Sorcerer

Level
Prof. Bonus
Class Features
Sorcery Points
Cantrips
Spell Points
Max Spell Level
1st
+2
Innate Sorcery, Spellcasting
-
4
2
1st
2nd
+2
Font of Magic, Metamagic
2
4
3
1st
3rd
+2
Sorcerous Origin
3
4
8
2nd
4th
+2
Two Feats
4
5
10
2nd
5th
+3
Sorcerous Vitality
5
5
16
3rd
6th
+3
Additional Metamagic, Origin Feature
6
5
19
3rd
7th
+3
-
7
5
23
4th
8th
+3
Feat
8
5
27
4th
9th
+4
Additional Metamagic, Sorcery Incarnate
9
5
32
5th
10th
+4
Origin Feature
10
6
37
5th
11th
+4
-
11
6
43
6th
12th
+4
Feat
12
6
43
6th
13th
+5
Additional Metamagic
13
6
50
7th
14th
+5
Origin Feature
14
6
50
7th
15th
+5
Sorcerous Restoration
15
6
58
8th
16th
+5
Feat
16
6
58
8th
17th
+6
-
17
6
67
9th
18th
+6
Arcane Apotheosis
18
6
72
9th
19th
+6
Feat
19
6
78
9th
20th
+6
Epic Boon
20
6
85
9th

Class Features

As a Sorcerer, you gain the following class features when you reach the specified levels in this class. These features are listed on the Sorcerer table.

Hit Points

Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points per Level after 1st: 1d6 (or 4) + your Constitution modifier

Proficiencies

Saving Throws: Constitution, Charisma
Skills (Choose 2): Arcana, Deception, Insight, Intimidation, Persuasion, Religion
Weapons: Simple Weapons
Tools: None

Armour Training

None

1st Level: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with a simmering magic that is sometimes challenging to control. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

Enhanced DC. The spell save DC of your Arcane spells increases by 1.

Advantage. You have Advantage on the attack rolls of Arcane spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

1st Level: 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. You know four cantrips of your choice from the Arcane spell list. Whenever you gain a Sorcerer level, you can replace one of your cantrips with another Arcane cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Sorcerer table.

Spell Points. The Sorcerer table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from the Arcane spell list equal to your Charisma modifier + your sorcerer level (minimum of one spell). The spells must be of a level for which you have access to.

Changing your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list of spells takes time: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Charisma is your spellcasting ability for the spells you cast with your Sorcerer features, since the power of your magic relies on your ability to project your will into the world.

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 the spells you cast with your Sorcerer features.

2nd Level: Font of Magic

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 a number of sorcery points equal to your sorcerer level. Whenever you gain a sorcerer level thereafter, your number of sorcery points increases by 1. You can never have more sorcery points than an amount equal to your level. You regain all spent sorcery points when you finish a Long Rest.

You can use your sorcery points to gain additional spell points, or sacrifice spell points to gain additional sorcery points. You learn other ways to use your sorcery points in some other Sorcerer features, such as Metamagic.

  • Converting Spell Points to Sorcery Points. You can expend up to 9 spell points to gain an equivalent number of sorcery points (no action required).
  • Creating Spell Points. As a Bonus Action, you can transform unexpended sorcery points into spell points. The Creating Spell Points table shows the cost of creating a given number of spell points, and it lists the minimum Sorcerer level you must be to create a given number of spell points. You can create no more than 5 spell points at once with this feature. Any spell points you create with this feature vanish when you finish a Long Rest.
  • Creating Spell Points

    Number of Spell Points
    Sorcery Point Cost
    Min. Sorcerer Level
    1
    2
    2nd
    2
    3
    3rd
    3
    4
    5th
    4
    5
    7th
    5
    6
    9th

    2nd Level: Metamagic

    Because your magic flows from within you, you can alter your spells to suit your needs; you gain three Metamagic options of your choice.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

    Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know.

    3rd Level: Sorcerous Origin

    You choose an origin which describes the source of your innate magical power.

    Your sorcerous origin is a specialization that grants you special abilities at certain Sorcerer levels. For the rest of your career, you gain each of your origin's features that are of your Sorcerer level and lower. This class's description tells you the levels when your origin provides features.

    Aberrant Mind Origin
    Divine Soul Origin
    Draconic Sorcery Origin

    4th Level: Two Feats

    You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.

    5th Level: Sorcerous Vitality

    You can use your innate magic to heal yourself. As an Action, you can choose to regain a number of Hit Points equal to 2d6 + your Charisma modifier, and if you have any of the following conditions, they end on you: Blinded, Deafened, and Poisoned.

    You can use this feature a number of times equal to your Charisma modifier (minimum of once) and you regained all expended uses when you finish a Long Rest.

    6th Level: Additional Metamagic

    You gain an additional Metamagic option of your choice, to a total of 4.

    6th Level: Origin Feature

    You gain a feature from your sorcerous origin.

    8th Level: Feat

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

    9th Level: Additional Metamagic

    You gain an additional Metamagic option of your choice, to a total of 5.

    9th Level: Sorcery Incarnate

    While your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

    In addition, 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.

    10th Level: Origin Feature

    You gain a feature from your sorcerous origin.

    12th Level: Feat

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

    13th Level: Additional Metamagic

    You gain an additional Metamagic option of your choice, to a total of 6.

    14th Level: Origin Feature

    You gain a feature from your sorcerous origin.

    15th Level: Sorcerous Restoration

    You regain a number of expended Sorcery Points equal to your proficiency bonus whenever you roll Initiative or finish a Short Rest.

    16th Level: Feat

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

    18th Level: Arcane Apotheosis

    While your Innate Sorcery feature is active, you can use one Metamagic option on each spell you cast without spending Sorcery Points on it.

    19th Level: Feat

    You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

    20th Level: Epic Boon

    You gain the following benefits:

      Ability Score Increase. Choose your Constitution or Charisma score. That score increases by 2, and its maximum is now 30.
    Epic Boon. You gain the Epic Boon of Spell Recall or another Epic Boon of your choice.

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