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 100 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 re paired instantly.

  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube. Once you use this action, you can't use it again un til you finish a long rest, unless you spend 7 sorcery points to use it again. L <"

Source & compatibility

Source: Tasha's Cauldron of Everything · page 65 · Legacy 5e.

Tasha's Cauldron of Everything; locally supplied reference, original publisher rights retained.

Campaign adaptation: Legacy 5e reference. SRD 5.2.1 takes precedence for overlapping core rules and spells. Optional class replacements, subclass timing, and prerequisites require compatibility review; this entry does not grant extra benefits automatically.

Compatibility: Original option; manual use pending compatibility review.