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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. ### 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. While initially you will have access allowing you to perform minor feats of magic, you will need to embrace the origin of your magic in order to cast spells of the 2nd and higher level of power. You will then be re-shaped if you choose a draconic bloodline, or cause fluctuations in reality if you choose the influence of wild magic. The exact source 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. \pagebreak
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### The Sorcerer | Sorcerer Level | Prof Bonus | Features | Cantrips Known | Spells Known |1st|2nd|3rd|4th|5th|6th|7th|8th|9th| |:----:|:--:|:-------------|:--:|:-------------:|:---:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:| | 1st | +2 | Spellcasting | 4 | 1 + Charisma modifier | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Ability Score Improvement, Font of Magic | 4 | 2 + Charisma modifier | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Metamagic (2), Sorcerous Origin | 4 | 3 + Charisma modifier | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement, Font Replenishment | 5 | 4 + Charisma modifier | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | - | 5 | 5 + Charisma modifier | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Ability Score Improvement, Sorcerous Origin feature | 5 | 5 + Charisma modifier | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | - | 5 | 6 + Charisma modifier | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Metamagic (3) | 5 | 7 + Charisma modifier | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | - | 5 | 8 + Charisma modifier | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Ability Score Improvement, Innate Focus | 6 | 8 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | - | 6 | 9 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement, Metamagic (4) | 6 | 10 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | - | 6 | 11 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Ability Score Improvement, Sorcerous Origin feature | 6 | 11 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | - | 6 | 12 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement, Metamagic (5) | 6 | 13 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | - | 6 | 14 + Charisma modifier | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Ability Score Improvement, Sorcerous Origin feature | 6 | 14 + Charisma modifier | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Feat | 6 | 15 + Charisma modifier | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Ability Score Improvement, Sorcerous Power | 6 | 16 + Charisma modifier | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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## 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 following 1st level spells: *shield* and *magic missile*. ## Class Features As a sorcerer, you gain the following class features. #### Hit Points **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at 2nd and 3rd Levels:** The higher of 1d6 or 4 + your Constitution modifier per sorcerer level **Hit Points at Higher Levels:** Roll 1d6 (reroll a result of 1) + your Constitution modifier per sorcerer level #### Proficiencies **Armour:** none **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** none **Saving Throws:** Constitution, Charisma **Skills:** Choose two skills 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. 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 additional sorcerer cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Sorcerer table. Additionally, when you gain a level in this class, you can choose to forget one cantrip and replace it with another from the sorcerer spell list. #### 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 a number of 1st level spells equal to one plus your Charisma modifier, so a Charisma of 14 with a modifier of +2 means you know 3 spells. You choose your spells from the sorcerer spell list. The Spells Known column of the Sorcerer table shows the number of spells you know at each sorcerer level. Usually you learn one new spell of your choice each level. 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 You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells. ### Ability Score Improvement When you reach 2nd level and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level, you can increase an ability score of your choice by 1. You can’t increase an ability score above 20 using this feature. ### Font of Magic At 2nd 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 a number of sorcery points equal to your sorcerer level + your Intelligence modifier. So at second level a sorcerer with an Intelligence score of 14 will have 4 sorcery points (level of 2 plus Intelligence modifier of +2 gives a total of 4). You may spend these sorcery points to power abilities, and you may recover these sorcery points through resting and converting spell slots, but you may not exceed this total. You recover all spent sorcery points when you finish a long rest. \pagebreakNum
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#### Flexible Casting You can use your sorcery points to recover expended spell slots, or spend spell slots to recover expended sorcery points. **Replenishing Spell Slots.** You can transform unexpended sorcery points to replenish one expended spell slot as a bonus action on your turn. The sorcery point cost is equal to the spell slot's level times 1.5 (rounded up). For example a 3rd level spell slot costs 5 sorcery points (3 x 1.5 = 4.5, rounded up to 5). You can replenish spell slots up to 5th level. **Converting a Spell Slot to Replenish Sorcery Points.** As a bonus action on your turn, you can expend one spell slot and regain a number of expended sorcery points up to the level of the spell slot. ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. Choose two of the following Metamagic options. You gain another one at 8th, 12th and 16th level. 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 1 sorcery point and choose a number of those creatures up to the number of your proficiency bonus. 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 more, 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. #### 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 proficiency bonus. You must use the new rolls. You can use Empowered Spell even if you have already used a 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 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. #### 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. If you used your action to cast a spell of 1st level or higher, this bonus action may not also be be used to cast a spell of 1st level or higher. If you use this bonus action to cast a spell of 1st level or higher, you may not then use your action to cast a spell of 1st level or higher. #### Seeking Spell If you make an attack roll for a spell and miss, you can spend 1 sorcery point 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. #### 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 the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). ### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 3rd level and again at 6th, 14th, and 18th level. ### Font Replenishment From 4th level you recover a number of spent sorcery points equal to your proficiency bonus after a short rest. ### Innate Focus From 10th level as a part of your innate spell casting you are considered to always have a spellcasting focus in effect. You are the spellcasting focus, you do not need to carry one. ### Feat At 19th level you gain one feat of your choice. ### Sorcerous Power At 20th level, you become a master of converting and channeling your energy, boosting some of your basic powers. After a short rest you regain 10 spent sorcery points. You can use up to two Metamagic options on one spell when you cast it (or three if you also use empowered spell or seeking spell). Your Flexible Casting feature is modified as follows: You can use your sorcery points to recover expended spell slots, or sacrifice spell slots to recover expended sorcery points. You may do so once on your turn for free. If you need to do this a second time on your turn you can use a bonus action to do so. **Replenishing Spell Slots.** You can transform unexpended sorcery points to replenish one expended spell slot. The sorcery point cost is equal to the spell slot's level times 1.5 (rounded up). For example a 3rd level spell slot costs 5 sorcery points (3 x 1.5 = 4.5, rounded up to 5). You can replenish spell slots no higher in level than 6th.