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Full Caster 1D6

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-42-
2nd243-
3rd342-
4th4543-
5th56432-
6th65743-
7th758431-
8th859432-
9th9510431-
10th10611432-
11th116124321-
12th126124321-
13th136134321-
14th146134321-
15th156144321-
16th166144321-
17th176154321
18th18615431
19th196154321
20th206154321
Spell Slot Level Sorcery Point Cost Sorcerer Level
12
23
35
467
579

Class Features

Lv 1

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.

Lv 2

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.

Lv 3

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

Lv 4

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.

Lv 5

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.

Lv 6
Lv 7

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.

Lv 8

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.

Lv 9
Lv 10

Metamagic

Your natural power increases with your personal growth. You gain two more Metamagic options.

Lv 11
Lv 12

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.

Lv 13
Lv 14
Lv 15
Lv 16

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.

Lv 17

Metamagic

Your natural power continues to increase with your personal growth. You gain two more Metamagic options.

Lv 18
Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

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.

Aberrant A soul touched at birth by the beings of the Far Realms. They are inherently mad and devoted to unknowable beings of unfathomable power. They deal with questions that should not be answered and forbidden knowledge. Abyssal Touched by demonic magic these Sorcerers deal in the black arts. They exist to sow temptation and corruption like the evil beings spawned from the Abyss. They become forces of chaos and evil. The Abyss slowly takes all… Annihilator Sorcerers touched by Acheron are bound by a terrible law that grinds even the strongest to dust. They know that they must rule or become broken and ruled. Hope is a bygone and useless ideal to those that meet an… Apathetic A Sorcerer touched by the Gray Lands of Hades. They exude gloom and apathy. They do not deal in matters of good, nor do they need reasons of law or chaos to do evil. Evil is all this is within them. Dispassionate evil… Aquan Soul Those touched by the Elemental Plane of Water represent the triumvirate ideals of the Plane itself. These Sorcerers shape and command water. They know that water is a source of life and healing but is also a source of… Astral Sorcerers are touched by the Astral Plane or Silver Sea. When touched by the space that should have been left alone they gain powers over portals and terrifying psychic winds that destroy all. They instinctively know to… Auran Soul Those touched by the Elemental Plane of Air represent the triumvirate ideals of the Plane itself. They ride and work with the wind. They struggle with the dual nature of freedom. Some Auran Souls seek to conquer any… Broken A Sorcerer touched of Pandemonium is a grating force that seeks to break wills as they seek to break the world. They master clamorous noise and ceaseless darkness to wear down foes and cause chaos and anger. A Broken… Chaos A Sorcerer touched by the plane of Limbo. They struggle with impulse and shape the world with thought as if it is an extension of the pure chaos of Limbo. They know to never master their gifts but to let them run wild… Clockwork A Sorcerer touched by the plane of Mechanus. They are bastions of law and order. They despise imperfection and destroy it or cull it. They know that greatness does not come from looking toward “I” but by looking towards… Creation A Sorcerer that survived the briefest touch with the Positive Energy Plane. They have a piece of the very power of creation itself. They indiscriminately shed light and life to all. They are the force that endures and… Divine A Sorcerer touched by Mount Celestia. They are champions of law and virtue. To the immoral they are destroyers, to the moral they are saviors and protectors. They can show mercy. To those that work for it. Divine… Draconic Draconic Sorcerers have the blood or perhaps are the incarnation of a dragon. They tap into the very powers of the Elemental Chaos using their own might and strength. They slowly develop more draconian features and… Entropic A Sorcerer that for the briefest of moments was touched by the Negative Energy Plane. They are harbingers of destruction. They never give and only consume. They seek the annihilation of all and to bring all to a state… Ethereal Sorcerers that have been touched by the Ethereal. They deal with the ethereal and ephemeral. Communing and seeing the dead are normal to them. They deal with the invisible as often as the visible. Like the Ethereal they… Fey Blessed or Cursed, these Sorcerers are touched by the Feywild. They become tricksters, wild, and full of beauty and emotion. They play with memories and time to confuse and outwit their enemies. The only bonds they… Ignan Soul Those touched by the Elemental Plane of Fire represent the triumvirate ideals of the Plane itself. They control and manipulate Fire to great effect. They are beings of passion and change. They tend to burn bright and… Imprisoned A Sorcerer touched by the Plane of Carceri. They seek control and to cover up secrets. They know that the only constant in existence is betrayal. They live in their own mental prisons of uncertainty and madness. They… Industrious Sorcerers touched by the Plane of Bytopia. They are full of goodwill and are always toiling away on one project or another. They thrive on healthy commerce and bartering. If a creature is in need they will first attempt… Infernal A Sorcerer touched by the Nine Hells. They deal in fire, lies, and sin. They seek to control others and spread evil. Only cunning and selfishness are needed to exploit others and rise in power. They have a fascination… Merciless Sorcerers touched by the scorched Plane of Gehenna. They are suspicious of all, greedy to their core, and honor contracts above all. They have no mercy within them. They would snuff out a life if it saved them a few… Neutral Touched by the Forces of the Outlands, these Sorcerers are the definition of impartial. They seek to coexist with all and do not understand the meaning of prejudice. The hand that bites you today can be the one that… Passion A Sorcerer touched by the Plane of Arborea. They are beings of passion, swinging from rage to joy as they live life to the fullest. They live to work hard and play harder. They are physically beautiful and their powers… Perfection A Sorcerer touched by the Plane of Arcadia. They seek perfection in conformity. They fight with the strength of many to defend the cause of good and to purify the corrupt. They themselves are works of art physically and… Shadow A Sorcerer touched by the Shadowfell. They see the world as a glass half empty, envisioning things in the worst light possible. The light is anathema to them as is happiness. They draw upon the powers of shadow itself… Spellfire Sorcery Sorcerers born with the ability to use Spellfire Sorcery use the power of the Weave itself in its raw form. The ability manifests as a flame that burns in flame that corresponds to their very soul. Spellfire is a… Storm Infused at some point when the very wrath of nature was made manifest. These Sorcerers are forces of nature that do their own will. They can trace their powers from the interplanar spaces between the Elemental Planes… Terran Soul Those touched by the Elemental Plane of Earth represent the triumvirate ideals of the Plane itself. They are sturdy and full of resolve. They seek wealth and to subjugate those that meddle the body of Gaia. A Terran… Tranquility These Sorcerers were touched by the Plane of Elysium. Though Tranquil may not be a perfect word to capture their complex attributes as Tranquility Sorcerers have the souls of heroes and seek to earn their peace through… Victorious Sorcerers touched by the Plane of Ysgard may have more in common with Barbarians and Fighters than their Sorcerer brethren. They are rugged, battle ready athletes that fight for glory. The sweetest cry to a Victorious… Vigor A Sorcerer touched by the Plane of The Beastlands. They are as vigorous as nature itself. They exude vitality and life as they live. They live and fight and love to excess and never flag in their energy. You can see the… Wildmagic Your source of magic is unstable and untameable. It comes from the forces of chaos that seek to meddle with the Weave itself. They can embrace the chaos or fight to manage it. Wild Magic Sorcerers bring an element of…