T's Sorcerer

by TheTranMan

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T's Sorcerer

The Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Max Spell Level
1st +2 Spellcasting, Sorcerous Origin 4 2 4 1st
2nd +2 Suave Defense, Residual Magic 4 3 8 1st
3rd +2 Novice Metamagic 4 4 17 2nd
4th +2 Ability Score Improvement, Sorcerous Versatility 5 5 21 2nd
5th +3 Magical Enhancement 5 6 32 3rd
6th +3 Sorcerous Origin Feature 5 7 38 3rd
7th +3 --- 5 8 45 4th
8th +3 Ability Score Improvement 5 9 52 4th
9th +4 --- 5 10 66 5th
10th +4 Expert Metamagic 6 11 74 5th
11th +4 --- 6 12 81 6th
12th +4 Ability Score Improvement 6 12 82 6th
13th +5 --- 6 13 96 7th
14th +5 Sorcerous Origin Feature 6 13 97 7th
15th +5 --- 6 14 109 8th
16th +5 Ability Score Improvement 6 14 110 8th
17th +6 Immeasurable Metamagic 6 15 124 9th
18th +6 Sorcerous Origin Feature 6 15 132 9th
19th +6 Ability Score Improvement 6 15 142 9th
20th +6 Sorcerer Supreme 6 15 153 9th

Please Listen to this, this, or this to improve your Reading Experience.

Class Features

As a sorcerer, you gain the following features.

Hit Points


  • Hit Dice: 1d6 per sorcerer level
  • Hit Points at 1st Level: 6 + your Consitution 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, or 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 dungeoneer's pack or (b) an explorer's pack
  • Two daggers

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 (In the PHB).

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.d

Spell Points

The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell 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 spell points you have to spend is based on your level as a spell caster, as shown in the Spell Points by Level 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.

Spell Point Cost
Spell Level Point Cost
Cantrip 0
1st 2
2nd 3
3rd 5
4th 6
Spell Level Point Cost
5th 7
6th 9
7th 10
8th 11
9th 13

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, or your capability of harnessing your inner magic.

Spellcasting Being

You can use your Sorcerer's body to act as an arcane focus, for the purpose of which you do not require material components for Spells without a gold cost.

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.

Suave Defense

Starting at 2nd level, while you are wearing light or no armor and wielding no shield, you gain a bonus to your Armor Class equal to your Charisma modifier.

Residual Magic

You have learned to tap into the magical well of the world with your body, granting you the ability to replenish your magical energy. Starting at 2nd level, When you finish a Short Rest, you can roll a 1d6 + your Sorcerer Level and regain a number of Spell Points equal to the roll. Once you regain Spell Points using this feature, you must finish a Long Rest before you can use it again.

Novice 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 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 creature's from the spell's full force. To do so, you spend 1 spell 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 spell point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage die 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, you can spend 1 spell point to double its duration, to a maximum 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 spell points and give a number of creatures up to your Charisma modifier (minimum of one creature) 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 spell points to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Subtle Spell

When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 spell point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

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 spell points equal to the spell's level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Ability Score Improvement

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.

Sorcerous Versatility (TCoE)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one spell or cantrip you learned from this class' spellcasting feature with another spell or cantrip from the sorcerer spell list.

Magical Enhancement (TCoE)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Expert Metamagic

At 10th level, you gain two additional Metamagic options of your choice.

In addition, your Metamagic's improve at this level, gaining additional features below:

Careful Spell

You may spend an additional Spell Point to have chosen creatures take no damage if they would normally take half damage on a successful save.

Distant Spell

You may spend an additional Spell Point to triple the range of a spell or increase the range of a touch spell to 60 feet.

Empowered Spell

You may spend an additional Spell Point to add your Charisma Modifier to the damage roll of a Spell.

Extended Spell

You can spend a number of Spell Points to multiply a spell's duration a number of times equal to the number of Spell Points spent +1 to a maximum of 24 hours.

Heightened Spell

You may spend 2 Spell Points to subtract your Charisma modifier (minimum of 1) from the target's Roll.

Quickened Spell

You may spend an additional Spell Point to be able to use a Dash or Disengage Action as part of the same bonus action.

Seeking Spell

You may spend an additional Spell Point to cause the spell to ignore Half-Cover.

In addition, if you miss with an attack roll while using this Improvement, you can spend 1 to 3 Spell Points to increase your attack roll by 1 for each point spent potentially turning a miss into a hit.

Subtle Spell

You may spend an additional Spell Point to mask the casting of a spell. Creatures must roll an Arcana check against your spell save DC. If they fail the check, they are unable to identify the spell as magical even if they have senses, abilities, or spells that would allow them to do so and they can't identify you as the caster. The creatures will rationalize any illogical outcomes that come about from the spells casting. For example, a fireball may be seen as a gas leak.

Transmuted Spell

You may spend 3 Spell Points to prime yourself with etherric energy. Whenever you deal damage with a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you ignore resistance to such damage.

Twinned Spell

You may spend two additional Spell Points to have the spell target the same creature. Effects apply in the order the caster chooses.

Immeasurable Metamagic

At 17th level, you gain two additional Metamagic options of your choice.

Additionally, the powers of Novice Metamagic options no longer require you to spend spell points.

In addition, your Metamagic's Improve at this Level, allowing you to spend Spell Points on additional features below:

Careful Spell

You may spend 2 additional Spell Points to have chosen creatures not be affected by the spell. In addition, chosen creatures gain Temporary HP equal to half your Class Level + the Level of the Spell Slot used.

Distant Spell

You may spend 4 additional Spell Points to make a spell with a range of Self become 30 feet on a willing target. If a spell asks for a melee spell or ranged spell attack, it uses the caster's spell modifier.

Empowered Spell

You may spend 3 additional Spell Points to increase the damage of your spells. Roll additional dice equal to half of the spell's damage dice. If the spell is an attack, this meta-magic applies to all targets affected by the spell.

Extended Spell

You may spend 3 additional Spell Points to cast a concentration spell without needing to maintain concentration. This Meta-Magic can only affect one Concentration spell at any given time and if it is used on a new Concentration spell, the first one this Meta-Magic was used on ends.

Heightened Spell

You may spend 4 additional Spell Points to make a creature fail a save.

Quickened Spell

You may spend 3 additional Spell Points to cast a cantrip as part of the same bonus action.

Seeking Spell

You may spend 2 additional Spell Points to have the spell ignore Three-Quarters cover. In addition, any spell attack roll you make with this Meta-Magic is a Critical Hit on a roll of 19 through 20 on the d20.

Subtle Spell

You may spend 4 additional Spell Points to cast the spell without Material Components, including Components with a Cost, but not if these Components must be consumed.

Transmuted Spell

You may spend 4 additional Spell Points to treat immunity as resistance to damage instead. (You cannot negate or ignore this resistance to damage).

Twinned Spell

You may spend 3 additional Spell Points per spell level to twin spells that target more than one creature. If the spell affects an area, the two spells can't be cast over the same area or on the same person.

Sorcerer Apotheosis

At 20th level, you practically flow with immense magical power and will. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.

You can also use spell points to create up to two slots of 6th level or higher, however you can't create another slot of the same level until you finish a long rest.

In addition, you can apply any number of Metamagic options to a single spell, and all of your Metamagic costs are reduced by 1, to a minimum of 1.

TLDR Meta Magic Costs


At 17th Level, you ignore the 3rd-level Cost of a Meta-Magic, though you still need to spend the cost for 10th Level and 17th Level Meta-Magic abilities. All of the effects beginning with a ^ Symbol means the ability is cumulative, and stacks with the Abilities listed previously.

Careful Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Up to Cha Mod amount of Creature of Sorcerer's choice succeed on saving throw against a spell they cast.
+1 10th ^ Creatures of a Sorcerer's choice take no damage from a spell they cast.
+2 17th ^ Creatures of a Sorcerer's choice gain Temporary HP equal to Half Class Level + Level of the Spell Slot they casted.

Distant Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Double the Range of a Spell. Turn the range of a Touch Spell to 30 feet.
+1 10th Triple the Range of a Spell. Turn range of a Touch Spell to 60 feet.
+4 17th ^ Turn a Range: (Self) Spell into one that has a 30-foot range. If it requires an attack roll, use your Spell Attack Bonus.

Empowered Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Reroll Damage of a Spell up to your Cha Mod. You must use the new rolls. You can use this + another Metamagic option.
+1 10th ^ Add your Cha Mod to the Damage Roll of a Spell you cast.
+3 17th ^ Roll additional Damage Dice equal to half the Spell's original Damage Dice, and add it to the roll.

Extended Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Spend 1 Point to double the Spell's duration, to a maximum of 24 hours.
+1-?? 10th Extend a Spell's duration, Multiplying the original Duration times the Amount of Spell Points +1 spent on this Meta-Magic, to a Maximum of 24 hours. (Min 3+ for 3x Time Duration)
+3 17th ^ Cast a Spell with Concentration without having to Concentrate on it, but only once or else a previous Spell using this Meta-Magic ends.

Heightened Spell

Point Cost Sorcerer Level Requirement Effects
3 3rd Cause Creatures up to Cha Mod to have disadvantage on the initial Saving Throw of the Spell.
+2 10th ^ Cause one Creature to subtract Sorcerer's Cha Mod against the Saving Throw of the Spell.
+4 17th ^ Cause one Creature to fail the save against the Spell.

Quickened Spell

Point Cost Sorcerer Level Requirement Effects
2 3rd Turn a Spell with a Casting Time of 1 Action into a Bonus Action.
+1 10th ^ Dash or Disengage as part of the Same Bonus Action.
+3 17th ^ Cast a Cantrip as part of the Same Bonus Action.

Seeking Spell

Point Cost Sorcerer Level Requirement Effects
2 3rd Reroll an Missed Attack Roll. You must use the new roll.
+1 10th ^ Ignore Half-Cover. Can also spend 1-3 Points to add the Points you Spent to the Attack roll to potentially hit.
+2 17th ^ Ignore Three-Quarters Cover. Can also critically hit on a roll of 19-20 on the d20.

Subtle Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Cast a Spell without Somatic or Verbal Components.
+1 10th Hide a Spell's Effects better (see the Effects on Page 4).
+4 17th Cast a Spell without Material Components (unless they must be Consumed).

Transmuted Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Change a Spell's Damage type to Acid, Cold, Fire, Lightning, Poison, or Thunder damage if it already was one of the other Damage types listed.
+3 10th ^ Ignore Resistance to Acid, Cold, Fire, Lightning, Poison, or Thunder damage from a Damaging Spell you cast.
+4 17th ^ Treat Immunity from this Spell's Damage as Resistance from a Damaging Spell you cast. (you cannot negate this Resistance in any way, like say the 10th-level ability).

Twinned Spell

Point Cost Sorcerer Level Requirement Effects
1-9 3rd Twin Spell: Cast a Spell that targets only one creature and make it target two within range instead if it doesn't have a range of self, spending a number of Points equal to the Spell's level (1 for a Cantrip).
+2 10th ^ Twin Spell can be cast on the Same Target. Effects apply in the order the caster chooses. (Remember, a creature cannot benefit from two castings of the Same spell, like a buff like haste).
+3 17th ^ Twin Spell a Spell that targets more than one creature. If the Spell is an Area, they cannot overlap Areas of Effects.

PHB Sorcerer

Is Lacking

The Cover Picture is sourced from an image I cannot find the true source of, that originates from Pinterest all the way to a Chinese Social Media App called Sina Weibo.

I still don't know the Source to this day, but the image was used for one of my Campaigns, and represents Aeon, the First Sorcerer King, an Eladrin with mastery over elemental magic.

Version 2.3

Created and Clearly Made Overpowered by /u/tranborg

Meta-Magic with Level Scaling was written by NovaDominus, and integrated into this Document with Minor Edits

Artist Credits:

Additional Homebrew content by tranborg can be found for free on GM Binder.

 

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