Sorcerer | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 + Con Mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools: None
Saving Throws: Con, Cha
Skills: Choose two: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.

Class Features

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.  

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 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.   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.   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.   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.   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.   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.   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.   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.   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.   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).  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice  

Sorcerous Restoration

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


Starting Equipment

• Choose: light crossbow and 20 bolts; or any simple weapon   • Choose: a component pouch; or an arcane focus   • Choose: a dungeoneer's pack; or an explorer's pack   • Two daggers


Spellcasting

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 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.


Subclass Options

Draconic Bloodline

Dragon Ancestor

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. Like with Dragonblooded, the chromatic varieties are much more common than the metallic ones. There are not currently any "unique" colors that are passing on their magical potential.
Dragon Color Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Draconic Ancestry

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.  

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. 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.  

Elemental Affinity

Starting at 6th level, when you cast a spell thal deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

Dragon Wings

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.  

Dragon Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. 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 feel. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), 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.  

Phoenix Bloodline

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.  

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:   •You shed bright light in a 30-foot radius and dim light for an additional 30 feet.   •Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.   •Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.   Once you use this feature, you can’t use it again until you finish a long rest.  

Phoenix Spark

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.   If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.   Once you use this feature, you can’t use it again until you finish a long rest.  

Nourishing Fire

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.  

Form of the Phoenix

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:   •You have a flying speed of 40 feet and can hover.   •You have resistance to all damage.   •If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.  

Naiad Bloodline

Soul of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equalto your walking speed.  

Curse of the Sea

When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.   Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):   Cold Damage: If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.   Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.   Forced Movement: If the target is moved by your spell, increase the distance it is moved by 15 feet.  

Watery Form

At 6th level, you gain resistance to fire damage.You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.  

Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.   On your turn, you can move through any space thatis at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, youimmediately flow to the nearest spacethat can fit you, back along the path of your movement.  

Water Soul

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:   •You no longer need to eat, drink, or sleep.   •A critical hit against you becomes a normal hit.   •You have resistance to bludgeoning, piercing, and slashing damage.  

Sylvan Bloodline

Voice of Nature

At 1st level, you learn the Sylvan language, and gain a limited ability to speak with non-magical beasts. You may attempt to converse, in simple terms, with Tiny, harmless creatures such as rabbits and squirrels; these mundane animals may be able to share very limited information, if they feel inclined to do so. You may also attempt to communicate with larger, more dangerous beasts, but this ability does not guarantee that the creatures will not attempt to attack you.  

Cousin to Dryads

At 1st level, your dryad cousins grant you the blessing of the oak and yew trees they love. The area immediately under your skin becomes tough and protective, almost like the green bark of a tree. You may have your Armor Class be 13 + your Dexterity modifier, so long as you are not wearing armor. Additionally, you have advantage on saving throws vs enchantments and illusions.  

Beguiling Magic

At 6th level, your charm and charisma make your deceptions and requests all the more appealing. Your enchantment and illusions spells have a save DC that is +2 higher than normal.  

Nature's Stride

Starting at 14th level, you may magically move between areas of vegetation. These areas may be trees, bushes, or shrubs, but also patches of grass, lichen, mushrooms, algae, or seaweed. As a bonus action, you may teleport 120 feet to a suitable patch of vegetation you can see.  

Supernatural Beauty

At 18th level, you gain the impossible, magical beauty of your sylvan relations. You gain advantage on all Charisma checks and saving throws, and you may charm creatures who are normally immune to being charmed. Additionally, once per long rest, you may cause your beauty to shine forth in brilliant light. As an action, you begin to shed bright light out to a distance of 60 feet. All creatures who can see you within 60 feet must make a Charisma save or be charmed by you for one minute. Whenever a creature so charmed takes damage, they may make an additional Charisma save to attempt to end the effect; on a failure, they remain charmed. While charmed, these creatures have disadvantage on saving throws against your enchantment and illusion spells.


LvlProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Sorcerous Origin422
2nd+22Font of Magic433
3rd+23Metamagic4442
4th+24Ability Score Improvement5543
5th+3556432
6th+36Sorcerous Origin feature57433
7th+37584331
8th+38Ability Score Improvement594332
9th+4951043331
10th+410Metamagic61143332
11th+411612433321
12th+412Ability Score Improvement612433321
13th+5136134333211
14th+514Sorcerous Origin feature6134333211
15th+51561443332111
16th+516Ability Score Improvement61443332111
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement615433332111
20th+620Sorcerous Restoration615433332211

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Engineeric.

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