name:
sorcerer race:
alignment: level:
sorcerous origins:
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
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
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
strength dexterity constitution intelligence wisdom charisma
proficiency walking inspiration initiative armor
ft
bonus speed class
prof mod skill bonus
str int dex Acrobatics
wis Animal handling
dex wis int Arcana
str Athletics
cha Deception
con cha int History
wis Insight
saving throws cha Intimidation
int Investigation
wis Medicine
int Nature
passive wis (perception) wis Perception
cha Performance
cha Persuasion
passive int (investigation) int Religion
dex Sleight of Hand
passive wis (insight) dex Stealth
wis Survival
senses skills
current max temp
fails
saves /
death saves hit points
languages proficiencies
backstory
features & traits character description
personality traits ideals
bonds flaws
allies & organizations
inventory
platinum
gold
electrum
silver
copper
tools
name atk bonus damage/type
attacks & spellcasting
components & resources
gear & armor attuned
head
amulet
cloak
armor
arms
ring
ring
belt
boots
shield
inventory & treasure
inventory & treasure
spells
spell slots
modifier spell attack save dc 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
= 8 + your proficiency bonus + your
Charisma modifier
= your proficiency bonus + your
Charisma modifier
class features
lvl prof. sorcery features cantrips spells
bonus points known known
1st +2 – spellcasting, sorcerous origin 2 2
2nd +2 2 font of magic 2 2
3rd +2 3 metamagic 2 2
4th +2 4 ability score improvement 3 2
5th +3 5 – 3 2
6th +3 6 sorcerous origin feature 3 2
7th +3 7 – 3 2
8th +3 8 ability score improvement 3 2
9th +4 9 – 3 3
10th +4 10 metamagic 4 3
11th +4 11 – 4 3
12th +4 12 ability score improvement 4 3
13th +5 13 – 4 3
14th +5 14 sorcerous origin feature 4 3
15th +5 15 – 4 3
16th +5 16 ability score improvement 4 4
17th +6 17 metamagic 4 4
18th +6 18 sorcerous origin feature 4 4
19th +6 19 ability score improvement 4 4
20th +6 20 sorcerous restoration 4 4
spell slot sorcery point cost
level
. You can transform unexpended
1st 2 sorcery points into one spell slot as a bonus action on
your turn. The Creating Spell Slots table shows the cost of
2nd 3 creating a spell slot of a given level. You can create spell
3rd 5 slots no higher in level than 5th.
4th 6 Any spell slot you create with this feature vanishes when
you finish a long rest.
5th 7
spell list
cantrips Jump Counterspell
Acid Splash Mage Armor Conjure Lesser Demons
Blade Ward Magic Missile Daylight
Booming Blade Ray of Sickness Dispel Magic
Chill Touch Shield Enemies Abound
Control Flames Silent Image Erupting Earth
Create Bonfire Sleep Fear
Dancing Lights Sudden Awakening Fireball
Fire Bolt Thunderwave Flame Arrows
Friends Witch Bolt Fly
Frostbite 2nd level Gaseous Form
Green Flame Glade Aganazzar's Scorcher Haste
Gust Alter Self Hypnotic Pattern
Infestation Blindness/Deafness Lightning Bolt
Light Blur Major Image
Lightning Lure Cloud of Daggers Melf's Minute Meteors
Mage Hand Crown of Madness Protection from Energy
Mending Darkness Sleet Storm
Message Darkvision Slow
Minor Illusion Detect Thoughts Stinking Cloud
Mold Earth Dust Devil Tongues
Poison Spray Earthbind Wall of Water
Prestidigitation Enhance Ability Water Breathing
Ray of Frost Enlarge/Reduce Water Walk
Shape Water Gust of Wind 4th level
Shocking Grasp Hold Person Banishment
Sword Burst Invisibility Blight
Thunderclap Knock Confusion
True Strike Levitate Conjure Barlgura
1st level Maximillian's Earthen Grasp Conjure Shadow Demon
Burning Hands Mirror Image Dimension Door
Catapult Misty Step Dominate Beast
Charm Person Phantasmal Force Greater Invisibility
Chaos Bolt Pyrotechnics Ice Storm
Chromatic Orb Scorching Ray Polymorph
Color Spray See Invisibility Stoneskin
Comprehend Languages Shatter Storm Sphere
Detect Magic Snilloc's Snowball Storm Vitriolic Sphere
Disguise Self Spider Climb Wall of Fire
Earth Tremor Suggestion Watery Sphere
Expeditious Retreat Warding Wind
False Life Web
Feather Fall 3rd level
Fog Cloud Blink
Ice Knife Clairvoyance
5th level 9th level
Animate Objects Gate
Cloudkill Meteor Swarm Choose a sorcerous origin, which describes the
source of your innate magical power: Draconic
Cone of Cold Power Word: Kill Bloodline, detailed at the end of the class
Conjure Vrock Time Stop description, or one from another source.
Control Winds Wish Your choice grants you features when you choose it
at 1st level and again at 6th, 14th, and 18th level.
Creation
Dominate Person
Hold Monster At 2nd level, you tap into a deep wellspring of magic
within yourself. This wellspring is represented by
Immolation sorcery points, which allow you to create a variety of
Insect Plague magical effects.
Seeming
Telekinesis You have 2 sorcery points, and you gain more as you
reach higher levels, as shown in the Sorcery Points
Teleportation Circle column of the Sorcerer table. You can never have
Wall of Stone more sorcery points than shown on the table for
your level. You regain all spent sorcery points when
6th level you finish a long rest.
Arcane Gate
Chain Lightning
You can use your sorcery points to gain additional
Circle of Death spell slots, or sacrifice spell slots to gain additional
Disintegrate sorcery points. You learn other ways to use your
sorcery points as you reach higher levels.
Eyebite
Creating Spell Slots. You can transform unexpended
Globe of Invulnerability sorcery points into one spell slot as a bonus action
Investiture of Flame on your turn. The Creating Spell Slots table shows
the cost of creating a spell slot of a given level. You
Investiture of Ice can create spell slots no higher in level than 5th.
Investiture of Stone Any spell slot you create with this feature vanishes
Investiture of Wind when you finish a long rest.
Mass Suggestion spell slot level sorcery point cost
Move Earth
Sunbeam 1st 2
True Seeing 2nd 3
7th level 3rd 5
Conjure Hezrou 4th 6
Delayed Blast Fireball 5th 7
Etherealness
. As a bonus
Finger of Death action on your turn, you can expend one spell slot
Fire Storm and gain a number of sorcery points equal to the
slot’s level.
Plane Shift
Prismatic Spray
Reverse Gravity At 3rd level, you gain the ability to twist your spells
to suit your needs. You gain two of the following
Teleport Metamagic options of your choice. You gain another
8th level one at 10th and 17th level.
Abi-Dalzim's Horrid Wilting You can use only one Metamagic option on a spell
Dominate Monster when you cast it, un less otherwise noted.
Earthquake
Incendiary Cloud
Power Word: Stun
Sunburst
When you cast a spell that forces other creatures to When you reach 4th level, and again at 8th, 12th,
make a saving throw, you can protect some of those 16th, and 19th level, you can increase one ability
creatures from the spell’s full force. To do so, you score of your choice by 2, or you can increase two
spend 1 sorcery point and choose a number of ability scores of your choice by 1. As normal, you
those creatures up to your Charisma modifier can’t increase an ability score above 20 using this
(minimum of one creature). A chosen creature feature.
automatically succeeds on its saving throw against
the spell.
At 20th level, you regain 4 expended sorcery points
whenever you finish a short rest.
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.
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.
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.
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.
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.
When you cast a spell, you can spend 1 sorcery
point to cast it without any somatic or verbal
components.
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.
origins features
creatures
strength dexterity constitution
name
species
intelligence wisdom charisma size
actions & skills
armor current max
/
class Hit Points
speed
walk swim fly
strength dexterity constitution
name
species
intelligence wisdom charisma size
actions & skills
armor current max
/
class Hit Points
speed
walk swim fly
strength dexterity constitution
name
species
intelligence wisdom charisma size
actions & skills
armor current max
/
class Hit Points
speed
walk swim fly
strength dexterity constitution
name
species
intelligence wisdom charisma size
actions & skills
armor current max
/
class Hit Points
speed
walk swim fly
additional notes