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Artificer TCE
Barbarian PHB
Bard PHB
Cleric PHB
Druid PHB
Fighter PHB
Monk PHB
Paladin PHB
Ranger PHB
Rogue PHB
Sorcerer PHB
Warlock PHB
Wizard PHB
Manage Homebrew
SORCERER
Spell Slots per Spell Level
Proficiency Sorcery Cantrips Spells
Level Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Points Known Known
Spellcasting,
1st +2 Sorcerous — 4 2 2 — — — — — — — —
Origin
2nd +2 Font of Magic 2 4 3 3 — — — — — — — —
Metamagic,
3rd +2 Metamagic 3 4 4 4 2 — — — — — — —
Options
Ability Score
Improvement,
4th +2 4 5 5 4 3 — — — — — — —
Sorcerous
Versatility
Magical
5th +3 5 5 6 4 3 2 — — — — — —
Guidance
Sorcerous
6th +3 6 5 7 4 3 3 — — — — — —
Origin feature
7th +3 — 7 5 8 4 3 3 1 — — — — —
Ability Score
8th +3 8 5 9 4 3 3 2 — — — — —
Improvement
9th +4 — 9 5 10 4 3 3 3 1 — — — —
10th +4 Metamagic 10 6 11 4 3 3 3 2 — — — —
11th +4 — 11 6 12 4 3 3 3 2 1 — — —
Ability Score
12th +4 12 6 12 4 3 3 3 2 1 — — —
Improvement
13th +5 — 13 6 13 4 3 3 3 2 1 1 — —
Sorcerous
14th +5 14 6 13 4 3 3 3 2 1 1 — —
Origin feature
15th +5 — 15 6 14 4 3 3 3 2 1 1 1 —
Ability Score
16th +5 16 6 14 4 3 3 3 2 1 1 1 —
Improvement
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
Sorcerous
18th +6 18 6 15 4 3 3 3 3 1 1 1 1
Origin feature
Ability Score
19th +6 19 6 15 4 3 3 3 3 2 1 1 1
Improvement
Sorcerous
20th +6 20 6 15 4 3 3 3 3 2 2 1 1
Restoration
Subclass Comparison Book View
SORCERER [‒]
Hit Points
Hit Dice: 1d6
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 2 from Arcana, Deception, Insight, Intimidation, Persuasion,
and Religion.
Starting Equipment
You start with the following items, plus anything provided 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
Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Charisma 13
OUTLINE [+]
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Features Variants Info
Aberrant Mind Clockwork Soul Divine Soul Draconic
Lunar Shadow Storm Wild (2 more not shown)
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SPELLCASTING PHB P99 [–]
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 an additional sorcerer cantrip of
your choice at 4th level and another at 10th level.
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.
You learn an additional sorcerer spell of your choice at each
level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 PHB P99 [–]
Choose a sorcerous origin, which describes the source of your
innate magical power, from the list of available origins.
Your choice grants you features when you choose it at 1st level
and again at 6th, 14th, and 18th level.
DRACONIC BLOODLINE PHB P102 [–]
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.
DRAGON ANCESTOR PHB P102 [–]
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
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
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.
DRACONIC RESILIENCE PHB P102 [–]
As magic flows through your body, it causes physical traits of
your dragon ancestors to emerge. At 1st level, your hit point
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 + your Dexterity modifier.
FONT OF MAGIC PHB P99 [–]
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 PHB P99 [–]
You have 2 sorcery points, and you gain one additional point
every time you level up, to a maximum of 20 at level 20. 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 PHB P99 [–]
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
created spell slots vanish at the end of a long rest. 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.
Creating Spell Slots
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 PHB P99 [–]
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 PHB P102 [–]
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 PHB P102 [–]
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 PHB P102 [–]
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 casting of the spell.
EXTENDED SPELL PHB P102 [–]
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 PHB P102 [–]
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 PHB P102 [–]
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 PHB P102 [–]
When you cast a spell, you can spend 1 sorcery point to cast it
without any somatic or verbal components.
TWINNED SPELL PHB P102 [–]
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.
METAMAGIC OPTIONS TCE P65 [–]
3rd-level sorcerer optional feature
When you choose Metamagic options, you have access to the
following additional options.
SEEKING SPELL TCE P66 [–]
If you make an attack roll for a spell and miss, you can spend 2
sorcery 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.
TRANSMUTED SPELL TCE P66 [–]
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.
ABILITY SCORE IMPROVEMENT PHB P99 [–]
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
SORCEROUS VERSATILITY TCE P65 [–]
4th-level sorcerer optional feature
Whenever you reach a level in this class that grants the Ability
Score Improvement feature, you can do one of the following,
representing the magic within you flowing in new ways:
Replace one of the options you chose for the Metamagic
feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class's
Spellcasting feature with another cantrip from the sorcerer
spell list.
MAGICAL GUIDANCE TCE P65 [–]
5th-level sorcerer optional feature
You can tap into your inner wellspring of magic to try to 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.
SORCEROUS ORIGIN FEATURE PHB P99 [–]
At 6th level, you gain a feature granted by your Sorcerous
Origin.
ELEMENTAL AFFINITY PHB P102 [–]
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.
ABILITY SCORE IMPROVEMENT PHB P99 [–]
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
METAMAGIC PHB P99 [–]
At 10th level, you learn an additional metamagic option.
ABILITY SCORE IMPROVEMENT PHB P99 [–]
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
SORCEROUS ORIGIN FEATURE PHB P99 [–]
At 14th level, you gain a feature granted by your Sorcerous
Origin.
DRAGON WINGS PHB P102 [–]
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.
ABILITY SCORE IMPROVEMENT PHB P99 [–]
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
METAMAGIC PHB P99 [–]
At 17th level, you learn an additional metamagic option.
SORCEROUS ORIGIN FEATURE PHB P99 [–]
At 18th level, you gain a feature granted by your Sorcerous
Origin.
DRACONIC PRESENCE PHB P102 [–]
Beginning at 18th level, you can channel the dread presence of
your dragon ancestor, causing those around you to become
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.
ABILITY SCORE IMPROVEMENT PHB P99 [–]
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
SORCEROUS RESTORATION PHB P99 [–]
At 20th level, you regain 4 expended sorcery points whenever
you finish a short rest.