Sorcerer Revisited
Presented here is the first draft of a Sterling Vermin
Adventuring Co. revision to the Sorcerer class
presented in the Player’s Handbook. While the sorcerer
class is not nearly as widely critiqued as the ranger, my
personal feeling is that the sorcerer class does not carve
out enough unique design space to justify being its own
class.
This sorcerer class revisited was created as a simple
fix to that critique. In the sorcerer class revisited the
role of sorcery points is expanded and incorporates
the alternative spell points system presented in the
Dungeon Master’s Guide. As a result of this change the
original Font of Magic feature became irrelevant and
the Metamagic feature was moved from 3rd level to
2nd level to fill in the gap. A new Font of Magic feature
is added at 3rd level. This reimagined Font of Magic
allows sorcerers to regain all expended sorcery points
once per day and twice per day at 9th level. Finally, the
sorcerer class revisited gets additional spells known, to
get some degree of parity with other full spellcasters,
and one additional metamagic option at 5th level to
further emphasize their theme as the most flexible full
spellcasters.
The goal with this revision to the class was to improve
the class’ identity with minimal changes to the class as
written. We hope we’ve achieved that but are looking for
more feedback from our readers before we declare this
our final iteration.
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
Classes | Sorcerer Revisited
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The Sorcerer
Proficiency Sorcery Cantrips Spells Max Spell
Level Bonus Points Features Known Known Level
1st +2 4 Spellcasting, Sorcerous Origin 4 2 1st
2nd +2 8 Metamagic 4 3 1st
3rd +2 9 Font of Magic 4 5 2nd
4th +2 13 Ability Score Improvement 5 6 2nd
5th +3 17 Metamagic 5 8 3rd
6th +3 19 Sorcerous Origin feature 5 9 3rd
7th +3 21 __ 5 11 4th
8th +3 23 Ability Score Improvement 5 12 4th
9th +4 25 Font of Magic improvement 5 14 5th
10th +4 27 Metamagic 6 15 5th
11th +4 29 __ 6 16 6th
12th +4 31 Ability Score Improvement 6 16 6th
13th +5 33 __ 6 17 7th
14th +5 35 Sorcerous Origin feature 6 17 7th
15th +5 37 __ 6 18 8th
16th +5 39 Ability Score Improvement 6 18 8th
17th +6 43 Metamagic 6 19 9th
18th +6 45 Sorcerous Origin feature 6 19 9th
19th +6 47 Ability Score Improvement 6 19 9th
20th +6 49 Sorcerous Restoration 6 19 9th
Spellcasting Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
An event in your past, or in the life of a parent or sorcerer spell list.
ancestor, left an indelible mark on you, infusing you with The Spells Known column of the Sorcerer table
arcane magic. This font of magic, whatever its origin, shows when you learn more sorcerer spells of your
fuels your spells. See chapter 10 for the general rules of choice. Each of these spells must be of a level which you
spellcasting and chapter 11 for the sorcerer spell list. can cast using sorcery points. For instance, when you
reach 3rd level in this class, you can learn one new spell
Cantrips of 1st or 2nd level.
At 1st level, you know four cantrips of your choice from Additionally, when you gain a level in this class, you
the sorcerer spell list. You learn additional sorcerer can choose one of the sorcerer spells you know and
cantrips of your choice at higher levels, as shown in the replace it with another spell from the sorcerer spell list,
Cantrips Known column of the Sorcerer table. which also must be of a level for which you have spell
slots.
Sorcery Points
You gain a pool of 4 sorcery points that you can use Spellcasting Ability
to cast spells (and later manipulate their properties Charisma is your spellcasting ability for your sorcerer
through your Metamagic feature). When you wish to spells, since the power of your magic relies on your
cast a spell you expend a number of sorcery points to ability to project your will into the world. You use your
create a spell slot of a given level as indicated on the Charisma whenever a spell refers to your spellcasting
sorcery point cost chart, and then use that slot to cast ability. In addition, you use your Charisma modifier
a spell. You can’t reduce your sorcery point total to less when setting the saving throw DC for a sorcerer spell
than 0, and you regain all spent sorcery points when you you cast and when making an attack roll with one.
finish a long rest.
The number of sorcery points you have to spend Spell save DC = 8 + your proficiency bonus +
increases as you gain levels in this class, as shown in your Charisma modifier
the Sorcery Points column on the sorcerer class table.
Your sorcerer level also determines the maximum-level Spell attack modifier = your proficiency bonus +
spell slot you can create. Even though you might have your Charisma modifier
enough points to create a slot above this maximum, you
can’t do so. Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a
Casting Spells of 6th level and Higher spellcasting focus for your sorcerer spells.
Spells of 6th level and higher are particularly taxing to
cast. You can use sorcery points to create one slot of
each level of 6th level or higher. You can’t create another
slot of the same level until you finish a long rest.
Classes | Sorcerer Revisited
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Spells Cost
Spell Levels Point Cost
1st 2
2nd 3
3rd 5
4th 6 Extended Spell
When you cast a spell that has a duration of 1 minute
5th 7
or longer, you can spend 1 sorcery point to double its
6th 9
duration, to a maximum duration of 24 hours.
7th 10
8th 11 Green Spell
9th 13 You must have the Greenheart sorcerous origin to take
this option.
Sorcerous Orign
When you cast a spell, you can spend 1 sorcery point to
Choose a sorcerous origin, which describes the source heal yourself or a creature adjacent to you that is not a
of your innate magical power: Draconic Bloodline or construct or undead 1d6 hit points.
Wild Magic, both detailed at the end of the sorcerer
class description in the Player’s Handbook, or Storm
Sorcery, detailed in the Sword Coast Adventurer’s
Heightened Spell
When you cast a spell that forces a creature to
Guide, or Greenheart, detailed at the end of the class
make a saving throw to resist its effects, you can
description in this document.
spend 3 sorcery points to give one target of the spell
Your choice grants you features when you choose it at
disadvantage on its first saving throw made against the
1st level and again at 6th, 14th, and 18th level.
spell.
Metamagic Quickened Spell
When you cast a spell that has a casting time of 1 action,
At 2nd level, you gain the ability to twist your spells
you can spend 2 sorcery points to change the casting
to suit your needs. You gain two of the following
time to 1 bonus action for this casting.
Metamagic options of your choice. You gain another one
at 5th, 10th, and 17th level.
You can use only one Metamagic option on a spell
Savant Spell
You must have the Arcane Prodigy sorcerous origin to
when you cast it, unless otherwise noted.
take this option.
Careful Spell When you cast a spell, you can spend 1 sorcery point to
When you cast a spell that forces other creatures to
use two additional Metamagic options on this spell. You
make a saving throw, you can protect some of those
can only use this Metamagic option once per spell.
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
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to
creature). A chosen creature automatically succeeds on
cast it without any somatic or verbal components.
its saving throw against the spell.
Distant Spell Tempest Spell
You must have the Storm Sorcery sorcerous origin to
When you cast a spell that has a range of 5 feet or
take this option.
greater, you can spend 1 sorcery point to double the
range of the spell.
When you cast a spell that requires an attack roll and
When you cast a spell that has a range of touch, you
deals lightning or thunder damage, you may spend 1
can spend 1 sorcery point to make the range of the spell
sorcery point when you deal damage to a creature to
30 feet.
push the creature up to 15 feet.
Draconic Spell
You must have the Draconic Bloodline sorcerous origin
Twinned Spell
When you cast a spell that targets only one creature and
to take this option.
doesn’t have a range of self, you can spend a number
of sorcery points equal to the spell’s level to target a
When you cast a spell that deals damage you can spend
second creature in range with the same spell (1 sorcery
1 sorcery point to change the damage type dealt by the
point if the spell is a cantrip).
spell to the type indicated by your draconic ancestry.
Empowered Spell Wild Spell
You must have the Wild Magic sorcerous origin to take
When you roll damage for a spell, you can spend 1
this option.
sorcery point to reroll a number of the damage dice up
to your Charisma modifier (minimum of one). You must
When you cast a spell that forces a creature to make
use the new rolls.
a saving throw to resist its effects, you can spend 1
You can use Empowered Spell even if you have
sorcery point to roll randomly on the wild saving throw
already used a different Metamagic option during the
chart below to determine what kind of saving throw the
casting of the spell.
spell requires. This saving throw replaces the normal
saving throw required to resist the spell.
Classes | Sorcerer Revisited
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Wild Spell Saving Throw added in this way may not be of a higher level than spell
1d6 Wild Saving Throw slot you can create using your sorcery points.
1 Strength When you find a wizard spell of 1st level or higher, you
Dexterity can add it to your spellbook if it is of a level which you
2
could cast by spending sorcery points and if you can
3 Constitution
spare the time and money to decipher and copy it. For
4 Intelligence
each level of the spell, the process takes 2 hours and
5 Wisdom costs 50 gp. The cost represents material components
6 Charisma you expend as you experiment with the spell to master it,
as well as the fine inks you need to record it.
Font of Magic
At 3rd level, you can use an action to regain all of your Arcana Expertise
spent sorcery points. You can use this feature again after Starting at 1st level, if you are proficient in the Arcana
you complete a long rest. skill your proficiency bonus is doubled for any ability
Starting at 9th level, you can use this feature twice check you make that uses your Arcana proficiency.
between long rests.
Rare Genius
At 6th level, you have proficiency in Intelligence saving
Ability Score Improvement throws.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your Additional Metamagic
choice by 2, or you can increase two ability scores of At 14th level, you gain an additional Metamagic option
your choice by 1. As normal, you can’t increase an ability of your choice.
score above 20 using this feature.
Spell Mastery
At 18th level, you have achieved such mastery over
Sorcerous Restoration certain spells that you can cast them at will. Choose
At 20th level, you regain 4 expended sorcery points a 1st-level sorcerer spell and a 2nd-level sorcerer spell
whenever you finish a short rest. that you know or that are in your spellbook. You can
cast those spells at their lowest level without spending a
sorcery points. If you want to cast either spell at a higher
Sorcerous Origins level, you must spend sorcery points as normal.
Presented here are two sorcerous origins that can be By spending 8 hours in study and reflection, you
used with the Sorcerer class revisited or the Sorcerer can exchange one or both of the spells you chose for
class as presented in the Player’s Handbook. The different spells of the same levels.
Arcane Prodigy is presented here for the first time
while the Greenheart sorcerous origin is an update
of a sorcerous origin originally found in the Complete
Greenheart
Arcanist Handbook at the Sterling Verming Adventuring Born to a dryad parent, infused with the eldritch power
Co. of an enchanted forest you were raised in, or influenced
by a primal enchantment in your mother’s womb, the
Arcane Prodigy magic of the natural world runs through you. Unlike
You displayed a natural aptitude for magic from the druids you did not choose your connection to the natural
first moment you fumbled through the gestures and world, the natural world chose its connection to you.
words to conjure up a spell. Since that time you found Greenheart sorcerers often have dark brown and bright
that the more you tried to learn magic through rote green features and smell of the native flora of their
memorization and practiced study the less your innate homelands. Sorcerers of this origin are exceptionally
talent shone through. Sorcerers who are arcane resilient and observant of their surroundings.
prodigies eventually discover its better to let their own
instincts and idiosyncracies guide their use of magic. Druidic Sorcery
While arcane prodigies never truly abandon the attempt At 1st level, your link to the natural world allows you to
to understand magic on a rational or methodicall level learn spells normally associated with the druid class.
their prodigious talent for spellcasting relies on their When your Spellcasting feature lets you learn a sorcerer
intuitive understanding rather than their intellectual cantrip or a sorcerer spell of 1st level or higher, you
understanding of it. can choose the new spell from the druid spell list, in
addition to the sorcerer spell list. You must otherwise
Spellbook obey all the restrictions for selecting the spell, and it
Starting at 1st level, you have a spellbook that contains becomes a sorcerer spell for you.
your own idiosyncratic translation of spells you once
learned at an arcane university or under a wizard Verdant Soul
mentor. Your spellbook begins with three first-level Starting at 1st level, your hit point maximum increases
spells chosen from the wizard spell list. Spells in this by 2 and increases by 2 again whenever you gain a level
spellbook count as sorcerer spells for you. You can in this class. Whenever you spend one or more sorcery
cast spells that you don’t know but which are in your points you heal 1 hit point for every sorcery point you
spellbook by spending an additional 1 sorcery point spent.
when you cast the spell.
Whenever you gain an even numbered level in this Land’s Stride
class you can choose an additional spell from the wizard Starting at 6th level, moving through nonmagical
spell list and add it to your spellcasting notebook. Spells
Classes | Sorcerer Revisited
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difficult terrain costs you no extra movement. You can Sorcerer Class Revisited by
also pass through nonmagical plants without being Benjamin Huffman
slowed by them and without taking damage from them if http://sterlingvermin.com/
they have thorns, spines, or a similar hazard. In addition,
you have advantage on saving throws against plants Art Credits in Order of Appearance
that are magically created or manipulated to impede “Commission Steel Flameblade” by JohnDowson
movement, such as those created by the entangle spell. “Old Sorcerer” by Milana Black
“Book of Green Magic” by Tottor
Virile Vitality “Concept Knife” by Gloroh
Starting at 14th level, you are immune to poison and “Healspell Liesetiawan” by LieSetiawan
disease. Additionally, the primal magic coursing through
your veins causes you to age more slowly. For every 10
years that pass, your body ages only 1 year
Greenheart, Greenblood
Starting at 18th level, you can use a bonus action on
your turn to convert vitality into sorcery points. Reduce
your current and maximum hit points by 4 and regain 1
sorcery point. This reduction lasts until you complete a
long rest.
Classes | Sorcerer Revisited
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