Sorcerer, Revised

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Sorcerer, Revised

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.

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

Creating a Sorcerer

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

Quick Build

You can make a 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, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

The Sorcerer
Level Proficiency Bonus Sorcerery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Spellcasting, Font of Magic, Sorcerous Origin 4 2 2
2nd +2 3 Spell Summoning 4 3 3
3rd +2 5 Metamagic, Magical Nexus 4 4 4 2
4th +2 6 Ability Score Improvement 5 5 4 3
5th +3 8 Magical Guidance 5 6 4 3 2
6th +3 9 Sorcerous Origin feature 5 7 4 3 3
7th +3 11 Metamagic 5 8 4 3 3 1
8th +3 12 Ability Score Improvement 6 9 4 3 3 2
9th +4 14 6 10 4 3 3 3 1
10th +4 15 Sorcerous Origin feature 6 11 4 3 3 3 2
11th +4 17 Metamagic 6 12 4 3 3 3 2 1
12th +4 18 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 20 6 13 4 3 3 3 2 1 1
14th +5 21 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1
15th +5 23 Metamagic 6 14 4 3 3 3 2 1 1 1
16th +5 24 6 14 4 3 3 3 2 1 1 1
17th +6 26 6 15 4 3 3 3 2 1 1 1 1
18th +6 27 Meta Mastery 6 15 4 3 3 3 3 1 1 1 1
19th +6 29 Ability Score Improvement, Metamagic 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

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 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

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.

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 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.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

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. 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 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

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

Spellcasting Focus

Because your body is so sufused with magic, you may use it as a spellcasting focus for your sorcerer spells. Alternatively, you can use an arcane focus as a spellcasting focus for your sorcerer spells.

Font of Magic

At 1st level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

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 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 gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1 2
2 3
3 5
4 6
5 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.

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, 10th, and 14th level.

Spell Summoning

Magic is innate in your bloodline, and you have the potential to even cast spells that you don't know.

At 2nd level, you learn to tap into this innate power, and bring those spells rushing forth. You can use your sorcery points to gain access to a spell from the Sorcerer spell list that you do not know. As a bonus action on your turn, you may spend a number of sorcery points equal to the spell level of the spell you wish to access. For 1 minute, you treat this spell as a known spell and can use your spell slots to cast it normally. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expended uses after you finish a long rest.

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 7th, 11th, 15th, and 19th level. Whenever you gain a level in this class, you may replace a Metamagic option you know with a different one from the list. You can use only 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 2 sorcery points 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 points to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery points to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery points 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.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery points 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.

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 2 sorcery points 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 and doesn't have a range of self, you can spend a number of sorcery points equal to 1 plus the spell's level to target a second creature in range with the same spell (1 sorcery point total 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.

Magical Nexus

Also at 3rd level, the magic within you is so potent that it calls out to other sources around you.

You learn the detect magic spell, which doesn't count against the number of spells you know, and may cast it wihtout expending a spell slot. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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. As normal, you can't increase an ability score above 20 using this feature.

Magical Guidance

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. You can use this feature a number of times equal to your proficiency and regain all expended uses after you finish a long rest.

Meta Mastery

By 18th level, your understanding of altering spells with metamagic is equal to none. Choose a metamagic option you know that is not Heightened or Twinned. You can use that metamagic option without expending any sorcery points. You have a number of uses of this feature equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Sorcerous Restoration

At 20th level, whenever you start your turn with 0 sorcery points, you gain 2.

Expanded Spell Lists

The following section adds expanded spell lists to the subclasses that existed prior to Tasha's Cauldron of Everything

Divine Soul

Variant Divine Magic

1st level Divine Soul feature (enhances Divine Magic)

You learn additional spells when you reach certain levels in this class. Select two affinities from the following list: Good, Evil, Law, Chaos, Neutrality. Your chosen affinities can be different from your alignment, but you may not choose opposite ends of the same axis. You learn the spells from the tables below corresponding to your chosen affinities. Each spell 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 the cleric spell list.

Good Afinity Spells
Sorcerer Level Spells
1st cure wounds
3rd prayer of healing
5th revivify
7th death ward
9th greater restoration
Evil Affinity Spells
Sorcerer Level Spells
1st inflict wounds
3rd ray of enfeeblemint
5th animate dead
7th blight
9th danse macabre
Law Affinity Spells
Sorcerer Level Spells
1st bless
3rd calm emotions
5th remove curse
7th banishment
9th planar binding
Chaos Affinity Spells
Sorcerer Level Spells
1st bane
3rd crown of madness
5th bestow curse
7th freedom of movement
9th destructive wave
Neutrality Affinity Spells
Sorcerer Level Spells
1st protection from evil and good
3rd zone of truth
5th spirit guardians
7th divination
9th dispel evil and good

Note: some may feel two spells per level is too much for a sorcerer that gets to choose spells from another spell list. In that case, only select one affinity.

Draconic Bloodline

Draconic Magic

1st level Draconic Bloodline feature

You learn additional spells when you reach certain levels in this class. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You learn the spells from the Draconic Spells table below, as well as those on the table of your draconic ancestry.

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 an evocation or transmutation spell from the sorcerer or wizard spell list.

Draconic Spells
Sorcerer Level Spells
1st command
3rd dragon's breath
5th fear
7th elemental bane
9th dominate person
Black Dragon Spells
Sorcerer Level Spells
1st cause fear
3rd melf's acid arrow
5th water breathing
7th vitriolic sphere
9th insect plague
Blue Dragon Spells
Sorcerer Level Spells
1st witchbolt
3rd dust devil
5th lightning bolt
7th storm sphere
9th wall of stone
Brass Dragon Spells
Sorcerer Level Spells
1st sleep
3rd suggestion
5th wind wall
7th charm monster
9th telepathic bond
Bronze Dragon Spells
Sorcerer Level Spells
1st thunderwave
3rd gust of wind
5th tidal wave
7th watery sphere
9th control winds
Copper Dragon Spells
Sorcerer Level Spells
1st tasha's hideous laughter
3rd spike growth
5th slow
7th confusion
9th geas
Gold Dragon Spells
Sorcerer Level Spells
1st shield
3rd scorching ray
5th counterspell
7th polymoprh
9th dream
Green Dragon Spells
Sorcerer Level Spells
1st ray of sickness
3rd invisibility
5th stinking cloud
7th hallucinatory terrain
9th cloudkill
Red Dragon Spells
Sorcerer Level Spells
1st burning hands
3rd aganazzar's scorcher
5th fireball
7th wall of fire
9th immolation
Silver Dragon Spells
Sorcerer Level Spells
1st identify
3rd hold person
5th leomund's tiny hut
7th ice storm
9th legend lore
White Dragon Spells
Sorcerer Level Spells
1st ice knife
3rd snilloc's snowball swarm
5th sleet storm
7th fire shield (chill shield only)
9th cone of cold

Note: spells for each dragon color were curated in part from the innate spellcasting variant feature of some dragons.

Shadow Magic

Shadowfell Magic

1st level Shadow Magic Feature

You learn additional spells when you reach certain levels in this class, as shown on the Shadowfell Spells table. Each spell 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 an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.

Shadowfell Spells
Sorcerer Level Spells
1st inflict wounds, false life
3rd pass without trace, ray of enfeeblement
5th fear, phantom steed
7th blight, shadow of moil
9th antilife shell, creation

The Eyes of the Dark feature includes learning the spell darkness. If you feel three 2nd-level spells is too much for your game, remove one of the 2nd-level spells made available on this list.

Storm Sorcery

Storm Magic

1st level Storm Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each spell 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 conjuration or evocation spell from the sorcerer or wizard spell list.

Storm Spells
Sorcerer Level Spells
1st fog cloud, thunderwave
3rd shatter, skywrite
5th call lightning, fly
7th ice storm, storm sphere
9th control winds, destructive wave

Note: the spell change upon level up could also include weather-based spells from the druid spell list, but as written in the above feature, this would allow for too many off-flavor spells. Talk to your GM to see if other weather-based spell are right for you. This could also include the selection of higher level spells, such as tsunami, control weather, and storm of vengeance which would normally not be available to a Storm Sorcerer.

Wild Magic

Wilder Magic

1st level Wild Magic feature

Whenever you finish a long rest, roll on each of the below tables that you have spell slots for. Until the end of your next long rest, you know the spells your rolled.

Starting at 14th level, any time you roll on the tables below you can roll twice and use either number.

1st-Level Spells
d6 Spells
1 burning hands
2 chaos bolt
3 color spray
4 faerie fire
5 fog cloud
6 thunderwave
2nd-Level Spells
d6 Spells
1 blur
2 gust of wind
3 heat metal
4 melf's acid arrow
5 scorching ray
6 shatter
3rd-Level Spells
d6 Spells
1 fear
2 feign death
3 fireball
4 gaseous form
5 sleet storm
6 stinking cloud
4th-Level Spells
d4 Spells
1 confusion
2 conjure minor elementals
3 evard's black tentacles
4 ice storm
5th-Level Spells
d4 Spells
1 animate objects
2 cloudkill
3 cone of cold
4 flame strike
 

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