Sorcerer Leveling Table Edit
|Level||Proficiency Bonus||Sorcery Points||Features||Cantrips Known||Spells Known||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|1||+2||—||Spellcasting, Sorcerous Origin||4||2||2||—||—||—||—||—||—||—||—|
|2||+2||2||Font of Magic||4||3||3||—||—||—||—||—||—||—||—|
|4||+2||4||Ability Score Improvement||5||5||4||3||—||—||—||—||—||—||—|
|6||+3||6||Sorcerous Origin feature||5||7||4||3||3||—||—||—||—||—||—|
|8||+3||8||Ability Score Improvement||5||9||4||3||3||2||—||—||—||—||—|
|12||+4||12||Ability Score Improvement||6||12||4||3||3||3||2||1||—||—||—|
|14||+5||14||Sorcerous Origin feature||6||13||4||3||3||3||2||1||1||—||—|
|16||+5||16||Ability Score Improvement||6||14||4||3||3||3||2||1||1||1||—|
|18||+6||18||Sorcerous Origin feature||6||15||4||3||3||3||3||1||1||1||1|
|19||+6||19||Ability Score Improvement||6||15||4||3||3||3||3||2||1||1||1|
Basic Features Edit
- Hit Dice: 1d6 per sorcerer level
- Hit Points at 1st Level: 6 + Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
- 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
- (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
Alternatively, you can ignore the equipment from your class and background and start with 3d4 x 10 gp.
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 the Sorcerer table.
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 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.
Spells Known of 1st Level and HigherEdit
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table 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.
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. 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 + Charisma modifier.
Spell attack modifier = Your proficiency bonus + Charisma modifier.
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Sorcerous Origin Edit
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.
- Divine Soul (Xanathar's Guide to Everything, page 50)
- Draconic Bloodline
- Giant Soul (Unearthed Arcana: Giant Soul Sorcerer)
- Phoenix Sorcery (Unearthed Arcana: Sorcerer)
- Pyromancer (Plane Shift: Kaladesh, page 9)
- Sea Sorcery (Unearthed Arcana: Sorcerer)
- Shadow Magic (Xanathar's Guide to Everything, page 50)
- Stone Sorcery (Unearthed Arcana: Sorcerer)
- Storm Sorcery (Xanathar's Guide to Everything, page 51)
- Wild Magic (Player's Handbook, page 103)
Font of Magic Edit
At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.
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 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 with 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Ability Score Improvement Edit
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 Edit
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Draconic Bloodline Edit
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. The damage bonus applies to one damage roll of a spell, not multiple rolls. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Beginning at 18th level, as an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.