Class
By Wizards of the Coast D&D 5e (2014)
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SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

Hit Die
d6
Primary Ability
Charisma
Saving Throws
Constitution, Charisma
Proficiencies
Daggers, Quarterstaffs, Crossbows, light, Darts, Slings, Saving Throw: CON, Saving Throw: CHA

The Sorcerer

Level Prof. Bonus Sorcery Points Metamagic Known Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — — Spellcasting: Sorcerer, Sorcerous Origin 4 2 2 — — — — — — — —
2nd +2 2 — Font of Magic, Flexible Casting: Creating Spell Slots, Flexible Casting: Converting Spell Slot 4 3 3 — — — — — — — —
3rd +2 3 2 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 2 — 5 6 4 3 2 — — — — — —
6th +3 6 2 Sorcerous Origin feature 5 7 4 3 3 — — — — — —
7th +3 7 2 — 5 8 4 3 3 1 — — — — —
8th +3 8 2 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 9 2 — 5 10 4 3 3 3 1 — — — —
10th +4 10 3 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 11 3 — 6 12 4 3 3 3 2 1 — — —
12th +4 12 3 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 13 3 — 6 13 4 3 3 3 2 1 1 — —
14th +5 14 3 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — —
15th +5 15 3 — 6 14 4 3 3 3 2 1 1 1 —
16th +5 16 4 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 17 4 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 4 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 4 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 4 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Class Features

Sorcerous Origin — 1st level

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Spell Versatility — 1st level

1st-level sorcerer feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Spellcasting: Sorcerer — 1st level

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.

Empowering Reserves — 2nd level

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.

Flexible Casting: Converting Spell Slot — 2nd level

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..

Flexible Casting: Creating Spell Slots — 2nd level

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.

Font of Magic — 2nd level

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 the Sorcerer table. 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.

Font of Magic Options — 2nd level

2nd-level sorcerer feature (enhances Font of Magic)

When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.

Imbuing Touch — 2nd level

As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Sorcerous Fortitude — 2nd level

As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Metamagic — 3rd 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.

Metamagic Options — 3rd level

3rd-level sorcerer optional feature

When you choose Metamagic options, you have access to the following additional options.

Metamagic Options — 3rd level

3rd-level sorcerer feature (enhances Metamagic)

When you choose Metamagic options, you have access to the following additional options.

Metamagic: Careful Spell — 3rd level

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.

Metamagic: Distant Spell — 3rd level

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.

Metamagic: Empowered Spell — 3rd level

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.

Metamagic: Extended Spell — 3rd level

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.

Metamagic: Heightened Spell — 3rd level

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.

Metamagic: Quickened Spell — 3rd level

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.

Metamagic: Subtle Spell — 3rd level

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Metamagic: Twinned Spell — 3rd level

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 is.

Ability Score Improvement — 4th level

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.

Proficiency Versatility — 4th level

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Sorcerous Versatility — 4th level

4th-level sorcerer optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance — 5th level

5th-level sorcerer optional feature

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Origin feature — 6th level

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Ability Score Improvement — 8th level

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.

Proficiency Versatility — 8th level

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Metamagic — 10th 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.

Ability Score Improvement — 12th level

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.

Proficiency Versatility — 12th level

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Sorcerous Origin feature — 14th level

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Ability Score Improvement — 16th level

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.

Proficiency Versatility — 16th level

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Metamagic — 17th 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.

Sorcerous Origin feature — 18th level

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Ability Score Improvement — 19th level

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.

Proficiency Versatility — 19th level

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Sorcerous Restoration — 20th level

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

Multiclassing

Prerequisite
CHA 13

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

Some links below are affiliate links. Bookwyrm may earn a commission on qualifying purchases, at no extra cost to you.


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