Image used by permission of Yama Orce.
Note: The text in this shaded box was taken from a different Open Game License product. Nothing in the text should be interpreted as “rules” or “mechanics”.
Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.
As a sorcerer, you gain the following class features.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (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
|Level||Proficiency Bonus||Sorcery Points||Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||–||Spellcasting, Sorcerous Origin||4||2||2||–||–||–||–||–||–||–||–|
|2nd||+2||2||Font of Magic||4||3||3||–||–||–||–||–||–||–||–|
|4th||+2||4||Ability Score Improvement||5||5||4||3||–||–||–||–||–||–||–|
|6th||+3||6||Sorcerous Origin feature||5||7||4||3||3||–||–||–||–||–||–|
|8th||+3||8||Ability Score Improvement||5||9||4||3||3||2||–||–||–||–||–|
|12th||+4||12||Ability Score Improvement||6||12||4||3||3||3||2||1||–||–||–|
|14th||+5||14||Sorcerous Origin feature||6||13||4||3||3||3||2||1||1||–||–|
|16th||+5||16||Ability Score Improvement||6||14||4||3||3||3||2||1||1||1||–|
|18th||+6||18||Sorcerous Origin feature||6||15||4||3||3||3||3||1||1||1||1|
|19th||+6||19||Ability Score Improvement||6||15||4||3||3||3||3||2||1||1||1|
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.
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 Table: The Sorcerer.
Table: The Sorcerer 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.
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of Table: The Sorcerer 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.
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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
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.
The draconic bloodline is the only origin released by Wizards of the Coast as Open Game Content but there are other options available from other publishers (listed below).
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.
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of Table: The Sorcerer. 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.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating 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.
|Spell Slot Level||Sorcery Point Cost|
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.
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.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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.
When 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.
When 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.
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.
When 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.
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.
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
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 (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. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
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.
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
- Acid Splash
- Chill Touch
- Dancing Lights
- Fire Bolt
- Mage Hand
- Minor Illusion
- Ray of Frost
- Shocking Grasp
- True Strike
- Burning Hands
- Charm Person
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Fog Cloud
- Mage Armor
- Magic Missile
- Silent Image
- Alter Self
- Detect Thoughts
- Enhance Ability
- Gust of Wind
- Hold Person
- Mirror Image
- Misty Step
- Scorching Ray
- See Invisibility
- Spider Climb
- Dispel Magic
- Gaseous Form
- Hypnotic Pattern
- Lightning Bolt
- Major Image
- Protection from Energy
- Sleet Storm
- Stinking Cloud
- Water Breathing
- Water Walk
- Dimension Door
- Dominate Beast
- Greater Invisibility
- Ice Storm
- Wall of Fire
- Animate Objects
- Cone of Cold
- Dominate Person
- Hold Monster
- Insect Plague
- Teleportation Circle
- Wall of Stone
- Chain Lightning
- Circle of Death
- Globe of Invulnerability
- Mass Suggestion
- Move Earth
- True Seeing
- Delayed Blast
- Finger of Death
- Fire Storm
- Plane Shift
- Prismatic Spray
- Reverse Gravity