Sorcerer
Sorcerers carry a magical birthright bestowed upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer. Unlike wizards, who must study their craft from tomes and through years of rigorous practice, sorcerers simply are magic. The power they wield is as natural to them as breathing, and just as uncontrollable at first.
Raw power courses through every sorcerer, a wellspring of arcane energy that demands expression. Where a wizard might approach magic like a craftsman, carefully shaping each spell, a sorcerer channels their innate power like a river—sometimes a controlled flow, sometimes a raging flood. The challenge is not in learning magic, but in mastering it before it masters you.
Sorcerers walk a fine line between brilliance and catastrophe. Their magic is intensely personal, shaped by who they are and where their power comes from. Some are descendants of dragons or touched by divine radiance; others were warped by contact with alien minds or born under a cursed moon. Whatever the source, sorcery is as much a part of them as their heartbeat.
Building a Sorcerer
Hit Dice. \(1d6\) per sorcerer level.
Proficiencies
Armor. None.
Weapons. You gain proficiency with daggers, darts, slings, quarterstaffs, and light crossbows.
Tools. None.
Skills. Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Saving Throws. Constitution and Charisma are your saving throw proficiencies.
Equipment
You start with the following equipment:
- A light crossbow and 20 bolts, or any simple weapon,
- a component pouch or an arcane focus,
- a dungeoneer's pack or an explorer's pack,
- two daggers.
Sorcerer Table:
| Level | Class Features Gained | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Prof Bonus |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | Spellcasting, Sorcerous Origin | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — | +2 |
| 2nd | Font of Magic | 2 | 4 | 3 | 3 | — | — | — | — | — | — | — | — | +2 |
| 3rd | Metamagic | 3 | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | +2 |
| 4th | Obtain Feat | 4 | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | +2 |
| 5th | 5 | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | +3 | |
| 6th | Subclass Feature | 6 | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | +3 |
| 7th | 7 | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | +3 | |
| 8th | Obtain Feat | 8 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | +3 |
| 9th | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | +4 | |
| 10th | Metamagic | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | +4 |
| 11th | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | +4 | |
| 12th | Obtain Feat | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | +4 |
| 13th | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | +5 | |
| 14th | Subclass Feature | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | +5 |
| 15th | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | +5 | |
| 16th | Obtain Feat | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | +5 |
| 17th | Metamagic | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | +6 |
| 18th | Subclass Feature | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | +6 |
| 19th | Obtain Feat | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | +6 |
| 20th | Sorcerous Restoration | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | +6 |
Subclasses
At 1st level, you choose a sorcerous origin that describes the source of your innate magical power: Aberrant Mind, Clockwork Soul, Divine Soul, Draconic Bloodline, Lunar Sorcery, Runechild, Shadow Magic, Storm Sorcery, and Wild Magic. Your choice grants you features at 1st level and again at 6th, 14th, and 18th levels.
Class Features
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.
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.
Spell Slots. 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 spells, you must expend a slot of the spell's level or higher.
Spells Known. You begin play knowing two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the table shows when you learn more sorcerer spells of your choice. You can replace one spell you know with another from the sorcerer spell list whenever you gain a level in this class.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability.
- 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
Choose a sorcerous origin, which describes the source of your innate magical power. Your origin grants you features when you choose it at 1st level and again at 6th, 14th, and 18th levels.
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 create a variety of magical effects.
Sorcery Points. You have a number of sorcery points equal to your sorcerer 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.
- Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 1st-level slot costs 2 points; 2nd-level costs 3; 3rd-level costs 5; 4th-level costs 6; 5th-level costs 7.
- 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 of the following Metamagic options of your choice. 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. Spend 1 sorcery point to choose a number of creatures up to your Charisma modifier (minimum of one). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell. When you cast a spell that has a range of 5 feet or greater, spend 1 sorcery point to double the spell's range. When you cast a spell that has a range of touch, spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell. When you roll damage for a spell, 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 Spell. When you cast a spell that has a duration of 1 minute or longer, spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell. When you cast a spell that has a casting time of 1 action, spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell. When you cast a spell, spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, spend a number of sorcery points equal to the spell's level (minimum 1) to target a second creature in range with the same spell.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.