New Sorcerer Features in Tasha’s Cauldron of Everything: D&D Reviews

The sorcerer features in Tasha’s Cauldron of Everything give the sorcerer an immense amount of versatility. Versatility is what the sorcerer lacks, so this addition really increases the sorcerer’s power.

The sorcerer features in Tasha’s Cauldron of Everything are all about giving them options. This happens in the optional features, and continues into the sorcerous origins. Sorcerers were held back before due to only having so many spells available to them, but they now have enough tricks to equal that of almost any spellcaster out there.

Having more options always increases a class’s power, and this is why your DM should really consider if you are ready to give this many options to the sorcerer. If you are wondering if you should use Tasha’s Cauldron of Everything, then check out our review on it and see if the book is right for your game!

Sorcerer Optional Class Features

Extra Spells:

The sorcerer features in Tasha’s Cauldron of Everything are are all about giving you more options. Extra spells are always nice since sorcerers don’t usually have as many spells as wizards.

Metamagic Options:

Seeking Spell: If you miss an attack with a spell, you can spend 2 sorcery points to re-roll a 1d20.

Transmuted Spell: You may spend a sorcery point to change the damage type to acid, cold, fire, lightning, poison, thunder.

Both metamagic options give you more versatility, which makes the sorcerer that much stronger. If you miss on a major spell that can change the fight, Seeking Spell can give you the option to possibly win. Transmuted Spell makes Fireball always useful, and means you don’t have to worry about the environment. Want to be a fire mage and go to the plane of fire where everything is immune to fire? Now you can actually do something!

Sorcerous Versatility:

Every four levels you can change your cantrips and metamagics out for different ones. More versatility is always nice, and letting you fix a past mistake or change your roleplaying is good for anyone to have.

Magical Guidance:

This is like Seeking Spell, but only costs 1 sorcery point for you to re-roll a failed ability check. This is nice and possibly one of the most useful abilities. When you roleplay in social situations, you usually don’t have the option of using sorcery points. This ability gives you that chance, and letting your re-roll persuasion, deception, or intimidation at a fancy dinner party can make the situation play to your favor. Almost, too much to your favor.

Sorcerous Origins

One of the greatest issues with sorcerers are their lack of known spells. They lack options because of this, and knowing only 15 spells at level 20 isn’t that great. The good news is that both of these new origins give you free spells! Let me tell you how good this is with some math.

At 5th level you only know 6 spells. This isn’t very many, and most other origins do not give you more spells. Both of the sorcerer origins in Tasha’s Cauldron of Everything give you additional spells. That means 2 extra spells known per spell level, up to 5th level spells. Now at 5th level you know 12 spells which is DOUBLE what you would normally know.

This gives you a total of 10 extra spells which is pretty amazing. And almost all the spells granted are useful in some common capacity.

These origins are possibly the most powerful sorcerer origins available in the game because of the extra spells known. But that isn’t all! Both of the sorcerous origins are pretty good in other ways too.

Aberrant Mind

Telepathic Speech:

You are able to telepathically communicate with another creature for a number of minutes equal to your sorcerer level. The distance of this spell is miles equal to your charisma modifier, and you have no limit to how often you can use this ability. Being able to speak telepathically lets you plan a heist without DM repercussions. It gets you out of a lot of sticky situations, and the immense range is something that any party would love to have.

Psionic Sorcery:

When you cast one of the spells you know through your origin, you may use sorcery points equal to the spell’s level to cast it without somatic, verbal, or material components (that are not consumed by the spell). This is very good since it lets you use fewer sorcery points for your spells, and gives them free metamagic. Using Calm Emotions and Detect Thoughts without anyone knowing is brutal for social situations, and makes this variant of the sorcerer possibly better at social situations than the eloquence bard in Tasha’s Cauldron of Everything. I realize that is an audacious statement to make, but also possibly true.

Psychic Defenses:

You gain resistance to psychic damage and have advantage vs Charmed or Frightened. Both states are nice to have advantage against, but psychic is fairly rare damage to come across. If your DM is running a lot of psychic damage to get past that Bear Barbarian’s resistances, then this is a very nice feature to have. Otherwise, it is just okay.

Revelation in Flesh:

As a bonus action, for 1 sorcery point you gain one of the following abilities for 10 minutes. You may spend additional sorcery points to gain more of these effects. The abilities are as follows:

  • Can see invisible creatures within 60 ft.
  • Gain a flying speed equal to your walking speed and you can hover.
  • Gain a swimming speed equal to twice your walking speed and you can breathe underwater.
  • Can move through any space as narrow as 1 inch without squeezing. You can also spend 5 feet of movement to become slimy and escape from nonmagical restraints like being grappled.

This is an interesting ability that gives you some versatility. Flying is always nice, and the others are nice touches to help you in almost any strange situation.

Warping Implosion:

Once per long rest (or for 5 sorcery points), you may move up to 120 ft and pull enemies within 30 ft into the space that you previously occupied. This is not a great ability for level 18, but it is better than nothing. Thematically cool at least, but it doesn’t keep in the theme of this class very well or provide many more options.

Clockwork Soul

Restore Balance:

For a number of times equal to your proficiency bonus, you may cancel out advantage or disadvantage on rolls. This ability rests its uses on a long rest. This is not the greatest ability, but it can be hilarious when someone is prone, sick, restrained, or something else, and still gets normal attack rolls against them. This is an okay ability that isn’t great, but isn’t terrible at the same time.

Bastion of Law:

You can spend 1-5 sorcery points to gain 1-5 d8s that reduce damage taken by the number rolled. This damage reduction can apply to you or another creature within 30 ft of you. While this isn’t a great ability on its own, situationally creating a barrier while your healer is overwhelmed can change the outcome of combat. This is a very hard ability to judge, but if your healer is struggling this can be a clutch ability.

Trance of Order:

As a bonus action for one minute, all attacks against you cannot gain advantage and all attack rolls cannot be lower than a 10 on a d20. You may only use this once per long rest unless you expend 5 sorcery points to use it again. This means that if you roll a 1-9, you actually rolled 10. At level 14 you should be able to hit with a 10 + your bonuses against most monsters and this makes you become a massive potential damage dealer depending on the spells you choose.

Clockwork Cavalcade:

As an action, you can create the following effects in a 30 ft cube emanating from you:

  • Heal 100 points to creatures of your choice, dividing up the healing as you see fit.
  • Any damaged objects are repaired.
  • Every spell of 6th level or lower automatically ends on creatures or objects of your choice.

Once you use this action you can’t use it again until you finish a long rest or expend 7 sorcery points. Healing 100 points instantly is always nice, and ending every spell of 6th level or lower is also really helpful. You could use this ability to fix a cage or castle wall as well, but making all 3 effects useful at the same time would be very circumstantial. It is a good ability, but not the best when you compare it to other classes.


The sorcerer features in Tasha’s Cauldron of Everything are more of a power jog than a power walk. The options that are present are just amazing! You gain versatility through the optional features, extra spells in your subclasses, and both sorcerous origins are very good. There is immense versatility in the Abberant Mind origin and the Clockwork Origin has some very powerful abilities.

If your DM allows Tasha’s in your game, be aware that the sorcerer is much more powerful now than ever before. While there was a prior lack of versatility, that is no longer a problem.

This has been Wizo, and keep rolling!

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