Sorcerers
Sorcerer
| Level | Proficiency Bonus | Features | Sorcery Points | Cantrips Known | Spells Known |
|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Sorcerous Origin | 2 | 4 | 2 |
| 2nd | +2 | Well of Power, Imbuing Touch | 5 | 4 | 3 |
| 3rd | +2 | Metamagic | 11 | 4 | 4 |
| 4th | +2 | Ability Score Improvement | 14 | 5 | 5 |
| 5th | +3 | ─ | 21 | 5 | 6 |
| 6th | +3 | Sorcerous Origin Feature, Metamagic | 25 | 5 | 7 |
| 7th | +3 | ─ | 30 | 5 | 8 |
| 8th | +3 | Ability Score Improvement | 35 | 5 | 9 |
| 9th | +4 | ─ | 45 | 5 | 10 |
| 10th | +4 | Metamagic | 51 | 6 | 11 |
| 11th | +4 | Sorcerous Focus | 58 | 6 | 12 |
| 12th | +4 | Ability Score Improvement | 59 | 6 | 13 |
| 13th | +5 | ─ | 67 | 6 | 14 |
| 14th | +5 | Sorcerous Origin Feature, Metamagic | 68 | 6 | 15 |
| 15th | +5 | ─ | 77 | 6 | 16 |
| 16th | +5 | Ability Score Improvement | 78 | 6 | 17 |
| 17th | +6 | Metamagic | 88 | 6 | 18 |
| 18th | +6 | Sorcerous Origin Feature | 89 | 6 | 19 |
| 19th | +6 | Ability Score Improvement | 96 | 6 | 20 |
| 20th | +6 | Weaveborn | 104 | 6 | 20 |
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 2 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
Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.
Multiclass
When multiclassing into another class or into this one, you require a minimum of 13 charisma.
Spell Slots
when multiclassing with a class, that has spellcasting abilities, you consult the sorcerer class table forsorcery points instead of using the multiclassing spell slot table.

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
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.
Sorcery Points
The Sorcerer table shows how many Sorcery Points you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a number of points equal to the level that you want to cast the spell at. You regain all expended Sorcery Points when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have 2 Sorcery Points available, you can cast burning hands as either a 1st or a 2nd level spell. You can never cast a spell at a higher level than shown on the Max spell level table.
| Level | Max Spell Level |
|---|---|
| 1st | 1 |
| 3rd | 2 |
| 5th | 3 |
| 7th | 4 |
| 9th | 5 |
| 11th | 6 |
| 13th | 7 |
| 15th | 8 |
| 17th | 9 |
Spells of 6th level or higher are especially difficult to cast and can only be used once a day. at 19th level you gain the ability to cast a 6th level spell twice a day and at 20th level you can cast a 7th level spell twice a day.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at each level except 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you finish a long rest or 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. If you replace a spell during a long rest, the new spell has to be of the same level as the one you replaced
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
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Well of Power
At 2nd level, you tap into a deep wellspring of magic within yourself. Each time you take a short rest you regain sorcery points equal to your proficiency bonus minus 1.
Additionally, due to your magical nature you count as always having an arcane focus on you.
Imbuing Touch
At 2nd level, you can touch one nonmagical weapon as an action and spend 1 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
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 gain another one at 6th, 10th, 14th, and 17th level. You can use up to 3 Metamagic options on a spell when you cast it but you can use the same Metamagic option no more than 2 times per spell.
Transmuted Spell
When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to change that damage to another damage type from that list of your choice.
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 full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). The chosen creatures automatically succeed on their saving throws 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. Alternatively, if the 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 spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
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 choose a number of creatures up to your Charisma modifier (minimum 1) and spend 2 sorcery points per creature targeted, giving them disadvantage on their 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 a number of sorcery points equal to the spells level (1 point if a cantrip) to change the casting time to 1 bonus action for this casting. If you used this metamagic on a spell that has an effect that can later be activated with an action, you can activate it with a bonus action instead.
Resized Spell
When you cast a spell that creates an area of effect, you can spend 3 sorcery points to increase its size. If it is a circle, cylinder, or sphere, its radius is doubled. If it is a line, its length and width are both doubled. If it is a cube or square, each of its sides is doubled in length. Alternatively, you can spend 2 sorcery points to halve its size, following the same rules as before.
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 point if a cantrip).
When using this metamagic on a spell that doesn't specifically target any creatures, such as the thaumaturgy cantrip, or the silent image spell, simply treat it as if you had cast the spell twice, and if nessesary, maintain concentration on the two "castings" as if it were one.
Any actions or bonus actions granted by a spell, such as the effect dismissal of the prestidigitation cantrip can be used on both "castings" of the spell with only one action/bonus action.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used 3 Metamagic options during the casting of the spell.
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, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.
Sorcerous Focus
Starting at 11th level, when a creature within 60 feet of you takes damage of a type it is immune or resistant to, you can use your reaction to expent 2 sorcerc points to downgrade the immunity to resistance and the resistance to normal damage for that damage roll. You can use this feature twice between rests.
Weaveborn
At 20th level, you are a creature of magic yourself and are rarely hurt by it. You have advantage on saving throws against spells and other magical effects and take only half as much damage from them as you usually would.
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Innate Spells
Sorcerers gain innate magic based on their bloodline. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from your sorcerer or expended sorcerer spell list.
Dragonic Bloodline Innate Spells
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | chromatic orb, command |
| 3rd | darkvision, dragon's breath |
| 5th | fear, fly |
| 7th | dominate beast, polymorph |
| 9th | scrying |
Wild Magic Innate Spells
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | chaos bolt, detect Magic |
| 3rd | enlarge/reduce, misty step |
| 5th | fireball, dispel magic |
| 7th | dimension door, confusion |
| 9th | creation |
Divine Soul Innate Spells
Choose a Clerical Domain. You gain those Domain spells as your Innate spells. You can only choose one 5th level spell to learn.
Shadow Sorcerer Innate Spells
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | armor of agathys, detect evil and good |
| 3rd | invisibility, Pass without a Trace |
| 5th | summon shadowspawn, summon undead |
| 7th | death ward, shadow of moil |
| 9th | planar binding |
Storm Sorcerer Innate Spells
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | fog cloud, thunderwave |
| 3rd | gust of wind, earthbind |
| 5th | call lightning, sleet storm |
| 7th | summon elemental, ice storm |
| 9th | planar binding |
Homebrew Subclasses
If you use the Green Eye Sorcerer from the Cartographers guide to Greysend or the Fey Bloodline from the Fey Bloodline standalone Document, they gain the following Origin Spells and changes.
Green Eye Sorcerer
The Green Eye Sorcerer gains the Domain spells of the Arcana domain. You can only choose one 5th level spell to learn.
Furthermore, your Heightened Control feature gives you the ability to use 4 metamagic options at once instead of it's original feature.
Fey Bloodline
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | bless, detect evil and good |
| 3rd | aid, pass without trace |
| 5th | counterspell, summon fey |
| 7th | dimension door, polymorph |
| 9th | transmute rock |
Alternatively, the Fey Bloodline Sorcerer can choose one of the lands associated with the the druid circle of the land and gains those circle spells as their Origin Spells as well as two fitting 1st level spells. You can only choose one 5th level spell to learn.
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