Sorcerer

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.

Class Features

As a sorcerer, you gain the following 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
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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
Table: The Sorcerer
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known -Spell Slots per Spell Level-
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Sorcerous Origin feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 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
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

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 of Table: The Sorcerer.

Spell Slots

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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

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.

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 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

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 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).

Subpages

    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 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.

    Flexible Casting

    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.

    Table: Creating Spell Slots
    Spell Slot Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 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 and 17th level.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

    Autonomous Spell

    Source KP:TOH

    When you cast a spell that has a duration of concentration, you can spend 3 sorcery points to cast it without requiring concentration. For example, using autonomous spell on detect magic changes its duration to 10 minutes. You can have only one autonomous spell in effect at a time. If you use this metamagic to modify a second spell, the first autonomous spell ends.

    Bewildering Spell

    Source KP:TOH

    You can cast a spell that overwhelms the senses of its target. When you cast a spell that deals damage to one creature, you can spend 2 sorcery points to increase the intensity of the spell’s visual effect. The target of your spell has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next minute.

    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.

    Concussive Spell

    Source KP:TOH

    When you cast a spell that deals damage to a creature, you can spend 1 sorcery point to push the target of your spell 10 feet away from you. If the spell affects multiple targets, you can choose only one of the targets to be pushed away from you.

    Contingent Spell

    Source KP:TOH

    You can cast a spell to be triggered at a later time. To do so, you must spend a number of sorcery points equal to the level of the spell slot used to cast the spell. You then use your reaction to trigger the spell when the event you stipulated when you cast the spell occurs.

    For example, you use your action, expend a 4thlevel spell slot, and spend 4 sorcery points to cast dimension door as a contingent spell that will take effect when a creature moves within 5 feet of you. When a creature moves within 5 feet of you a moment later, you use your reaction to trigger the dimension door and teleport to a space 200 feet away.

    Distant 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.

    Emotional Spell

    Source KP:TOH

    When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to a Charisma saving throw instead.

    Empowered Spell

    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.

    Enlightening Spell

    Source KP:TOH

    When you cast a spell that targets a creature, you can spend 1 sorcery point to learn one of your target’s resistances or immunities. Each time you use this metamagic option on the same creature, it reveals a new resistance or immunity.

    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.

    Fearful Spell

    Source KP:TOH

    When you cast a spell that deals damage to a creature, you can spend 3 sorcery points to make the target of your spell frightened of you until the end of your next turn. If your spell affects multiple targets, you can choose only one of the targets to be frightened.

    Heightened Spell

    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.

    Hidden Spell

    Source KP:TOH

    When you cast a spell with a duration longer than instantaneous, you can spend 2 sorcery points to mask its magical aura. For the duration of your spell, it can’t be detected or discerned with spells or effects, such as the detect magic spell or a chuul’s Sense Magic trait.

    Homing Spell

    Source KP:TOH

    When you cast a spell that deals damage to one creature, you can spend 2 sorcery points to target a creature that has total cover or is heavily obscured, provided you are aware of the target’s presence. This metamagic option allows you to target the creature, but it doesn’t cause the spell to automatically affect the target. As normal, the target must still make a saving throw or be hit by your spell attack to be affected by the spell.

    Hungry Spell

    Source KP:TOH

    When you cast a spell that deals damage to a single target, you can spend 1 sorcery point to add your Charisma modifier to the damage roll of the spell. If you reduce a creature to 0 hit points with a hungry spell, you regain hit points equal to your Charisma modifier (minimum of 1).

    Immaterial Spell

    Source KP:TOH

    You can cast a spell without providing costly material components. You must spend 1 sorcery point for every 100 gp in the cost of the material component required.

    Insatiable Spell

    Source KP:TOH

    When you cast a spell on a creature that is immune to the damage or effects of the spell, you can spend 5 sorcery points to bypass the creature’s immunity for this casting of the spell. The creature is affected by the spell as if it didn’t have immunity to the spell’s damage or effects and must make any saving throws allowed by the spell as normal.

    Lingering Spell

    Source KP:TOH

    When you cast a damaging spell with an instantaneous duration that requires a saving throw, you can spend a number of sorcery points equal to the spell’s level to prolong the spell’s damage. A creature that failed its saving throw against your original casting of this spell must succeed on the same saving throw at the start of your next turn or take half of the spell’s damage.

    Logical Spell

    Source KP:TOH

    When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to an Intelligence saving throw instead.

    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.

    Robust Spell

    Source KP:TOH

    You can make a spell difficult for other spellcasters to counter or dispel by spending 2 sorcery points. A creature that must make an ability check to counter or dispel your spell has disadvantage on the check.

    Sapping Spell

    Source KP:TOH

    You can increase the damage you deal with a spell by expending 2 sorcery points and up to half your remaining Hit Dice. Roll the Hit Dice and add the total result to the damage dealt by the spell. You then take damage equal to half the amount of damage your Hit Dice added to the spell’s damage.

    Shared Hunger Spell

    Source KP:TOH

    When you cast a beneficial spell on a friendly creature, you can spend 3 sorcery points to empower the creature’s weapons. The creature’s next weapon attack roll has advantage and, if the creature hits, you and the creature regain hit points equal to your Charisma modifier (minimum of 1).

    Subtle Spell

    When you cast a spell, you can 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, 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.

    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. As normal, you can’t increase an ability score above 20 using this feature.

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

    Sorcerer Spells

    Cantrips (0 Level)

    1st Level

    2nd Level

    3rd Level

    4th Level

    5th Level

    6th Level

    7th Level

    8th Level

    9th Level

    Section 15: Copyright Notice

    System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

    This is not the complete license attribution - see the full license for this page