Innate Sorcerer
Sorcerer
| Level | Proficiency Bonus | Features | Cantrips Known | At-Will Spells Known | 3-Use Spells Known | 2-Use Spells Known | Maximum Spell Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Innate Spellcasting, Sorcerous Origin | 4 | 2 | 2 | — | 1st |
| 2nd | +2 | Metamagic | 4 | 2 | 3 | — | 1st |
| 3rd | +2 | — | 4 | 2 | 3 | — | 2nd |
| 4th | +2 | Ability Score Improvement | 5 | 2 | 4 | — | 2nd |
| 5th | +3 | — | 5 | 2 | 4 | — | 3rd |
| 6th | +3 | Sorcerous Origin feature | 5 | 3 | 5 | — | 3rd |
| 7th | +3 | — | 5 | 3 | 5 | 1 | 4th |
| 8th | +3 | Ability Score Improvement | 5 | 3 | 6 | 1 | 4th |
| 9th | +4 | — | 5 | 3 | 6 | 2 | 5th |
| 10th | +4 | Superior Metmagic | 6 | 3 | 7 | 2 | 5th |
| 11th | +4 | — | 6 | 3 | 7 | 3 | 6th |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 8 | 3 | 6th |
| 13th | +5 | Inner Power (7th level) | 6 | 4 | 8 | 4 | 7th |
| 14th | +5 | Sorcerous Origin feature | 6 | 4 | 8 | 4 | 7th |
| 15th | +5 | Inner Power (8th level) | 6 | 4 | 8 | 4 | 8th |
| 16th | +5 | Ability Score Improvement | 6 | 4 | 8 | 4 | 8th |
| 17th | +6 | Inner Power (9th level) | 6 | 4 | 8 | 4 | 9th |
| 18th | +6 | Sorcerous Origin feature | 6 | 4 | 8 | 4 | 9th |
| 19th | +6 | Ability Score Improvement | 6 | 4 | 8 | 4 | 9th |
| 20th | +6 | Infinite Arcana | 6 | 4 | 8 | 4 | 9th |
Quick Build
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the At-Will spells detect magic and mage armor and 3-use spells magic missile and chromatic orb
Class Features
As a sorcerer, you gain the following class features
Hit Points
- Hit Dice: 1d6 per sorcerer level
- 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
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.
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
Innate 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 chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips and At-Will Spells
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
Also at 1st level, you know certain 1st-level spells that you can cast at will. Choose two from comprehend languages, detect magic, expeditious retreat, false life, fog cloud, jump, mage armor, and silent image. you can cast these spells at will without expending a spell slot or material components. You learn an additional at-will spell from this list at 6th level and another at 12th level.
Limited-Use Spells of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list. You can cast each spell up to three times without expending spell slots or material components, except for those that have a specific cost (as indicated in a spell's description). If a sorcerer spell requires concentration, you do not require an arcane focus to cast it.
The Sorcerer table shows you how many of each type of spell you know. 3-use spells can be used 3 times each, and 2-use spells can be used twice each. All expended spell uses are replenished when you finish a long rest.
The number of uses a spell can have is limited by its level. a 3-use spell can be of 1st, 2nd, or 3rd level, and a 2-use spell can be of 4th, 5th, or 6th level. No spell that you know can ever be of a level higher than your current maximum spell level, as shown in the Sorcerer table. Limited use spells are always cast at their lowest possible 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 must be of the same number of uses as the one you replace, and can't be of a higher level than your maximum spell level.
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
Spell attack modifier
Metamagic
At 2nd level, you can twist your magic to suit your needs. You know four Metamagic options of your choice from the list below.
The wellspring of magical energy that fuels your metamagic is represented by sorcery points. You have a maximum number of sorcery points equal to your Sorcerer level. You can never have more sorcery points than your maximum. You regain all spent sorcery points when you finish a long rest.
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 effects. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on their saving throw against the spell, and they take no damage if they would normally take half damage on a successful save.
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 cast a spell that can be cast using a higher-level spell slot to gain additional effects, you can spend a number of sorcery points to cast that spell at a higher level. The number of points is equal to the spell's desired level + 1. The spell can't be cast at a level higher than your maximum spell level.
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 doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, 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).
Superior Metamagic
At 10th level you have mastered the methods involved in warping your spells to fit the situation. You learn any metamagic options you don't already know.
Inner Power
At 13th level, you begin to delve into your innermost reserves of power. Choose one 7th-level spell from the Sorcerer spell list. You can cast this spell once without expending spell slots or material components, except for those that have a specific cost (as indicated in a spell's description). You must finish a long rest before you can do so again.
At higher levels, you gain more sorcerer spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of these spells when you finish a long rest.
Infinite Arcana
By 20th level your magic is fully realized and ever-changing. When you finish a long rest, you can choose one of the limited-use sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must be of the same number of uses as the one you replace. You can't use this feature to replace your Inner Power spells.
Additionally, you can use a bonus action on your turn to allow yourself to cast a single spell from the sorcerer spell list of 6th level or lower until the beginning of your next turn. You do not need to know the spell or have it prepared to cast it in this way. Once you use this feature to cast a spell, you can't use it again until you finish a long rest.
Sorcerous Origins
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent.
Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. You have resistance to the damage type associated with your draconic ancestor, and this damage type is used by features you gain later.
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
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 Soul
At 1st level, your magic is influenced by your draconic origins. When you cast a spell of 1st level or higher which deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can choose to change that damage type to the one associated with your ancestry (you can change only one damage type per casting of a spell).
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.
Additionally, when you take damage of that type, you gain a number of temporary hit points equal to your Charisma modifier.
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.
Draconic 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 feet. 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.