Sorcerer
An innate caster who bends magic with the power in his blood.
Create a hero of this class- Hit die
- d6
- Primary ability
- CHA
- Saving throws
- CON, CHA
- Spellcasting
- Full caster · CHA
Progression, levels 1-20
- Level 1Prof. bonus +2
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table. Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you. Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells. Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1. - You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.Cantrips: 4. Spell slots: level 1 — 2
- Level 2Prof. bonus +2
Font of Magic
You can tap into the 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 the Sorcerer Features table (the number of points equals your Sorcerer level). You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest. You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. You can create a spell slot no higher than level 5: a level 1 slot costs 2 points (Sorcerer level 2), a level 2 slot costs 3 points (level 3), a level 3 slot costs 5 points (level 5), a level 4 slot costs 6 points (level 7), and a level 5 slot costs 7 points (level 9). Any spell slot you create with this feature vanishes when you finish a Long Rest.Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.Cantrips: 4. Spell slots: level 1 — 3
- Level 3Prof. bonus +2
Sorcerer Subclass
You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 2
- Level 4Prof. bonus +2Ability Score Improvement
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3
- Level 5Prof. bonus +3
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 2
- Level 6Prof. bonus +3
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3
- Level 7Prof. bonus +3
Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 1
- Level 8Prof. bonus +3Ability Score Improvement
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 2
- Level 9Prof. bonus +4
Cantrips: 5. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 1
- Level 10Prof. bonus +4
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2
- Level 11Prof. bonus +4
Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 12Prof. bonus +4Ability Score Improvement
Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 13Prof. bonus +5
Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 14Prof. bonus +5
Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 15Prof. bonus +5
Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 16Prof. bonus +5Ability Score Improvement
Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 17Prof. bonus +6
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 18Prof. bonus +6
Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 19Prof. bonus +6Ability Score Improvement
Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 1, level 8 — 1, level 9 — 1
- Level 20Prof. bonus +6
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.Cantrips: 6. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 2, level 8 — 1, level 9 — 1
Subclasses
Draconic Sorcery
Chosen at level 3
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor, or you handled a treasure taken from a dragon's hoard that was steeped in draconic power.
- Level 3
Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared: level 3 — Alter Self, Chromatic Orb, Command, and Dragon's Breath; level 5 — Fear and Fly; level 7 — Arcane Eye and Charm Monster; level 9 — Legend Lore and Summon Dragon. - Level 6
Elemental Affinity
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell. - Level 14
Dragon Wings
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it. - Level 18
Dragon Companion
You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Spell list
Cantrips
Level 1 spells
Level 2 spells
- Alter Self
- Blindness/Deafness
- Blur
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Enhance Ability
- Enlarge/Reduce
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Levitate
- Magic Weapon
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Scorching Ray
- See Invisibility
- Shatter
- Spider Climb
- Suggestion
- Web