Sorcerer

A soul bounded by powerful blood, granting innate magic

Quick Build: As a Sorcerer, you should prioritize your Spell Skill, which depends on the Subclass that you choose.

Contents

Sorcerer Class Table

Max HP and Posture

The Sorcerer gains 6 Max HP and 3 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Druid HP List

  • Max Posture per Sorcerer Level: 3 Posture
  • Max HP per Sorcerer Level: 6 HP

Sorcerer Level 1

Level Tier Abilities Sorcery Points
1
1
Sorcerer Blood, Sorcerer Casting (Rank 0)
-
2
1
Meta Magic (2)
4
3
2
Sorcerer Casting (Rank 1)
4
4
2
Feat
4
5
3
Meta Magic (4), Sorcerer Casting (Rank 2)
8
6
3
Sorcerer Blood
8
7
3
Sorcerer Casting (Rank 3)
8
8
3
Feat
8
9
4
Meta Magic (6), Sorcerer Casting (Rank 4)
12
10
4
Sorcerer Blood
12
11
4
Sorcerer Casting (Rank 5)
12
12
4
Feat
12
13
5
Meta Magic (8), Sorcerer Casting (Rank 6)
16
14
5
Sorcerer Blood
16
15
5
Sorcerer Casting (Rank 7)
16
16
5
Legendary Feat
16
17
6
Meta Magic (10), Sorcerer Casting (Rank 8)
20
18
6
Sorcerer Blood
20
19
6
Legendary feat
20
20
6
Sorcerer Casting (Rank 9)
20

Sorcerer Blood

The blood that you carry brings unique powers. Each sorcerer has its unique power, depending on its heritage.

Choose one Sorcerer Subclass for your character. You gain the abilities from Level 1 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 6, 10, 14 and 18.

Sorcerer Casting (Rank 0)

You naturally learn how to cast spells with the power you were born with.

Choose the spells from the Sorcerer Spell List for you to learn. They are all considered Sorcerer spells, which have these traits:

  • You can only learn Sorcerer spells of Level 0.

  • The total number of Sorcerer spells you know is equal to 2 times your Sorcerer Level + your Spell Skill. When you Level up, you can switch up to 3 Sorcerer spells you know.

  • Sorcerer spells require clear movement and gesture. You cannot cast Sorcerer Spells while wearing Medium or Heavy Armors or wielding Medium or Great Shields.

  • The Spell Skill for your Sorcerer Spells is defined by your Sorcerer Subclass. The Draconic Sorcerer uses the Intimidation skill as their Spell Skill, while an Eldritch Sorcerer uses the Memory skill as their Spell Skill.

See the Spells section to learn more how spells work here.

Sorcerer Level 2

Meta Magic (2)

You naturally know how to alter spells, changing a specific aspect of them.

You learn 2 Meta Magic options, shown in the Meta Magic list at the end of the Class description.

When you cast a Spell, you can use Meta Magic to alter that spell. You can only use 1 Meta Magic option per spell, unless the Meta Magic effect specifies otherwise.

To use Meta Magic, you must also spend Sorcery Points. The maximum number of Sorcery Points you can have are shown in the Sorcerer Class table. You regain all your Sorcery Points back when you finish a Short or Long rest.

Some Meta Magics require a minimum Sorcerer Level to be learned. You cannot learn them while your current Sorcerer Level is below the requirement.

Whenever you Level up, you can switch 1 Meta Magic option you know, with another Meta Magic you don’t know.

Sorcerer Level 3

Sorcerer Casting (Rank 1)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6
5
40
5
10
6
50
6
14
7
65
7
20
8
80
8
30
9
100
9
50

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Sorcerer Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Sorcerer Level 5

Sorcerer Casting (Rank 2)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 2.

Meta Magic (4)

You learn 2 additional Meta Magic options.

You also gain 4 Sorcery Points to use.

Sorcerer Level 6

Sorcerer Blood

You gain the abilities of Level 6 of the chosen Subclass

Sorcerer Level 7

Sorcerer Casting (Rank 3)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 3.

Sorcerer Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Sorcerer Level 9

Sorcerer Casting (Rank 4)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 4.

Meta Magic (6)

You learn 2 additional Meta Magic options.

You also gain 4 Sorcery Points to use.

Sorcerer Level 10

Sorcerer Blood

You gain the abilities of Level 10 of the chosen Subclass

Sorcerer Level 11

Sorcerer Casting (Rank 5)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 5.

Sorcerer Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Sorcerer Level 13

Sorcerer Casting (Rank 6)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 6.

Meta Magic (8)

You learn 2 additional Meta Magic options.

You also gain 4 Sorcery Points to use.

Sorcerer Level 14

Sorcerer Blood

You gain the abilities of Level 14 of the chosen Subclass

Sorcerer Level 15

Sorcerer Casting (Rank 7)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 7.

Sorcerer Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Sorcerer Level 17

Sorcerer Casting (Rank 8)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 8.

 

Meta Magic (10)

You learn 2 additional Meta Magic options.

You also gain 4 Sorcery Points to use.

Sorcerer Level 18

Sorcerer Blood

You gain the abilities of Level 18 of the chosen Subclass

Sorcerer Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Sorcerer Level 20

Sorcerer Casting (Rank 9)

You gain a Caster Rank and you can now learn Sorcerer spells of Level 9.

Meta Magic List

Blood Magic

Requirement: 5th Level Sorcerer and cannot be immune to bleed damage

When you cast a spell, you can use 2 Sorcery Point to upcast the spell by 1 Level, but you start Bleeding (1d6) when you do so.

Bold Magic

After you roll damage for a Spell, you can use 1 Sorcery Point to reroll the result. You must use the second result and cannot reroll it again. You can use this Meta Magic with other Meta Magic options at the same time.

Controlled Magic

When you cast a Spell, you can use any number of Sorcery Points and choose the same number of creatures you can see. Those creatures are not affected by your spell at all.

Critical Magic

Requirement: 17th Level Sorcerer

When you cast a Spell that makes an Attack roll without disadvantage, you can use 5 Sorcery Points and make 1 of those Attacks automatically score a Critical Hit.

Draining Magic

Requirement: 13th Level Sorcerer

When you deal damage with a Spell, you can regain 1 Sorcery Point. If one or more creatures die because of the spell’s damage, you can regain 4 Sorcery Points instead. If the creature had Mana, you also make it lose 1 Mana and you then regain 1 Mana.

Double Magic

Requirement: 5th Level Sorcerer

When you cast a Spell that has a single target, you can use 5 Sorcery Points to choose a second target for that spell.

Elemental Magic

When you cast a Spell that deals a type of damage from the following list, you can use 1 Sorcery Point to change that damage type to another listed type: cold, electric, fire. 

Focused Magic

Before you make a Concentration Save to maintain a Spell, you can use your Reaction and 1 Sorcery Point to make that Save with advantage.

Force Magic

Requirement: 5th Level Sorcerer

When you cast a Spell that deals damage, you can use 2 Sorcery Points and deal extra 1d8 force damage with it.

Forbidden Magic

Requirement: 5th Level Sorcerer

When you cast a Spell of 6th level or lower that is forbidden, you can use 1 Sorcery Point and avoid its Curse.

Guided Magic

When you miss an Attack for a Spell, you can use 2 Sorcery points to reroll that Attack. You must use the second result, and you cannot reroll it again. You can use this Meta Magic with other Meta Magic options at the same time.

Long Lasting Magic

When you cast a Spell with a Duration, you can use 1 Sorcery point to double that duration. 

Long Reaching Magic

When you cast a Spell with a reach that is not of Self or Touch, you can use 1 Sorcery point to double its reach.

Quickening Magic

Requirement: 5th Level Sorcerer

When you cast a Quick Spell that uses an Action, you can use 3 Sorcery Points and use your Bonus Action for it instead.

Subtle Magic

When you cast a Spell, you can use 1 Sorcery Point to automatically succeed any Check to cast it in a Subtle way.

Unforgiving Magic

Requirement: 5th Level Sorcerer

When you cast a Spell that imposes a Save, you use 4 Sorcery Points and make 1 creature affected by that spell roll that Save with disadvantage.

Weakening Magic

Requirement: 17th Level Sorcerer

When you cast a Spell that deals damage, you can use 10 Sorcery Points to make 1 creature affected by that spell weak against 1 type of damage when it takes that spell’s damage.

Sorcerer Subclasses

The blood that you carry brings unique powers. Each sorcerer has its unique power, depending on his heritage.

Your Subclass grants abilities on the Levels 1, 6 , 10, 14 and 18. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

The Draconic Sorcerer

Draconic powers run in your veins, giving your own body Draconic characteristics and abilities.

Quick Build: As a Draconic Sorcerer, you should prioritize the Intimidation skill to cast your spells.

Level Tier Abilities Sorcery Points
1
1
Draconic Casting, Draconic Resilience
-
6
3
Dragon's Claws
8
10
4
Dragon Wings
12
14
5
Dragon's Rage
16
18
6
True Dragon
20

Draconic Sorcerer Level 1

Draconic Casting

Dragons are creatures that impose respect due to their incredible powers. You use the Intimidation skill as your Spell Skill for your Sorcerer Spells.

Draconic Resilience

You gain resistance to 1 of the following damage types of your choice: Acid, Cold, Electric, Fire, Poison. Your Max Posture also increases by a number equal to your Sorcerer Level.

Draconic Sorcerer Level 6

Dragon’s Claws

You learn this exclusive spell, which doesn’t count against the total number of Sorcerer Spells you know.

Dragon’s Claws

Transmutation School – Level 0

Type: Quick Spell, uses an Action

Reach: Self

Duration: Instantaneous

Effect: Your hands assume the form of dragon’s claws.

Make 1 Melee Attack using a free hand. On a hit, you deal 1d12 + your Tier damage from a type you have resistance.

If you roll a 1, 2 or 3 on one of the d12’s, you can add an extra 1d12 to the damage of this Attack. You can only add this extra d12’s once, even if you roll 1, 2 or 3 multiple times.

Upcast: If you upcast this spell, you can add 1 extra d12 to the damage of this Attack for each level upcasted.

Draconic Sorcerer Level 10

Dragon Wings

You can now use your magic to grow a pair of Draconic wings.

As a Free Action, you can make these wings either appear or disappear from your back. You must be wearing no armor, or an armor designed to accommodate your wings in order to use this ability.

The wings allow you to use the flying speed as your Base Speed. In addition, if an Attack would hit you, you can use your Reaction to defend with your Wings, gaining a bonus of +5 to your AC for that hit.

Draconic Sorcerer Level 14

Dragon’s Rage

Your Draconic Instincts allow you to Attack more ferociously.

As a Free Action, you can use 5 Sorcery Points to activate your Dragon’s Rage, which lasts until the end of your turn. While on your Dragon’s Rage, you gain the following effects:

  • You are considered to be in fast terrain.

  • You can use 1 extra Action during your turn.

  • Once per Action, when you hit a Melee Attack, you can deal additional 1d8 damage from a type you have resistance with.

Draconic Sorcerer Level 18

True Dragon

You learn this exclusive spell, which doesn’t count against the total number of Sorcerer Spells you know.

True Dragon

Transmutation School – Level 8

Type: Quick Spell, uses a Free Action

Reach: Self

Duration: 4 hours

Effect: Choose a Draconic creature of Tier 4 or lower with a damage resistance that you have (damage immunity also counts). You magically transform into that dragon for the spell duration, or until you choose to transform back to normal as a Free Action.

You keep all your abilities, stats (except for the Strength and Dexterity stats) and skills while in your dragon form, meaning you can still cast spells, use feats and even use your racial traits as normal. You cannot use any Villain Actions of the dragon you transformed.

You also use the HP and Posture of the draconic creature you transform, instead of your own normal HP. If you are reduced to 0 HP while in your dragon form, you revert back to your normal form. Any excess damage that comes after the HP of your dragon form has reached 0 is subtracted by your normal Posture or HP.

Any equipment you are using is also merged into the Dragon form, and it cannot be used.

The Eldritch Sorcerer

You were born with memories of things you never even experienced. You see strange creatures in those memories, weird conversations and even weirder places that apparently make no sense. But somehow you know that these memories are the source of a powerful magic that flows in you.

Quick Build: As an Eldritch Sorcerer, you should prioritize the Memory skill, and at higher levels, you should focus on abilities that make others Confused in order to use your Eldritch Control ability.

Level Tier Abilities Sorcery Points
1
1
Eldritch Casting, Eldritch Mind
-
6
3
Eldritch Madness
8
10
4
Eldritch Control
12
14
5
Persistent Madness
16
18
6
Otherworldly Gate
20

Eldritch Sorcerer Level 1

Eldritch Casting

Your magic comes from fragmented memories of an unknown being that you somehow possess. You use the Memory skill as your Spell Skill for your Sorcerer Spells.

Eldritch Mind

You gain a +1 bonus to your Intelligence stat, to a max bonus of +6. In addition, you also learn the Sense Good or EvilThaumaturgy and Telepathy spells, as well as the Far Speech language, which doesn’t count against the total number of Sorcerer Spells and languages you know.

Eldritch Sorcerer Level 6

Eldritch Madness

You learn this exclusive spell, which doesn’t count against the total number of Sorcerer Spells you know.

Eldritch Madness

Divination School – Level 1

Type: Normal Spell

Reach: 60 feet

Duration: Instantaneous

Effect: You extend the eldritch memories you have to another creature, making them temporarily mad.

Choose 1 creature within reach. That creature must make a Memory Save. On a fail, it takes 4d8 psychic damage and becomes Confused. On a success, it only takes half that damage and it doesn’t become Confused.

Upcast: If you upcast this spell, you can target 1 additional creature for each level upcasted.

Eldritch Sorcerer Level 10

Eldritch Control

Your Eldritch powers can now control others.

As a Bonus Action, you can use 3 Sorcery Points and your Concentration to target 1 Confused creature within 60 feet of you and control it.

While using your Concentration, you can choose the targets of the creature’s Attacks, make that creature not Attack at all, control all of its movements, speech, and any other abilities if possible. 

You still cannot command that creature to self harm or any other thing that would result in it dying.

You stop controlling that creature if your Concentration ends, or if the target is no longer Confused.

Eldritch Sorcerer Level 14

Persistent Madness

When a creature within 60 feet of you makes a Save to stop being Confused, you can use 2 Sorcery Points to impose disadvantage on that Save.

If a creature within 60 feet of you uses 1 Action to make a Persuasion Check to make a creature stop being Confused, you can also use 2 Sorcery Points to impose disadvantage on that Check.

Eldritch Sorcerer Level 18

Otherworldly Gate

You learn this exclusive spell, which doesn’t count against the total number of Sorcerer Spells you know.

Otherworldly Gate

Conjuration School – Level 8

Type: Normal Spell

Reach: 60 feet

Duration: 4 hours

Effect: You summon a powerful otherworldly creature.

Choose any Aberration creature of Tier 4 or lower. You summon that creature in an unoccupied space within reach, which disappears when the spell duration ends, or when it reaches 0 HP.

That creature takes its turn immediately after you, but it is out of your control. However, that creature is Confused and it cannot stop being Confused in any way possible.

That aberration cannot use any Villain Actions

The Phoenix Sorcerer

The Blood of the Phoenix runs in your veins. It grants you fire magic and the ability to rise from the ashes.

Quick Build: As a Phoenix Sorcerer, you should focus on your Wisdom stat and invest in your Wild Handling skill.

Level Tier Abilities Sorcery Points
1
1
Phoenix Casting, Reborn from Ashes
-
6
3
Blazing Wings
8
10
4
Winds of Destruction
12
14
5
Phoenix Awakening
16
18
6
Phoenix Reincarnation
20

The Phoenix Sorcerer Level 1

Phoenix Casting

The better you understand the wild instincts of the Phoenix, the better you can use your magic. You use the Wild Handling skill as your Spell Skill for your Sorcerer Spells. 

Reborn from Ashes

You gain resistance to fire damage and you can also create a small fire in your hands, igniting any flammable objects you are holding, such as a torch for example.

In addition, if you would be reduced to 0 HP and die, you can drop to 1 HP instead.

You can only use this ability to escape death once per Short or Long rest.

The Phoenix Sorcerer Level 6

Blazing Wings

You learn this exclusive spell, which doesn’t count against the total number of Sorcerer Spells you know. 

Blazing Wings

Conjuration School – Level 1

Type: Quick Spell, using a Bonus Action

Reach: Self

Duration: 1 minute

Effect: You conjure the blazing wings of the phoenix.

You become Ignited (1d4) until the spell ends. While Ignited in this way, you gain the following effects:

  • When you cast a spell that deals fire damage, you can upcast that spell by 1 Level for free
  • You can use the Fly Speed as your Base Speed
  • As a Bonus Action, you can make 1 Ranged Attack within 60 feet. On a hit, you deal 1d4 fire damage and that target must succeed on an Agility Save or become Ignited (1d4)

You can also end this spell earlier as a Free Action.

The Phoenix Sorcerer Level 10

Winds of Destruction

When a Medium or smaller creature within 60 feet of you takes any fire damage, you can use your Reaction and 2 Sorcery Points to move that creature with a hot air stream.

That creature must then succeed on an Athletics Save against your Wild Handling, or move 30 feet in any direction of your choice and become Knocked Prone.

If that creature collides with anything, it also takes 1d8 strike damage. If it collides with another creature, both creatures take 1d8 strike damage instead.

The Phoenix Sorcerer Level 14

Phoenix Awakening

When you use your Reborn from Ashes ability to escape death, you can gain the following effects as well:

  • You can immediately cast the Blazing Wings spell without using any Mana.

  • All creatures within 30 feet of your choice must make an Agility Save against your Wild Handling. On a fail, it takes 4d12 fire damage and becomes Ignited (1d12). On a success, it only takes half that damage.

  • You gain Posture equal to 1d12 + 2 times your Sorcerer Level.

The Phoenix Sorcerer Level 18

Phoenix Reincarnation

You learn this exclusive spell, which doesn’t count against the total number of Sorcerer Spells you know.

Phoenix Reincarnation

Conjuration School – Level 7

Type: Quick Spell, using a Free Action

Reach: Self

Duration: Instantaneous

Effect: You resurrect after you have died, just like a true Phoenix would.

You can only cast this spell after you have died. Immediately after you died, you can cast this spell ignoring any game rules and come back to life with a total HP equal to 2 times your Sorcerer Level.

When you cast this spell, it also counts as if you just used your Reborn from Ashes ability in order for you to use your Phoenix Awakening ability to escape death.

The Wild Sorcerer

You were born with unstable and chaotic magic flowing through your blood. Every time you cast a spell, there’s a chance that you produce some unforeseen consequences.

Quick Build: As a Wild Sorcerer, you should focus on your Luck stat to cast your spells.

Level Tier Abilities Sorcery Points
1
1
Luck Casting, Chaos Surge
-
6
3
Magical Luck
8
10
4
Intense Surge
12
14
5
Great Chaos
16
18
6
Wild Fortune
20

The Wild Sorcerer Level 1

Luck Casting

Your magic is chaotic and completely unpredictable, making it depend only on your Luck. Instead of using a skill, you use your Luck stat as the Spell Skill for your Sorcerer Spells.

Chaos Surge

Each time you cast a Sorcerer spell, you can choose to add 1d4 to the Spell Skill of it.

Example: I have a +3 Luck stat. When I cast a Sorcerer spell, I can choose to roll 1d4, resulting in a 2. So the Spell Skill would be +5 (3 + 2).

However, if you roll a 4 on that 1d4, you trigger a Chaos Surge, and you must roll 1d100 and produce a random effect on the Chaos Surge table.

In addition, you can also use 1 Luck point to reroll the 1d100 from the Chaos Surge, potentially changing the random effect, but you must use the second result, and you cannot reroll it again.

The Wild Sorcerer Level 6

Magical Luck

Your magic directly affects your Luck.

You gain a +1 bonus to your Luck stat, to a max bonus of +6. 

In addition, you can spend 1 Luck point as a Free Action to regain 2 Sorcery Points.

The Wild Sorcerer Level 10

Intense Surge

When you cast a Sorcerer spell, you can choose to add 2d4 instead of just 1d4 to the Spell Skill.

However, you also trigger 1 Chaos Surge for each 4 that you roll on those d4’s, potentially triggering two Chaos Surges if you roll two 4’s.

The Wild Sorcerer Level 14

Great Chaos

When you trigger a Chaos Surge, you can choose to roll on the Chaos Surge Table 3 times instead of just once. If you do so, you can upcast the spell you casted by 1 Level for free.

The Wild Sorcerer Level 18

Wild Fortune

You gain a +2 bonus to your Luck stat, to a max bonus of +8.

In addition, after rolled the 1d100 from the Chaos Surge, you can add or subtract 2 from the result, potentially changing the random effect.

Chaos Surge Table

1d100 Random Effect 1d100 Random Effect
1-2
You cast the Fireball spell as a Free Action ignoring any restriction from Normal Spells. However, the point of that spell is centered on you.
3-4
Until the end of your next turn, you become affected by the Slow spell.
5-6
You transform into a random animal for 1 minute, as if by the effects of the Polymorph spell. Roll 1d10 to determine the animal: 1-Frog; 2-Rat; 3-Sheep; 4-Goat; 5-Cow; 6-Wolf; 7-Panther; 8-Crocodile; 9-Lion; 10-Bear
7-8
Your body shrinks for 1 minute, as if by the effect of the Grow or Shrink Body spell.
9-10
Your legs are turned into baby legs for 1 minute. While you have baby legs, you are considered to be in harsh terrain.
11-12
You become Poisoned (1d4, 1 turn)
13-14
You start Bleeding (1d4)
15-16
You become Ignited (1d4)
17-18
You become Confused.
19-20
An Abyssal Shadow Demon appears in an unoccupied space within 30 feet of you. It vanishes at the start of your next turn.
21-22
Your skin becomes blue until you finish a Long rest.
23-24
You grow a really long and white beard on your face.
25-26
A spirit which only you can see appears and starts farting. This spirit disappears after 1 hour.
27-28
You grow an eye in a random place of your body which remains until you finish a Long rest.
29-30
You are surrounded by faint and strange music for the next minute.
31-32
Your appearance changes at random until you finish a Long rest. Roll 1d6 to determined your new appearance: 1-An old person; 2-A farmer; 3-An Undead; 4-A Hag; 5-An Angel; 6-A Demon
33-34
2d8 Random Penguins appear in an unoccupied space within 100 feet of you.
35-36
You switch minds with 1 random friendly creature within 5 miles of you for 24 hours. Both of you switch all abilities, stats and skills while this effect lasts.
37-38
1d8 Random Void Jellyfishes appear in an unoccupied space within 60 feet of you.
39-40
A random Butler appears in an unoccupied space within 30 feet of you.
41-42
A random Guard appears in an unoccupied space within 30 feet of you.
43-44
1d8 Random Wolfs appear in an unoccupied space within 100 feet of you.
45-46
1d8 Random Kobolds appear in an unoccupied space within 100 feet of you.
47-48
You turn into a small plant creature for 1 minute. While in this form, your Strength and Dexterity stats become -3, and you are considered Tiny size.
49-50
All creatures within 100 feet of you become affected by the Levitate spell for 1 minute
51-52
You magically learn how to speak all languages until you finish a Long rest
53-54
You gain resistance to cold and fire damages until you finish a Long rest
55-56
You gain immunity to brain and psychic damages, but your Intelligence stat becomes -3 until you finish a Long rest
57-58
A small cloud appears right on top of you, and follows you everywhere. It is always producing rain. The cloud disappears when you finish a Long rest.
59-60
You become immune against being Confused, Enchanted and Scared, but your Wisdom stat becomes -3 until you finish a Long rest
61-62
Your body becomes gelatinous, and you become immune against being Contained, Immobilized and Stunned, but your Strength stat become -3 until you finish a Long rest
63-64
You become extremely paranoid. Your Passive Perception is increased by 5, but your Passive Insight decreases by 5 until you finish a Long rest
65-66
You receive a message from a random God. The message however, was not for you, but to a Cleric
67-68
Choose 1 unoccupied space within 60 feet of you. You immediately teleport to that space.
69-70
You become Enchanted by the first creature that you see until you finish a Long rest
71-72
You have a vision of a random creature. You and that creature become destined to meet each other
73-74
You are affected by the Bless spell for 1 minute.
75-76
You and all creatures within 100 feet of you become affected by the Zone of Truth spell.
77-78
All the area within 30 feet of you becomes cover in darkness for 1 minute as if by the effects of the Darkness spell.
79-80
You gain Blind Senses until you finish a Long rest
81-82
Your skin becomes hard as stone. You gain 5 AP, which lasts for 1 minute.
83-84
You gain a 30 feet Fly speed with Hover, which lasts for 1 minute.
85-86
A barrier appears covering your body, granting you Heavy cover until the start of your next turn.
87-88
A burst of lightning comes out of you. You cast the Minor Lightning spell as a Free Action, ignoring any restrictions from Normal Spells
89-90
Your body grows for 1 minute, as if by the effect of the Grow or Shrink Body spell.
91-92
You become affected by the Accelerate spell for 1 minute.
93-94
You are affected by the Invisibility spell.
95-96
You cast the Flamethrower spell as a Free Action ignoring any restriction from Normal Spells.
97-98
You cast the Conjure Wild Fey spell as a Free Action ignoring any restriction from Normal Spells. The spell also does not require your Concentration when you cast this way.
99-100
You regain all your Sorcery Points