Sorcerer

Class Features

As a Sorcerer, you gain the following class features.

Hit Points

Hig 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, light crossbows, quarterstaffs

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:

The Sorcerer
The Sorcerer
-Spell Slots per Spell Level-
LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Sorcerous Origin422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24Ability Score Improvement5543-------
5th+35-56432------
6th+36Sorcerous Origin feature57433------
7th+37-584331-----
8th+38Ability Score Improvement594332-----
9th+49-51043331----
10th+410Metamagic61143332----
11th+411-612433321---
12th+412Ability Score Improvement612433321---
13th+513-6134333211--
14th+514Sorcerous Origin feature6134333211--
15th+515-61443332111-
16th+516Ability Score Improvement61443332111-
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement615433332111
20th+620Sorcerous Restoration615433332211

Sorcerous Origin

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your Choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th levels.

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 spells 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

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

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 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.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7

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.

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 10th and 17th 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 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 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 re-roll 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 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.

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 spells 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 is.

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.

Ability Score Improvement (lvl 8)

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.

Metamagic (level 10)

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 10th and 17th 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 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 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 re-roll 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 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.

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 spells 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 is.

Ability Score Improvement (lvl 12)

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.

Ability Score Improvement (lvl 16)

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.

Metamagic (level 17)

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 10th and 17th 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 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 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 re-roll 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 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.

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 spells 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 is.

Ability Score Improvement (lvl 19)

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.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Sourcerous Origins

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

Destined Bloodline

The Destined Bloodline is a Sorcerous Origin

You are cloaked in the mantle of destiny, and fate itself is the origin of you innate magical prowess.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Fortunate Blow

Beginning at level 1, when you hit a target you may roll a d20. If you roll your sorcerer level or lower you may add your Charisma modifier to the attack damage.

Close Call

Whenever you fail a saving throw or are about to be hit, roll a d20. If you roll a 20, the stars align and you miraculously escape. If not, then whatever would have happened, still happens.

Tomorrows Destiny

Beginning at 14th level, When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Curse of Misfortune

Beginning at 18th level, When you cast a spell you may impose a -5 penalty to any number of targets for their saving throw. You can't use this feature again until you finish a long rest.


Copy Left Notice: The Destined Bloodline is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit points 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 + Dexterity modifier.

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 later.

Draconic Ancestry

DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold

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

Elemental Affinity

Starting at 6th level, 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. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

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 your current 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.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dead presence of your dragon ancestor, causing those around you to be 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 (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.


Copy Left Notice: The Draconic Bloodline is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Maestro

Not many have died and lived to tell the tale. Fewer yet make it past the outer courts and into the inner celestial chambers before being sent back to your body. In the few minutes between your death and your return you beheld angelic choirs singing and felt your very being shape and change with their song. It pulsed through you and you felt truly alive for the first time. Then a pesky mage cast Reverse Gravity. The struggle was great, and even a few more seconds and you would likely have refused to return, but you did. And when you did, you discovered that you had been irrevocably changed. Your songs may not hold the majesty of those choirs, yet they do hold a power that pulls others toward those chambers... away from the life they know.

Musical Aptitude

At the 1st level, you gain proficiency in Performance and two musical instruments. When you make ability checks with that skill or those instruments, you may double your proficiency bonus. You may treat a musical instrument with which you have proficiency as an arcane focus when you cast a sorcerer spell.

Heavenly Song

At the 6th level, you gain the ability to utilize your musical gifts to create a Heavenly Song which pulls others toward the afterlife. As an action, you may spend 2 Sorcery Points and perform a short song or series of chords that affects creatures within a 60 ft radius, and they must be able to hear you.

Affected creatures (hostile and friendly) must roll a Wisdom saving throw against your Sorcerer Spell Save DC as their willpower is tested by the honeyed song. On a failure, they take 2d8 psychic damage.

You may spend additional sorcery points (up to a total of 6 SP). For each additional SP spent beyond 2, you add one extra damage die dealt by this feature. This ability can be manipulated by your metamagics as though you were casting a spell equal to the amount of sorcery points spent using this feature.

Potent Chord

Starting at 14th level, you may add your Charisma modifier to the damage of spells you cast that deal thunder or psychic damage, including the damage dealt by your Heavenly Song.

Magnum Opus

At level 18, you roll d10s when you use your Heavenly Song feature, and you learn how to immunize allies to your song over the course of a short rest. By playing a special song for 10 minutes of a short rest, those who hear it will take no psychic damage from Heavenly Song for 24 hours.


Copy Left Notice: The Maestro is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Shadowslinger

Shadowslinger are people born with the power to control shadows to their will.

Shadow Sight

If you already have darkvision it increases by 60 feet. If you do not have darkvision then you recieve a 60 foot darkvision. Magical Darkness does not effect your Darkvision

Covered Darkness

When standing in darkness or dim light you can use a bonus action to warp shadows around you making you extremely hard to see. This gives you advantage on Stealth checks. Enemies have disadvantage on attack roles against you. Covered Darkness lasts until it encounters a bright light source or 2 minutes have passed. You cannot use this feature again until after a long rest.

Shadowfall 20 feet

Starting at 6th level, you can teleport up to 20 feet as a bonus action on your turn. You must be in dim light or darkness to do this, or your destination must be in dim light or darkness.

Transcendence

From 6th level onward, you can take an action on your turn to create one of the following effects for 1 minute:

  • Your AC increases by 2 but cannot exceed 20.
  • A 15ft aura of darkness surrounds a point of your choice. A creature with Darkvision cannot see through it, and nonmagical light can't illuminate it. If the point you choose is an object that you are holding or one that isn't being worn or carried, the darkness emanates from that object and moves with it. This benefit lasts for 10 minutes.
  • Enemies have disadvantage on attack rolls against you.
  • A Darkvision ability that lets you see 120 feet even in magical darkness (that blocks normal Darkvision).
  • You regain the ability to do this when you finish a long rest. Also, creatures with Truesight ignore Transcendence bonuses.

    Shadowfall 30 feet

    Starting at 14th level, you can teleport up to 30 feet as a bonus action on your turn. You must be in dim light or darkness to do this, or your destination must be in dim light or darkness.

    Shadow Weaving

    From 14th level onward, you can create a 10ft by 10ft panel made of shadows as an action. You can have a number of these equal to your Charisma Modifier existing at once. You can connect them to one another. You can see through them, but other creatures cannot. It can be dispelled by a Daylight spell of 5th level or higher. From 16th level onward, it can only be dispelled by a Daylight spell of 6th level or higher, or similar magic. (This wall is not solid, you can walk through it, shoot through it, or other similar things.)

    Superior Transcendence

    From 18th level onward, you can reuse Transcendence after finishing a short rest.

    Your Transcendence effects cannot be dispelled, or negated via Truesight.


    Copy Left Notice: The Shadowslinger is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Time Sorcerer

    Your innate magic comes from the fabric of time. Perhaps you were exposed to very powerful temporal magic, leaving its arcane signature upon your very being and making you attuned to similar effects. Maybe a deity of time chose you for reasons unknown and bestowed upon you his boon.

    Due to their ability to instinctually warp time around them and escape harm, an ability they sadly could not extend to their comrades, time sorcerers tend to survive encounters that their companions do not, and a good fraction become struck with survivor guilt. Most of those who do develop this guilt embrace solitude and give up adventuring entirely, while others continue exploring the world but are wary of accepting companionship, should similar events occur once more.

    Acceleration

    At 1st level, you gain the ability to warp time ever so slightly to give you advantage in and out of battle. Add your proficiency bonus to your initiative rolls and half your proficiency bonus, rounded down, to all other Dexterity ability checks.

    Arcane Alacrity

    At 6th level, when faced with danger, you manage to slow time just enough to narrowly avoid the brunt of it. You gain proficiency in Dexterity saving throws.

    If you already have proficiency in Dexterity saving throws then you gain +2 to your Dexterity ability score.

    Expert Chronomancy

    At 14th level, your mastery over time has improved enough that you become more efficient in spellcasting and can choose to ignore the effects of temporal magic should they be detrimental to you. You spend only 1 sorcery point when you use your Quicken Spell Metamagic option and your Extended Spell Metamagic option triples a spell's duration, to a maximum duration of 24 hours. You can also use these Metamagic options even if you have already used a different Metamagic option during the casting of a spell.

    Unless you wish to be affected, you are immune to the Haste, Slow, and Time Stop spells and other similar magical effects.

    Your movement speed increases by 10 feet.

    Time Soul

    At 18th level, you gain the ability to use time to your utmost advantage in battle. You may allow your temporal blood to boil to the surface, casting Time Stop as a bonus action without expending a spell slot. You must finish a long rest before you can do this again.

    (When Time Stop ends, the turn immediately passes to the next actor in the combat tracker. You do not get to finish that "turn".)


    Copy Left Notice: The Time Sorcerer is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


    Copy Left Notice: The Sorcerer is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Many of the archetypes are from different sources and are individually marked.