Classes

Sorcerer

Can Cast Spells: Yes

Magic flows through sorcerers like blood through veins -- an innate power that demands expression. Unlike wizards who study or warlocks who bargain, your magic comes from within, sparked by some exotic bloodline, cosmic influence, or twist of fate. Whether you're descended from dragons, blessed by celestial forces, or marked by wild magic itself, your very being crackles with arcane energy. Some fear their powers, others revel in them, but all sorcerers must learn to master the magic that is as much a part of them as their own heartbeat.

As a sorcerer, your spells are expressions of your magical nature, shaped by your will and enhanced by your raw power. You can bend magical energy to your whims, manipulating spells in ways that other spellcasters can barely comprehend. Through your metamagic abilities, you can extend the reach of your spells, quicken their casting, or alter their very nature. While you may know fewer spells than traditional magic-users, your intimate connection to magic itself lets you wield them with unmatched flexibility and flair. Each sorcerer's path is unique, reflecting the source of their power -- be it the proud heritage of dragon blood, the mysterious influence of wild magic, or the divine touch of celestial forces.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + 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:

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

Sorcerous Origin

Your sorcerous origin describes the source of your innate magical power. Select one sorcerer subclass. Your choice grants you feature when you choose it at 1st level and again at 6th, 14th, and 18th level.

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.

Spell
Slot Level
Sorcery
Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 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.

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 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 cast 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 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.

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.

Sorcerous Restoration

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

Sorcerer Table

  --- Spell Slots per Spell Level ---

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 Font of Magic 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

 

Sorcerer Subclasses

Name Description
Cold-Blooded The Cold-Blooded sorcerous origin grants magical powers derived from ancient serpentfolk experiments, leaving bearers to choose between embracing or rejecting their ophidian heritage.
Divine Soul Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul.
Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors.
Shadow Magic You are a creature of shadow.
Storm Sorcery Your innate magic comes from the power of elemental air.
Wild Magic Your innate magic comes from the forces of chaos that underlie the order of creation.

 

Sorcerer Spell List


CANTRIPS

Name School Casting Time Duration Range Comp.
Acid Splash Conjuration 1 action Instantaneous 60 feet V, S
Blade Ward Abjuration 1 action 1 round Self V, S
Chill Touch Necromancy 1 action 1 round 120 feet V, S
Control Flames Transmutation 1 action Instantaneous or 1 hour (see below) 60 feet S
Create Bonfire Conjuration 1 action Concentration, up to 1 minute 60 feet V, S
Dancing Lights Evocation 1 action Concentration, up to 1 minute 120 feet V, S, M
Fire Bolt Evocation 1 action Instantaneous 120 feet V, S
Friends Enchantment 1 action Concentration, up to 1 minute Self S, M
Frostbite Evocation 1 action Instantaneous 60 feet V, S
Gust Transmutation 1 action Instantaneous 30 feet V, S
Infestation Conjuration 1 action Instantaneous 30 feet V, S, M
Light Evocation 1 action 1 hour Touch V, M
Mage Hand Conjuration 1 action 1 minute 30 feet V, S
Mending Transmutation 1 minute Instantaneous Touch V, S, M
Message Transmutation 1 action 1 round 120 feet V, S, M
Minor Illusion Illusion 1 action 1 minute 30 feet S, M
Mold Earth Transmutation 1 action Instantaneous or 1 hour (see below) 30 feet S
Poison Spray Conjuration 1 action Instantaneous 10 feet V, S
Prestidigitation Transmutation 1 action Up to 1 hour 10 feet V, S
Ray of Frost Evocation 1 action Instantaneous 60 feet V, S
Shape Water Transmutation 1 action Instantaneous or 1 hour (see below) 30 feet S
Shocking Grasp Evocation 1 action Instantaneous Touch V, S
Thunderclap Evocation 1 action Instantaneous 5 feet S
True Strike* Divination 1 action Instantaneous Self S, M

1ST-LEVEL SPELLS

Name School Casting Time Duration Range Comp.
Absorb Elements Abjuration 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage 1 round Self S
Burning Hands Evocation 1 action Instantaneous Self (15-foot cone) V, S
Catapult Transmutation 1 action Instantaneous 60 feet S
Chaos Bolt Evocation 1 action Instantaneous 120 feet V, S
Charm Person Enchantment 1 action 1 hour 30 feet V, S
Chromatic Orb Evocation 1 action Instantaneous 90 feet V, S, M
Color Spray Illusion 1 action 1 round Self (15-foot cone) V, S, M
Comprehend Languages Divination 1 action 1 hour Self V, S, M
Detect Magic Divination 1 action Concentration, up to 10 minutes Self V, S
Disguise Self Illusion 1 action 1 hour Self V, S
Earth Tremor Evocation 1 action Instantaneous 10 feet V, S
Expeditious Retreat Transmutation 1 bonus action Concentration, up to 10 minutes Self V, S
False Life Necromancy 1 action 1 hour Self V, S, M
Feather Fall Transmutation 1 reaction, which you take when you or a creature within 60 feet of you falls 1 minute 60 feet V, M
Fog Cloud Conjuration 1 action Concentration, up to 1 hour 120 feet V, S
Ice Knife Conjuration 1 action Instantaneous 60 feet S, M
Jump Transmutation 1 action 1 minute Touch V, S, M
Mage Armor Abjuration 1 action 8 hours Touch V, S, M
Magic Missile Evocation 1 action Instantaneous 120 feet V, S
Ray of Sickness Necromancy 1 action Instantaneous 60 feet V, S
Shield Abjuration 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell 1 round Self V, S
Silent Image Illusion 1 action Concentration, up to 10 minutes 60 feet V, S, M
Sleep Enchantment 1 action 1 minute 90 feet V, S, M
Thunderwave Evocation 1 action Instantaneous Self (15-foot cube) V, S
Witch Bolt Evocation 1 action Concentration, up to 1 minute 30 feet V, S, M

Player's Handbook. Wizards of the Coast, 2014.