Sorcerer Class
As a Sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Sorcerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sorcerer level after 1st
Proficiencies
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
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Magical Surges |
|---|---|---|---|---|---|
| 1 | 2 | Spellcasting, Sorcerous Origin, Font of Magic | 2 | 2 | - |
| 2 | 2 | MetaMagic | 2 | 3 | - |
| 3 | 2 | Magical Surge | 2 | 4 | 2 |
| 4 | 2 | Ability Score Improvement | 3 | 5 | 2 |
| 5 | 3 | - | 3 | 6 | 3 |
| 6 | 3 | Sorcerous Origin Feature | 3 | 7 | 3 |
| 7 | 3 | Unbridled Mana | 3 | 8 | 3 |
| 8 | 3 | Ability Score Improvement | 3 | 9 | 3 |
| 9 | 4 | Old Reliable | 3 | 10 | 4 |
| 10 | 4 | Primal Rejuvenation | 4 | 10 | 4 |
| 11 | 4 | Magical Muscle Memory | 4 | 11 | 4 |
| 12 | 4 | Ability Score Improvement | 4 | 11 | 4 |
| 13 | 5 | - | 4 | 12 | 5 |
| 14 | 5 | Sorcerous Origin Feature | 4 | 12 | 5 |
| 15 | 5 | Push Limits | 4 | 13 | 5 |
| 16 | 5 | Ability Score Increase | 4 | 13 | 5 |
| 17 | 6 | - | 4 | 14 | 6 |
| 18 | 6 | Sorcerous Origin Feature | 4 | 14 | 6 |
| 19 | 6 | Ability Score Improvement | 4 | 15 | 6 |
| 20 | 6 | Awakened Inheritance | 4 | 15 | 6 |
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.
Origin Options:
- Aberrant Mind
- Claret Soul
- Clockwork Soul
- Draconic Bloodline
- Divine Soul
- Giant Soul
- Lunar Sorcery
- Ley Touched
- Solar Blood
- Shadow Magic
- Storm Sorcerer
- Wild Magic
Font of Magic
at 1st level, the latent magic in your blood can be grasped and bent like mailable earth. You gain a pool of "Sorcery Points" equal to 2 * you sorcerer level, you regain all expended sorcery points after completing a short or long rest.
Upon completing a Long rest, You may choose to "Sacrifice" a number of sorcery points to learn spell masteries. The number of points you sacrifice is based on the spells level as shown below. While sorcery points are sacrificed this way, you do not regain them on a short or long rest, only when you choose to "forget" the mastery after completing a long rest. The max amount of masteries you may learn this way is equal to your charisma modifier.
| Spell Level | Sorcery Point Cost |
|---|---|
| Cantrip-2nd | 1 |
| 3rd-6th | 2 |
| 7th-9th | 3 |
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.
- 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. You may replace a cantrip known with another whenever you gain a level in this class.
- Controlled Casting (1st level)
You may tap into your dormant bloodline to shape your magic to your desires. You may expend 2 sorcery points to cast a first level spell.
- Surge Casting (All spell levels)
Unlocked later with the Magical surge feature, all spells attempted to be cast at 2 level or higher require a magical surge.
- 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 that is equal to the highest spell level rollable on your spell surge table or lower(minimum 1). 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 gain proficiency in one primal foci of your choice which you can use as a spell casting focus when casting spells.
Meta-Magic
At 2nd level, you gain the ability to twist your spells to suit your needs. You know a number of metamagic options equal to your proficiency bonus. Whenever you gain a level in this class, you may replace one that you know with another which you don't.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Choose from this List.
Magical Surge
Starting at 3rd level, you are able to release more of the power within your blood, but you do not have a strong grasp of its flow. At the start of your turn, you may create a "Magical Surge" doing so rolls a die(based on your level) to determine what level spell you can cast. You may use your magical surge a number of times equal to your proficiency bonus, after which you must complete a short or long rest to regain all uses.
The result of the die rolled determines the spell slot level which you can cast this turn, the primal surge is expended, even if you choose not to cast a spell with it. Whatever the result of the roll is, you may expend up to proficiency bonus sorcery points to "increase" the level spell slot equal to the amount you spent. Expending sorcery points this way does not allow you to increase it above the max "result" of the roll. (E.g. Nephvir is a 5th level sorcerer, he uses a magical surge at the start of his turn rolling a d6, the result is a 3(2nd level slot) meaning he can cast a spell of 1st or 2nd level using the 2nd level spell slot. If he wanted to cast a 3rd level slot this turn, he may expend 1 sorcery point to increase the level , but no higher.)
If a spell could be cast as a reaction, you may expend a magical surge to attempt to cast the spell as you would on your turn, succeeding if the result is of the desired spell level, it succeeds.
Here are the dice and resulting spell slots based on character Level:
| Level | Dice | Resulting Slot |
|---|---|---|
| 3-4 | d4 | (1-2 = 1st, 3-4 = 2nd) |
| 5-6 | d6 | (1-2 = 1st, 3-4 = 2nd, 5-6 = 3rd) |
| 7-8 | d4 | Number rolled is slot level |
| 9-10 | d10 | (1-2 = 1st, 3-4 = 2nd, 5-6 =3rd, 7-8 = 4th, 9-10 = 5th) |
| 11-12 | d12 | (1 = 1st, 2-4 = 2nd, 5-6 =3rd, 7-8 = 4th, 9-10 = 5th, 11-12 = 6th) |
| 13-14 | d12 | (1-2 = 2nd, 3-4 =3rd, 5-6 = 4th, 7-8 = 5th, 9-10 = 6th, 11-12 = 7th) |
| 15-16 | d12 | (1 = 2nd, 2-3 =3rd, 4-5 = 4th, 6-7 = 5th, 8-9 = 6th, 10-11 = 7th, 12 = 8th level) |
| 17-20 | d8 +1 | Number rolled is slot level |
Ability Score Increase
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.
Unbridled Mana
At 7th level, your limits of magic are less restricting than those of your peers, you are not restricted to casting one leveled spell per turn.
Old Reliable
At 9th level, choose one cantrip or first level spell, you learn all of the available spell masteries for that spell. You may switch which spell benefits from this feature whenever you gain a level in this class.
When you reach 11th level, you may choose a second level spell for this feature.
Primal Rejuvenation
At 10th level, you may pause to collect yourself and regain some of the lost power from your magical surges. As a bonus action on you turn, you may regain all uses of your magical surge feature, once you have used this feature you may not do so again until you have completed a long rest.
Magical Muscle Memory
At 11th level, the primal magic awakening in your veins takes less and less effort to exert. Choose 1 of your spells known that is first level, You may now cast it at will without expending sorcery points.
Additionally, while It still requires any spell components which are consumed or have a cost, it no longer requires somatic or verbal components if it had either.
Finally It now only costs 1 sorcery point to use controlled casting when you cast a 1st level spell slot, and you may now cast a second level spell slot by expending 2 sorcery points with that feature.
Push Limits
At 15th level, you gain the ability to squeeze the most you can out of an arcane surge. After an arcane surge die is rolled, you may choose to add your Charisma modifier to the result. Once you have done this you cannot do so again until you complete a short or long rest.
Awaken Inheritance
At 20th level, you have an even deeper understanding of the primal magic you wield. You gain the following benefits:
- Whenever you use your arcane surge, you may apply a meta magic to it without expending a sorcery point, you may also spend an additional sorcery point to apply a second meta magic when you do so
- You may roll two dice when rolling the magical surge feature, taking whichever result you prefer, this only expends one use of magical surge.
- You may choose any spell which you know and cast it, if it allows upcasting you use a 10th level spell slot. Once you have done so, you must complete a long rest before you may do so again.

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