Sorcerer

by Devan

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Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

The 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 2 Magical Blood 4 3 3 - - - - - - - -
3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 5 5 6 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin Feature 5 7 4 3 3 - - - - - -
7th +3 7 5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 9 5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11 6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 13 6 13 4 3 3 3 2 1 1 - -
14th +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 - -
15th +5 15 6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

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 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 & 20 bolts or (b) a simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Spellcasting

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. 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. 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.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. 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, granting you features at 1st level and again at 6th, 14th, and 18th level.

Metamagic

At 2nd level, you gain sorcery points, allowing the creation of a variety of magical effects, augmenting your spells.

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You regain all spent sorcery points when you finish a long rest.

You can sacrifice spell slots to gain sorcery points. As a bonus action, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

You gain three Metamagic options of your choice. You gain two more at level 10 and again at level 17.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Magical Blood

At 3rd level, the strength of your sorcerous bloodline means that magic flows through your veins. As a bonus action you can regain a spell slot by sacrificing your own health. When you do, you lose 1d4 current and maximum hitpoints per spell slot level you are regaining, up to a maximum of 5d4 for a 5th level spell. This reduction of current and maximum hitpoints may not be resisted or reduced in any way. If using this feature would reduce either your current or maximum hitpoints below 1, it reduces them to 1 instead and you do not regain the slot.

You can use this feature a number of times equal to your Constitution modifier per long rest. Maximum hitpoint reductions from this feature are reset when you finish a long rest.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. You can forgo taking this feature to take a feat of your choice instead.

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 your Metamagic options with another.
  • Replace one sorcerer cantrip with another.

Sorcerous Restoration

At 20th level, you regain all expended sorcery points whenever you finish a short rest. When you roll for initiative you regain up to 5 sorcery points.

Metamagic Options

Ascended Spell. When you cast a spell you can increase the spell's level by up to three, by spending that many sorcery points (1, 2, or 3). You can't increase a spell's level above level 9.

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. 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 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.

If you cast any spell that includes a teleport, you can spend 1 sorcery point to double the maximum range of teleportation.

Empowered Spell. After rolling for the damage of a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier. 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 sorcery point to increase its duration.

  • If the duration is 1 minute, extend it to 10 minutes.
  • If the duration is 10 minutes, extended it to 1 hour.
  • If the duration is 1 hour, extended it to 8 hours.
  • If the duration is 8 hours, extended it to 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 2 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Improvised Spell. You may cast a spell from the sorcerer spell list that you do not know by spending a number of sorcery points equal to 2 + that spell's level. You may only cast it at its lowest level and must still expend the appropriate spell slot.

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 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 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, thunder.

Twinned Spell. When you cast a spell that targets only one creature, doesn't have an area of effect, 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, 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.

Widened Spell. When you cast a spell with an area of effect you may spend 1 sorcery point to double that spell's radius, diameter, length of line, or cone size, shown in the spell's description.

Abberant Mind

Psionic Spells

You learn additional spells when you reach certain levels in this class. These spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know. At levels 1, 3, 5, 7, and 9 you learn a divination or enchantment spell that you choose from the sorcerer, warlock, or wizard spell lists. The spells you choose must be a of a level for which you have a spell slot available.

These spells are not able to be replaced by your spellcasting feature that allows you to replace a spell you know each time you level up.

Telepathic Speech

At 1st level, you can form a telepathic connection between your mind and another. As a bonus action, choose one creature you can see within 30 feet. You and the chosen creature can speak telepathically with each other while within a number of miles of each other equal to your Charisma modifier. You must share a language.

The connection lasts for a number of minutes equal to your sorcerer level. It ends early if you use this again.

Psionic Sorcery

At 6th level, when you cast any divination or enchantment spell, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and advantage on saves against being charmed or frightened.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet. Your eyes also turn black, writhing with sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and can breathe underwater. Moreover, gills grow from your neck or from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As a bonus action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.

Clockwork Soul

Clockwork Spells

You learn additional spells at certain levels in this class. They count as sorcerer spells for you, but don't count against the number of spells you know. At levels 1, 3, 5, 7, and 9 you learn an abjuration or a transmutation spell that you choose from the sorcerer, warlock, or wizard spell lists. The spells you choose must be a of a level for which you have a spell slot available.

These spells are not able to be replaced by your spellcasting feature that allows you to replace a spell you know each time you level up.

Restore Balance

At 1st level, when a creature you can see within 60 feet is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Bastion of Law

At 6th level, as an action, you can spend 1 to 5 sorcery points to create a ward around you or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total.

Trance of Order

At 14th level, as a bonus action, you can enter a trance for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and when you make an attack, ability check, or save, you can treat a roll of 9 or lower on the d20 as a 10. Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and create the following effects within the cube:

  • The spirits restore up to 100 hit points, divided as you choose among creatures of your choice in the cube.
  • Any objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

When you use this, you can’t use it again until you finish a long rest, or you spend 7 sorcery points to use it again.

Draconic Bloodline

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain with this sorcerous origin.

Draconic Ancestry
Dragon Damage Type
Black or Copper Acid
Blue or Bronze Lightning
Brass, Gold, or Red Fire
Silver, or White Cold
Green Poison

You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Finally, you gain resistance to the damage type associated with your draconic ancestry.

Elemental Affinity

Starting at 6th level, before casting a spell that would deal acid, lightning, fire, poison or cold damage, you may change the damage type to match your draconic ancestry. When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to double your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Draconic Presence

At 18th level, you can channel your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear to a distance of 60 feet. For 1 minute or until you dismiss this ability as a bonus action, each hostile creature that starts its turn in this aura must succeed on a Wisdom save or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this save is immune to your aura for 24 hours.

Divine Soul

Divine Magic

When you learn a sorcerer cantrip or spell, you can choose from the cleric spell list or the sorcerer spell list, and it becomes a sorcerer spell for you.

Choose the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It doesn't count against your spells known. These spells are not able to be replaced by your spellcasting feature that allows you to replace a spell you know each time you level up.

Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

Shadow Magic

Eyes of the Dark

From 1st level, you have darkvision 120 feet.

At 3rd level, you learn the Darkness spell, which doesn't count against your spells known. You can spend 2 sorcery points or expending a spell slot as normal to cast it. If cast with sorcery points, you can see through the darkness.

Strength of the Grave

At 1st level, when damage reduces you to 0 hit points, you can make a Charisma save (DC 5 + the damage taken). On a success, you drop to 1 hit point instead. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. If the save succeeds, you can't use this feature again until you finish a long rest.

Hound of Ill Omen

At 6th level, as a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet. The hound uses the dire wolf’s statistics, with the following changes:

  • The hound is Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • The hound automatically knows its target’s location. It can not be hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. It acts immediately after your initiative. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. While within 5 feet of the target, the target has disadvantage on saves against any spell you cast. The hound disappears if it or its target are reduced to 0 hitpoints, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an area that is also in dim light or darkness.

Umbral Form

At 18th level, you can spend 6 sorcery points as a bonus action to transform into a shadowy form. In this form, you have resistance to all damage except force and radiant, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute, or you are incapacitated, die, or dismiss it as a bonus action.

Storm Sorcery

Wind Speaker

You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

At 1st level, you can cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 15 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (your choice) equal to your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use a bonus action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Wild Magic

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d10. If you roll a 1, a surge is unleashed. Roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, this feature is unavailable until you finish a long rest.

While this feature is unavailable, change the die you roll from Wild Magic Surge to determine if a surge is unleashed from a d10 to a d4. A surge is still unleashed whenever you roll a 1. Whenever a surge is unleashed this feature becomes available again.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction and spend 2 sorcery points to roll 1d8 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the results of the rolls are determined.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and choose either result.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. Whenever you roll the highest result on a damage die for a spell you cast, you can roll that die again, adding the result to the first roll. You can continue repeating this process if the new roll was also the highest value.

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