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Sorcerer

hit dice: 1d6
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
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting 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
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. See "Casting a Spell" for the general rules of Spellcasting and "Sorcerer Spells by Level" for the Sorcerer spell list.   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 the Sorcerer table.   Spell Slots 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.   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 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. 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
Spell Attack modifier = your Proficiency bonus +your Charisma modifier
  Spellcasting⁠ Focus You can use an arcane focus as a Spellcasting focus for your Sorcerer Spells.
class features:
subclass options:
Level⁠Proficiency BonusSorcery PointsFeaturesCantrips KnownSpells KnownSpell Level⁠ Slots: 1stSpell Level⁠ Slots: 2ndSpell Level⁠ Slots: 3rdSpell Level⁠ Slots: 4thSpell Level⁠ Slots: 5thSpell Level⁠ Slots: 6thSpell Level⁠ Slots: 7thSpell Level⁠ Slots: 8thSpell Level⁠ Slots: 9th
1st2Spellcasting, Sorcerous Origi⁠n422
2nd22Font of Magic433
3rd23Metamagic4442
4th24Ability Score Improvement5543
5th3556432
6th36Sorcerous Origin⁠ feature57433
7th37584331
8th38Ability Score Improvement594332
9th4951043331
10th410Metamagic61143332
11th411612433321
12th412Ability Score Improvement612433321
13th5136134333211
14th514Sorcerous Origi⁠n feature6134333211
15th51561443332111
16th516Ability Score Improvement61443332111
17th617Metamagic615433321111
18th618Sorcerous Origi⁠n feature615433331111
19th619Ability Score Improvement615433332111
20th620Sorcerous Restoration615433332211

Created by

Raven Gladstone.

Statblock Type

Class (KS)

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