Sorcerer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Sorcery Points | Spell Limit |
|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Sorcerous Origin | 4 | 4 | 4 | 1st |
| 2nd | +2 | Sorcerous Restoration | 4 | 5 | 10 | 1st |
| 3rd | +2 | Metamagic | 4 | 6 | 20 | 2nd |
| 4th | +2 | Ability Score Improvement | 5 | 7 | 25 | 2nd |
| 5th | +3 | Magical Guidance | 5 | 8 | 37 | 3rd |
| 6th | +3 | Origin Feature | 5 | 9 | 44 | 3rd |
| 7th | +3 | Metamagic Option | 5 | 10 | 52 | 4th |
| 8th | +3 | Ability Score Improvement | 5 | 11 | 60 | 4th |
| 9th | +4 | ─ | 5 | 12 | 75 | 5th |
| 10th | +4 | Metamagic Option, Sorcerous Recall | 6 | 14 | 84 | 5th |
| 11th | +4 | ─ | 6 | 15 | 95 | 6th |
| 12th | +4 | Ability Score Increase | 6 | 15 | 97 | 6th |
| 13th | +5 | Metamagic Option | 6 | 16 | 109 | 7th |
| 14th | +5 | Origin Feature | 6 | 18 | 111 | 7th |
| 15th | +5 | ─ | 6 | 19 | 124 | 8th |
| 16th | +5 | Ability Score Improvement | 6 | 19 | 126 | 8th |
| 17th | +6 | Metamagic Option | 6 | 20 | 131 | 9th |
| 18th | +6 | Origin Feature | 6 | 22 | 150 | 9th |
| 19th | +6 | Ability Score Improvement | 6 | 22 | 161 | 9th |
| 20th | +6 | Apotheosis | 6 | 22 | 173 | 9th |
Quick Build
You can build your sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, firebolt, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the sorcerer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in Charisma to take a level in the class, or to take a level in another class if you are a sorcerer.
Proficiencies. If sorcerer isn't your initial class, you do not gain any proficiencies when you take a level in sorcerer.
Spellcasting. If you have the Spellcasting or Pact Magic class features from another class, you can usethe sorcery points you gain as a sorcerer to cast spells you know or prepare from classes with the Spellcasting or Pact Magic class features, and you can use the spell slots you gain from Spellcasting or Pact Magic to cast sorcerer spells.
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 two from Arcana, Deception, Insight,
- Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment:
- (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
As a result of your ancestry or an event in your life, you have become infused with a spark of arcane magic. This intrinsic font, whatever its origin, fuels your spells. See chapter 10 of the Player's Handbook 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 sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend sorcery points equal to the cost of the spell as shown in the table below.
You cannot go below 0 sorcery points. You regain all expended sorcery spoints 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 the spell.
| Spell Level | Point Cost |
|---|---|
| Cantrip | ─ |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| Spell Level | Point Cost |
|---|---|
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Spells Known of 1st Level and Higher
You know four 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 as you level up. Each of these spells must be of a level equal to or less than your Spell Limit. 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 any of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must also be of a level equal to or less than your Spell Limit.
Spell Limit
The Sorcerer table shows the limitations of the spell levels that you can cast in the Spell Limit column. For example, as a 3rd level sorcerer, you are only able to cast spells at 2nd-level or lower. In addition, you cannot cast more than one 6th, 7th, 8th, or 9th-level spell per long rest. This includes upcasting a lower-level spell to a 6th-level or above.
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 making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Spellcasting Focus
With magic flowing through your veins, you become the spellcasting focus for all your sorcerer spells and do not need either a component pouch or an arcane focus.
However, you still need a free hand for somatic components, and you must provide the material components with a listed gold cost, even if they are not consumed when the spell is cast.
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.
Sorcerous Restoration
By taking time to rest and focus on your innate font of magic, you are able to restore some of your spent arcane power. Starting at 2nd level, once per day when you finish a short rest, you can choose to regain sorcery points equal to your sorcerer level.
Metamagic
At 3rd level, you gain two of the following Metamagic options of your choice. You gain another at 7th, 10th, 13th, and 17th level. You can only use 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 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). 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 sorcery point to double the range of the spell. When doing so with a spell with the range of touch, you instead 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. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Esoteric Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: force, necrotic, psychic, and radiant.
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 spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Potent Spell
When you cast a spell that forces a saving throw, you can spend 5 sorcery points to increase the DC by +2.
Quickened Spell
When you cast a 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.
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 a different Metamagic option during the casting of this spell.
Subtle Spell
When you cast a spell, you can spend 1 sorcery 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 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, and thunder.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend any number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point is used if the spell is a cantrip). To be elligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Unerring Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Sorcerous Versatility
Whenever 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 cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list
Magical Guidance
You can tap into your inner wellspring of magic to try to conjure success from failure. At 5th level, when you fail an ability check, you can spend 1 sorcery point to reroll the result. You must use the new roll.
Sorcerous Recall
Starting at 10th level, you can reach deep within yourself to manifest or recall spells currently unknown to you. Once per long rest, you can choose a spell from the sorcerer spell list that you do not know which level is equal to or lower than your Spell Limit. As an action, you can either cast the chosen spell or replace one of your currently known spells with the chosen spell without casting it. Both cost the chosen spell's required sorcery points.
Apotheosis
At level 20, you can apply any number of Metamagic options to a single spell. In addition, all your Metamagic costs are reduced by 1, to a minimum of 1.
The Empowered
Sorcerer
Unleash the true potential of your arcane blood from your sorcerous origins with this alternate version of the sorcerer class for D&D 5e. Includes new metamagic options and the spell points system detailed in the Dungeon Master's Guide.
Version 1.0
Created by /u/Vosrik and /u/ShalkenTanari
Artist Credits:
Covers - Kieran Yanner - Muse Vortex
Page 3 - Daarken - Dragonsguard Elite (Variant)
Page 4 - Daarken - Brainstorm
Page 5 - Jake Murray - Devastating Mastery
Additional Homebrew content by Vosrik and ShalkenTanari can be found for free on GM Binder.