Sorcerer
Spellcasting
Conduit of Sorcery
This feature replaces the Spellcasting Focus feature.
Your sorcery is channeled from within, using your own body as a conduit. You do not need to provide material components for spells that are not consumed in the casting of the spell.
Font of Magic
Sorcerous Recovery
You can replenish your sorcerous energy by drawing on your inner reserves. When you finish a short rest, you can recover all your sorcery points. Once you regain sorcery points this way, you must then finish a long rest before you can do so again.
Metamagic
You gain one additional Metamagic option at 3rd, 10th and 17th level in this class. Every time you gain a level in this class, you can exchange one Metamagic option you already selected with a different option.
Additionally, you can choose from the following Metamagic options in addition to those from the Player's Handbook:
Disruptive Spell
When you cast a spell of 1st level or higher that affects one or multiple creatures, you can spend 3 sorcery points to end any spell of the same level or lower on one of those creatures. Alternatively, when you cast a spell of 1st level or higher that affects an area, you can spend 3 sorcery points to end any spell of the same level or lower on one object or magical effect in that area.
Lingering Spell
When you cast a spell that has a duration of Instantaneous and affects an area, you can spend 1 sorcery point to make its effects linger until the beginning of your next turn. Any creature that enters the area for the first time suffers the effects of the spell, but all damage it takes is halved and it makes all saving throws with advantage.
Invigorating Spell
When you cast a spell that targets one creature, you can spend 2 sorcery points to have either the target or yourself gain temporary hitpoints equal to the spell's level + your Charisma modifier (minimum 1). As long as a creature has these temporary hitpoints, its speed increases by 10 feet. Any remaining temporary hitpoints vanish after 1 minute.
Resilient Spell
When you cast a spell that requires concentration, you can spend 1 sorcery point to make it easier to maintain. The first time you fail a saving throw made to maintain concentration on the spell, you can choose to succeed instead.
You can use Resilient Spell even if you have already used a different Metamagic option during the casting of the spell.
Shaped Spell
When you cast a spell that affects an area in a radius of 5 feet or greater, you can spend up to 2 sorcery points to increase or decrease the radius by 5 feet for every sorcery point you spend, to a minimum of 5 feet.
When you cast a spell that affects an area in a cone, you can spend up to 2 sorcery points to increase or decrease the length of the cone by 5 feet for every sorcery point you spend, to a minimum of 5 feet.
Tenacious Spell
By spending 1 sorcery point, you make a spell you cast exceptionally difficult to counter. Whenever a creature uses a spell or ability that allows it to end or foil your spell (such as dispel magic and counterspell), it must make a Charisma saving throw against your spell save DC or the spell or ability has no effect on your spell.
Sorcerer Supreme
This feature replaces the Sorcerous Restoration feature.
At 20th level, all Metamagic options become available to you. Additionally, the sorcery point cost of the first Metamagic option you use on your turn is reduced by 1, to a minimum of 0.
Sorcerous Origins
Divine Soul
You learn additional spells when you reach certain levels in this class, as shown in the Divine Soul Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.
Divine Soul Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | guiding bolt |
| 3rd | lesser restoration, prayer of healing |
| 5th | revivify, spirit guardians |
| 7th | divination, guardian of faith |
| 9th | dispel evil and good, greater restoration |
Draconic Bloodline
You learn additional spells when you reach certain levels in this class, as shown in the Draconic Bloodline Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.
Draconic Bloodline Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | absorb elements, chromatic orb |
| 3rd | alter self, dragon's breath |
| 5th | fear, protection from energy |
| 7th | elemental bane, polymorph |
| 9th | dominate person, hold monster |
Shadow Magic
You learn additional spells when you reach certain levels in this class, as shown in the Shadow Magic Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.
Shadow Magic Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | arms of Hadar, false life |
| 3rd | darkness*, shadow blade |
| 5th | hunger of Hadar, phantom steed |
| 7th | shadow of Moil, phantasmal killer |
| 9th | creation, enervation |
Storm Sorcery
You learn additional spells when you reach certain levels in this class, as shown in the Storm Sorcery Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.
Storm Sorcery Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | fog cloud, thunderwave |
| 3rd | gust of wind, warding wind |
| 5th | call lightning, thunder step |
| 7th | control water, storm sphere |
| 9th | control winds, maelstrom |
Wild Magic
You learn additional spells when you reach certain levels in this class, as shown in the Wild Magic Spells table. The spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know, and cannot be replaced.
Wild Magic Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | chaos bolt, color spray |
| 3rd | enlarge/reduce, flock of familiars |
| 5th | blink, dispel magic |
| 7th | confusion, otiluke's resilient sphere |
| 9th | animate objects, synaptic static |
Tides of Chaos
Any time before you regain the use of this feature and cast a spell of 1st level or higher, you can choose to roll a d20. If you roll a number equal to or less than the level of the spell, you roll on the Wild Magic Surge table after you cast the spell and regain the use of this feature.