Sorcerer
Magic is a part of every Sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some Sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that Wizards rely on, nor do they rely on a patron to grant their spells as Warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers are rare in the world, and it’s unusual to find a Sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, Sorcerers are every bit as useful to an adventuring party as Wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
Quick Build
You can make a Sorcerer quickly by following these suggestions. First, CHA should be your highest ability score, followed by CON. Second, choose the Hermit Background.
Class Features
Hit Points
Hit Dice: 1D6 per Sorcerer level
At 1st level: 6 + Your CON Modifier
At higher levels: 1D6 or 4 if lower than 4, + CON Modifier
Proficiencies
- Armor
- None
- Weapons
- Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
- Tools
- One Gaming Set
- Saving Throws
- CON, CHA
- Skills
- Choose two from: Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
- Spellcasting
- CHA
Starting Equipment
- 1. (a) a light crossbow and 20 bolts or (b) any simple weapon
- 2. (a) a component pouch or (b) an arcane focus
- 3. (a) a dungeoneer’s pack or (b) an explorer’s pack
- 4. Two daggers
Sorcerer Table
| Level | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | - | 4 | 2 | - | ||||||||
| 2nd | 2 | 4 | 3 | - | ||||||||
| 3rd | 3 | 4 | 2 | - | ||||||||
| 4th | 4 | 5 | 4 | 3 | - | |||||||
| 5th | 5 | 6 | 4 | 3 | 2 | - | ||||||
| 6th | 6 | 5 | 7 | 4 | 3 | - | ||||||
| 7th | 7 | 5 | 8 | 4 | 3 | 1 | - | |||||
| 8th | 8 | 5 | 9 | 4 | 3 | 2 | - | |||||
| 9th | 9 | 5 | 10 | 4 | 3 | 1 | - | |||||
| 10th | 10 | 6 | 11 | 4 | 3 | 2 | - | |||||
| 11th | 11 | 6 | 12 | 4 | 3 | 2 | 1 | - | ||||
| 12th | 12 | 6 | 12 | 4 | 3 | 2 | 1 | - | ||||
| 13th | 13 | 6 | 13 | 4 | 3 | 2 | 1 | - | ||||
| 14th | 14 | 6 | 13 | 4 | 3 | 2 | 1 | - | ||||
| 15th | 15 | 6 | 14 | 4 | 3 | 2 | 1 | - | ||||
| 16th | 16 | 6 | 14 | 4 | 3 | 2 | 1 | - | ||||
| 17th | 17 | 6 | 15 | 4 | 3 | 2 | 1 | |||||
| 18th | 18 | 6 | 15 | 4 | 3 | 1 | ||||||
| 19th | 19 | 6 | 15 | 4 | 3 | 2 | 1 | |||||
| 20th | 20 | 6 | 15 | 4 | 3 | 2 | 1 |
| Spell Slot Level | Sorcery Point Cost | Sorcerer Level |
|---|---|---|
| 1 | 2 | |
| 2 | 3 | |
| 3 | 5 | |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Class Features
Spellcasting
CHA is your spellcasting ability for your Sorcerer spells. Your magic comes from your innate ability and connection to sources of power. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA 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 CHA modifier
Spell attack modifier = your Proficiency Bonus + your CHA modifier
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.
Arcane Focus
You channel your inborn talent through a medium that helps guide your magic. It can be a staff, wand, or rod that was constructed for the purpose for channeling magic. It acts as a Spellcasting Focus for your Sorcerer spells.
Innate Sorcery
You can unleash the power within you as a bonus action. For one minute you gain the following benefits
Your spell save DC is increased by 1.
You have advantage on spell attack rolls for Sorcerer spells.
You can use this feature twice per long rest.
Font of Magic
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. You have 2 Sorcery Points and gain one Sorcery Point each time you gain a Sorcerer level. You regain all spent sorcery points when you finish a long rest. You can use your Sorcery Points to gain additional spell slots, or sacrifice spell slots to gain additional 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.
You can transform unexpended Sorcery Points into one spell slot as a bonus action on your turn. Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
Metamagic
You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Sorcerous Origin
The wellspring of your innate power manifests itself as a distinct type of Sorcery. Your Origin grants you features at levels 3, 6, 14, and 18.
Aberrant
Abyssal
Annihilator
Apathetic
Aquan Soul
Astral
Auran Soul
Broken
Chaotic
Clockwork
Creation
Divine
Draconic
Entropic
Ethereal
Fey
Ignan Soul
Imprisoned
Industrious
Infernal
Merciless
Neutral
Passion
Perfection
Shadow
Spellfire Sorcery
Storm
Terran Soul
Tranquility
Victorious
Vigorous
Wild Magic
Ability Score Increase
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.
Sorcerous Restoration
You can infuse yourself with your inner magical power. When you finish a short rest you can regain Sorcery Points equal to half your level rounded down.
You can use this feature once per long rest.
Sorcery Incarnate
When you have no uses of Innate Sorcery available you can use your bonus action and 2 Sorcery Points to activate it. When your Innate Sorcery is active you can use two Metamagic options on each spell you cast.
Ability Score Increase
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.
Metamagic
Your natural power increases with your personal growth. You gain two more Metamagic options.
Ability Score Increase
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.
Ability Score Increase
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.
Metamagic
Your natural power continues to increase with your personal growth. You gain two more Metamagic options.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Arcane Apotheosis
Your spells shape at command to suit your needs at will. While your Innate Sorcery feature is active you can use one Metamagic option on each of your turns without expending a Sorcery Point.
Metamagic Options
Careful Spell (1 Sorcery Point)
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. Choose a number of those creatures up to your CHA modifier (Minimum 1). A chosen creature automatically succeeds on its saving throw against the spell, taking no damage on a successful save if it would normally take half damage on a successful save.
Distant Spell (1 Sorcery Point)
When you cast a spell that has a range of 5 ft or greater, you can double the range of the spell.
When you cast a spell that has a range of touch,you can make the range of the spell 30 ft.
Empowered Spell (1 Sorcery Point)
When you roll damage for a spell to reroll a number of the damage dice up to your CHA modifier (Minimum 1). 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 (1 Sorcery Points)
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
If the spell requires concentration you have advantage on CON saving throws to maintain the spell.
Heightened Spell (2 Sorcery Points)
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell (2 Sorcery Points)
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
You cannot Quicken a spell if you have cast a leveled spell on your turn and you cannot quicken a spell after you have cast a leveled spell on your turn.
Seeking Spell (1 Sorcery Point)
If you make an attack roll for a spell and miss, you can 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.
Subtle Spell (1 Sorcery Point)
When you cast a spell, you can cast it without any Somatic or Verbal components or material components that would not be consumed as a result of casting the spell.
Transmuted Spell (1 Sorcery Point)
When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
Twinned Spell (1 Sorcery Point)
When you cast a spell that can be cast at higher levels to target multiple creatures, you can target an additional creature in the spell’s parameters, expending one Sorcery Point for each new target.
Sorcerous Origins
Sorcerer Subclasses (32)
Choose your subclass at the level indicated in the class table above.