Flexible Sorcerer

by OccidentalAvian

Search GM Binder Visit User Profile

The Flexible Sorcerer

Alternate Class Features

The following class feature replaces the Spellcasting and Font of Magic class features of the sorcerer as presented in the Player's Handbook.

Sorcery

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 the Player's Handbook chapter 10 for the general rules of spellcasting and chapter 11 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 Spells table.

Sorcery Points

The Sorcerer Spells table shows how many sorcery points you have to cast your spells of 1st level or higher. To cast one of these sorcerer spells, you must spend a number of sorcery points to create a spell slot of a given level, and then use that slot to cast a spell. You can never have more sorcery points than shown on the table for your level, and you regain all spent sorcery points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use sorcery points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of sorcery points you have to spend is based on your sorcerer level, as shown in the Sorcerer Spells table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

For example, when you reach 3rd level in this class and you know the 1st-level spell burning hands, you have 17 sorcery points, and can spend 2 sorcery points to cast the spell at 1st level, or 3 sorcery points to cast the spell at 2nd level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Sorcerer Spells
Sorcerer Level Cantrips Known Spells Known Sorcery Points Max. Spell Level
1st 4 2 4 1st
2nd 4 3 8 1st
3rd 4 4 17 2nd
4th 5 5 21 2nd
5th 5 6 32 3rd
6th 5 7 38 3rd
7th 5 8 45 4th
8th 5 9 52 4th
9th 5 10 66 5th
10th 6 11 74 5th
11th 6 12 84 6th
12th 6 12 85 6th
13th 6 13 96 7th
14th 6 13 97 7th
15th 6 14 109 8th
16th 6 14 110 8th
17th 6 15 124 9th
18th 6 15 132 9th
19th 6 16 142 9th
20th 6 16 153 9th

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 Spells table shows when you learn more sorcerer spells of your choice. Each of these spells must be less than or equal to the maximum-level spell slot you can create. 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 (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin Changes

When using the alternate class features presented here, the following changes are made to these subclasses.

Wild Magic

Two entries in on the Wild Magic Surge table (found on page 104 of the Player's Handbook) are changed in the following ways:

d100 effect
59-60 You regain a number of expended sorcery points equal to the lowest level spell slot you created since your last long rest.
99-00 You regain a number of expended sorcery points equal to your sorcery point maximum divided by 4.

Shadow Magic

The following change is made to the Eyes of the Dark feature (found on page 51 of Xanathar's Guide to Everything):

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. When you cast this spell using sorcery points, you can see through the darkness created by the spell.

Multiclassing

Sorcery and Spellcasting

If you have both the Spellcasting class feature and the Sorcery class feature from the sorcerer class, you can use the sorcery points you gain from the Sorcerer class feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast sorcerer spells you know.

Sorcery and Pact Magic

If you have both the Sorcery class feature from the sorcerer class and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast sorcerer spells you know, and you can use the sorcery points you gain from the Sorcery feature to cast warlock spells you know.

Flexible Casting

If the highest level spell slot you can cast from the Spellcasting or Pact Magic features is higher than the maximum-level spell slot you can create from the Sorcery feature, you can create spell slots up to the higher level, to a maximum of 5th-level.

You can use a bonus action on your turn to expend one spell slot and gain a number of sorcery points equal to the slot's level.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.