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.
Multiclassing
Ability Score Requirement: Charisma 13+
Sorcerer Progression
| Level | Prof. Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | +3 | 6 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | +5 | 14 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 18 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
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
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
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 left an indelible mark on you, infusing you with arcane magic. This power isn't something you acquired through study or training; it's part of your very being. Through instinctive practice and keen intuition, you learn to harness this power.
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.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your 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.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at higher levels, as shown in the Spells Known column of the Sorcerer table.
Whenever you gain a sorcerer level, you can replace one sorcerer spell you know with another sorcerer spell of the same level. The new spell must be of a level for which you have spell slots.
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 sorcerer 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
When you choose this class at 1st level, you select a sorcerous origin that describes the source of your innate magical power, such as those described in the Player's Handbook or other D&D content. Your origin gives you features at 1st level and again at 6th, 14th, and 18th level.
| Feature | Description |
|---|---|
| Aberrant Mind | An alien influence has granted you power over the dark waters of the Far Realm. |
| Clockwork Soul | The machinations of the plane of absolute law, Mechanus, have granted you power. |
| Draconic Bloodline | The power of your magical inheritance makes you resilient and hard to kill. |
| Divine Soul | Your innate magic comes from a divine or celestial origin, granting you access to cleric spells. |
| Lunar Sorcery | The power of the moon flows through you, granting lunar-themed abilities. |
| Shadow Magic | You are a creature of shadow, connected to the Shadowfell and its dark forces. |
| Storm Sorcery | Your innate magic comes from a connection to elemental air and storms. |
| Wild Magic | Your innate magic comes from a wild and untamed source, possibly from exposure to raw magical energy. |
| Pyromancy | Your innate magic manifests in fire. You are your fire, and your fire is you. |
| Phoenix Magic UA | Your innate magical power springs from a connection to a fire spirit of elemental chaos. |
| Plasma Bloodline UA | Your innate magical power comes from a connection to an elemental force of lightning and fire. |
| Lunar Sorcery UA | The power of the moon flows through you, granting lunar-themed abilities. |
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to fuel your magical effects and create spell slots.
Sorcery Points
You have a number of sorcery points equal to your sorcerer level. 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.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn these conversions at 2nd level, and you can use them only once per turn.
Creating Spell Slots. You can transform unspent sorcery points into one spell slot as a bonus action.
| Sorcery Point Cost | Spell Slot Level |
|---|---|
| 2 | 1st |
| 3 | 2nd |
| 5 | 3rd |
| 6 | 4th |
| 7 | 5th |
Converting a Spell Slot 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.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice from the list below. You gain another one at 10th level and one more at 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When 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 Spell
When you cast a spell that has a range of touch, you can spend 1 sorcery point to change the range to a range of 30 feet.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the spell's range.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll any 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 Spell
When 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 Spell
When you cast a spell that has a saving throw against a condition or spell effect, you can spend 3 sorcery points to give one target of that spell disadvantage on its saving throw.
Quickened Spell
When 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 Spell
When you cast a spell that requires you to make a spell attack roll against a target and you miss, you can spend 1 sorcery point to reroll against a different target within range.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. This means you can cast the spell stealthily, and the spell cannot be identified by counterspell or similar effects that rely on detecting spellcasting components.
Transmuted Spell
When 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 following: acid, cold, fire, lightning, poison, or thunder.
Damage types: acid, cold, fire, lightning, poison, thunder
Twinned Spell
When 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.
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. If a spell has a range of touch, you can spend 1 sorcery point to touch two targets.
Ability Score Improvement
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. You can't increase an ability score above 20 using this feature.
If your DM permits the use of feats, you can instead take a feat at those levels.
Sorcerous Versatility (Optional)
Starting at 3rd level, you can replace one spell you know with a different sorcerer spell of the same level when you finish a long rest. You can do this a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Starting at 10th level, you can replace one Metamagic option you know with a different Metamagic option when you finish a long rest. You can do this a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Magical Guidance (Optional)
Starting at 5th level, you can tap into your inner wellspring of magic to try and conjure a more favorable outcome. When you make an ability check or a saving throw, you can spend 2 sorcery points to reroll the d20. You can choose to do this after you see the roll but before the DM tells you whether you succeeded or failed.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.