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Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

Source: Player's Handbook

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Sorcerer Class Table

LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2-
  • Spellcasting
  • Sorcerous Origin
422--------
2nd+22
  • Font of Magic
433--------
3rd+23
  • Metamagic
4442-------
4th+24
  • Sorcerous Versatility (Optional)
  • Ability Score Improvement
5543-------
5th+35
  • Magical Guidance (Optional)
56432------
6th+36
  • Sorcerous Origin Feature
57433------
7th+37
    584331-----
    8th+38
    • Sorcerous Versatility (Optional)
    • Ability Score Improvement
    594332-----
    9th+49
      51043331----
      10th+410
      • Metamagic (x2)
      61143332----
      11th+411
        612433321---
        12th+412
        • Sorcerous Versatility (Optional)
        • Ability Score Improvement
        612433321---
        13th+513
          6134333211--
          14th+514
          • Sorcerous Origin Feature
          6134333211--
          15th+515
            61443332111-
            16th+516
            • Sorcerous Versatility (Optional)
            • Ability Score Improvement
            61443332111-
            17th+617
            • Metamagic (x3)
            615433321111
            18th+618
            • Sorcerous Origin Feature
            615433331111
            19th+619
            • Sorcerous Versatility (Optional)
            • Ability Score Improvement
            615433332111
            20th+620
            • Sorcerous Restoration
            615433332211

            Hitpoints

            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: Sorcerers are not proficient with armor.

            Weapons: Sorcerers are proficient with daggers, darts, slings, quarterstaffs, and light crossbows

            Tools: Sorcerers are not proficient with any tools.

            Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

            Saving Throws: Constitution, Charisma

            Equipment

            • (a) a light crossbow and 20 bolts or (b) any simple weapon
            • (a) a component pouch or (b) an arcane focus
            • (a) a dungeoneer's pack or (b) an explorer's pack
            • Two daggers

            Spellcasting

            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.

            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.

            Spellcasting Ability: Charisma

            Spell Save DC: 8 + your proficiency bonus + your Charisma modifier

            Spell Attack Modifier: your proficiency bonus + your Charisma modifier

            Spellcasting Focus

            You can use a arcane focus as a spellcasting focus for your Sorcerer spells.

            Spell List

            The Sorcerer class can cast spells from the Sorcerer Spells Spell-list.View Spell List ->

            Casting Spells

            The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

            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.

            Spells Known

            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 have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 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 have spell slots.

            Class Features

            Subclass: Sorcerous Origin

            1
            6
            14
            18

            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, and 18th level.

            SubclassDescription
            Aberrant MindAberrant Minds have an alien influence wrapped around their minds, giving them psionic power.
            Lunar SorceryLunar Sorcerers have been exposed to the concentrated magic of the moon, imbuing them with lunar magic.
            Clockwork SoulClockwork Souls are suffused with the cosmic force of order, arising from Mechanus or a realm like it.
            Draconic BloodlineSorcerers with the Draconic Bloodline have innate magic that comes from draconic magic mingled with their blood or that of their ancestors.
            Shadow MagicSorcerers with Shadow Magic are creatures of shadow, for their innate magic comes from the Shadowfell itself.
            Storm SorcerySorcerers with Storm Sorcery have innate magic that comes from the power of elemental air.
            Wild MagicSorcerers with Wild Magic have innate magic that comes from the wild forces of chaos that underlie the order of creation.
            Divine SoulDivine Souls have a spark of magic that comes from a divine source that glimmers within their soul.

            Font of Magic

            2

            At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

            • **Sorcery Points.** You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
            • **Create Spell Slots.** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
            • **Converting Spell Slots to Sorcery points.** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

            Creating Spell Slots

            Spell Slot LevelSorcery Point Cost
            1st2
            2nd3
            3rd5
            4th6
            5th7

            Metamagic

            3
            10
            17

            At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

            MetamagicDescription
            Careful SpellWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
            Distant SpellWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
            Empowered SpellWhen you roll damage for a spell, you can spend 1 sorcery point 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.
            Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
            Heightened SpellWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
            Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
            Seeking SpellIf you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
            Seeking Spell (UA)When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
            Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
            Transmuted SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
            Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

            Sorcerous Versatility (Optional)

            4
            8
            12
            16
            19

            When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

            • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
            • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

            Ability Score Improvement

            4
            8
            12
            16
            19

            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, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

            Magical Guidance (Optional)

            5

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

            Sorcerous Restoration

            20

            At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

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