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## The Sorcerer, Revised The sorcerer class in fifth edition D&D is widely considered to be underpowered. I have sought to improve the class by giving it the extra power and flexibility it sorely needs and by making it mechanically and thematically unique from the other player classes. I have always felt that the flavor of the sorcerer class as far back as 3rd edition has been at odds with its mechanical qualities. The basic concept of an adventurer with inborn magic at their fingertips was strong, but the class has always felt underwhelming. This can be attributed to a few main problems: - The sorcerer learns fewer spells than the wizard, and the metamagic options do not make up the difference, even if you exploit some useful interactions to optimize their utility (i.e. twinned haste) which leaves the sorcerer feeling like a weak, Charisma based wizard. - The sorcerer is the weakest Charisma based class in an edition that already has three other Charisma based casters. - Thematically we are told that the sorcerer's power comes from their blood, but mechanically we see that the sorcerer's power is associated with their social skills, which feels more congruent in the paladin (whose zeal is magnetic) or the bard (whose magic is literally a performance). ### Sorcerers as Superheroes To fix the thematic problems I saw with the sorcerer, I saw that it was necessary to reframe their concept slightly. In the flavor, it is made clear that sorcerers can be both born and made. They gain their power through mystical ancestries, freak accidents, or experimentation, but once they have those powers, they are there to stay. What I saw when I looked at this flavor was a superhero with an origin story. When viewed through this lens, suddenly the sorcerer is very distinct from the other classes. We can look for subclass inspiration in the likes of Storm from X-Men, the Human Torch from the Fantastic Four, or Raven from the Teen Titans. Sorcerers are magical superheroes whose power comes from within. ### A Constitution Caster In my conception of sorcerers, their magic is channeled through their body. This doesn't mean that casting hurts them or drains their life force, instead it means that to use magic they must let it must pass physically through them. In this model of sorcery, the sorcerer is not a battery, but a conductor. So naturally, it makes sense that the efficacy of their spells is determined not by their force of will, but rather how much magical energy their body can handle at once. This is the thematic basis for the sorcerer using Consitution as their casting ability and primary stat. This change has far reaching mechanical consequences. Every other class in the game (with the arguable exceptions of the Rogue and Fighter) depends on a primary and secondary stat, with Constitution coming as a necessary third. \columnbreak
By making Constitution a primary stat, suddenly the sorcerer becomes nearly Single Attribute Dependent, since both their health and their offensive capabilities are tied to the same ability. This makes the sorcerer inherently more powerful, since suddenly they can be expected to have hit points similar to a martial class while being a full caster, but the sorcerer was so underpowered to begin with that this doesn't even manage to make up the whole difference. This also changes the races that make the best sorcerers in an interesting way. Suddenly Dwarves and Half-Orcs have a full arcane caster class that is perfect for them, while elves and tieflings are forced to find greener pastures. Some of the best choices for sorcerers are now Mountain Dwarves, Stout Halflings and the ever adaptable Variant Human. Some might find this departure from the classic fantasy jarring, but I invite you to be charitable and think of some examples from fiction that are suddenly possible to recreate in 5e: Gul'Dan from Warcraft or the Chaos Dwarf Sorcerers from Warhammer. With a little imagination we can picture a Dwarven pyromancer who uses their elemental flames to fan a vast forge, or a half-orc wild magic sorcerer who uses her arcane gifts to rule over her tribe. ### A Distinct Class Identity The result of these thematic and mechanical changes is a class that finally stands apart. Now they are a full arcane caster with enough health to risk using close range spells. I have also given them enough sorcery points to spare some on spells, giving them more spells per day than any other class. I have removed the requirement for an arcane focus, so they can never have their magic taken away. Instead of forcing the player to carefully select the best metamagic options, I have made it so that eventually they will get them all, and I have improved some of the weaker options by making them free to use. To counterbalance some of these changes, I have made the sorcerer a less attractive multiclass by limiting their metamagic to sorcerer spells, and prevented them from using heavy armor to reduce the potential for extremely tanky sorcerer builds. #### Buffs - Uses Constitution as casting stat instead of Charisma. - 1.5x as many sorcery points, weighted towards early levels. - Doesn't require components or an arcane focus to cast spells. - Can cast directly from sorcery points rather than creating slots for convenience. - One spell known that you can swap out on long rests (later short rests as well). - New metamagic options and more metamagic options known (eventually learn them all). - Some weaker metamagic options are now free - Buffed capstone (10 Sorcery Points on short rest instead of 4, or 1/3rd of total points instead of 1/5th) #### Nerfs - Can't use metamagic or sorcery points with non-sorcerer spells - Can't cast sorcerer spells while wearing heavy armor. - Only 4 ASIs instead of 5 (since sorcerers don't need to improve as many ability scores as the other classes) \pagebreakNum
**—Spell Slots per Spell Level—**
##### Sorcerer | Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | ─ | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | 4 | Font of Magic, Arcane Mutability | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 6 | Metamagic | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | 8 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 10 | ─ | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 12 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 14 | Metamagic | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 16 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | 18 | ─ | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 20 | Arcane Mutability Improvement | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 21 | Metamagic | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | 22 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | 23 | ─ | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | 24 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | 25 | Metamagic | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | 26 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | 27 | ─ | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | 28 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | 29 | ─ | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 30 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
#### Quick Build You can make a sorcerer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the hermit background. Third, choose the *light*, *prestidigitation*, *magic missile*, and *shocking grasp* cantrips, along with the 1st-level spells *shield* and *burning hands*. ### 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 \columnbreak #### 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 dungeoneer's pack or (b) an explorer's pack * Two daggers \pagebreakNum ### 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. You can use your body as a living conduit to channel this magic and cast 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. #### Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. #### 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 for which you have spell slots. 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 Constitution is your spellcasting ability for your sorcerer spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier
**Spell attack modifier** =
your proficiency bonus +
your Constitution modifier
#### Innate Spellcasting You cannot cast sorcerer spells while wearing heavy armor and you do not require material components to cast a sorcerer spell unless they have a specific cost or are consumed by the spell (as indicated in a spell's description). ### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Ancestry or Wild Magic. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. \columnbreak ### Font of Magic At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects. #### Sorcery Points You have 4 sorcery points, and you gain additional points every time you level up, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. #### Flexible Casting You can use your sorcery points to cast sorcerer spells without expending a spell slot, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. **Casting Spells.** You can use unexpended sorcery points cast a sorcerer spell as you would when using a spell slot. The Sorcery Point Casting table shows the number of sorcery points required to cast a spell at a given level. You cannot use sorcery points to cast a spell of 6th level or higher, or to cast a spell at a level for which you do not have spell slots. ##### Sorcery Point Casting | Casting Level | Sorcery Points | |:---:|:---:| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | **Converting a Spell Slot to Sorcery Points.** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. ### Arcane Mutability At 2nd level, you gain the ability to improvise magical effects. When you finish a long rest, you can call to mind the ability to cast one spell of 5th level or lower from the sorcerer's spell list. The spell must be a spell you do not know, must be of a level for which you have spell slots, and you follow the normal rules for casting it, including expending a spell slot or sorcery points. You retain the ability to cast this spell until you use this feature again. At 10th level you may also use this feature when you finish a short rest. ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain four of the following Metamagic options of your choice. You gain two more at 7th, 11th and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. \pagebreakNum #### Careful Spell When you cast a sorcerer spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on their saving throw and is unaffected by the spell on the turn the spell is cast. #### Distant Spell When you cast a sorcerer spell that has a range of 5 feet or greater, you can choose 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 roll damage for a sorcerer spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Constitution 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 sorcerer spell with a duration of 1 minute or longer, you can choose to double its duration, to a maximum duration of 24 hours. #### Heightened Spell When you cast a sorcerer 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 sorcerer 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. #### Reliable Spell When you cast a sorcerer spell that requires concentration, you can spend a number of sorcery points equal to the spell's level. Thereafter, whenever you are forced to make a Constitution saving throw to maintain concentration on the spell, you can treat a d20 roll of 9 or lower as a 10. #### Subtle Spell When you cast a sorcerer spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. #### Twinned Spell When you cast a sorcerer spell that targets only one creature and doesn't have a range of self, 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). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. \columnbreak #### Unerring Spell If you make an attack roll for a sorcerer spell and miss, you can spend 1 sorcery point to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th and 16th 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 Restoration At 20th level, you regain 10 expended sorcery points whenever you finish a short rest.