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Sorcerer Guide

This document is a guide for creating a Sorcerer character in Dungeons & Dragons 5th Edition. It outlines the steps for selecting a race, background, equipment, abilities, and spells, as well as filling out the character sheet. Additionally, it emphasizes the importance of consulting the Player's Handbook for detailed rules and descriptions.

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0% found this document useful (0 votes)
84 views3 pages

Sorcerer Guide

This document is a guide for creating a Sorcerer character in Dungeons & Dragons 5th Edition. It outlines the steps for selecting a race, background, equipment, abilities, and spells, as well as filling out the character sheet. Additionally, it emphasizes the importance of consulting the Player's Handbook for detailed rules and descriptions.

Uploaded by

arsonnn.mf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DUNGEONS & DRAGONS QU I

NGA 5TH EDITION


CK G L DI
UID E TO BUI

SORCERER
1. Choose a race.
A sorcerer’s casting ability is Charisma. You can choose any
race you want, but if you want to maximize the sorcerer’s
stats, consult the Race Stats Bonuses chart to choose a race
that increases your Charisma. Fill in any stats and bonuses
your race gives you, and add racial abilities to page two of the
character sheet; you’ll input the ability score increases during
step six.

2. Choose a background.
On page two of the character sheet, note down any
proficiencies, languages, and equipment that the
background provides.

3. Pick your class equipment.


The sorcerer class grants the following equipment in addi-
tional to what is provided by your background:
• (a) light crossbow and 20 bolts or (b) simple weapon
• (a) component pouch or (b) arcane focus
• (a) dungeoneer’s pack or (b) explorer’s pack
• Two daggers

4. Note your hit dice maximum.


As a sorcerer, your hit dice is a D6, symbolized by the shape
of the dice symbol on the first page of your character sheet. If
you are starting at level one, mark down “1” on the blank dice
face.

5. Note abilities you are proficient in.


Fill in the circles next to an ability if your character is
proficient at it. Sorcerers are automatically proficient at
Constitution and Charisma saving throws, so those are
already filled in. You should have already filled in the circles
for whatever proficiencies your background provided. As a
sorcerer, you also choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion.

6. Determine your ability scores.


Generate your ability scores by dice rolls using the rules in the Player’s Handbook, or use another
method at your DM’s discretion. Enter these numbers in the large circles to the left of the Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma banners. Then, put in the ability
modifiers in the smaller oval below. To calculate the ability modifier, subtract ten from the score
and then divide by two (round down). For example, if your ability score for Strength is a 12, you’d
put “+1” in the oval.

7. Fill in numbers next to skills.


Skills are subcategories under abilities. For example, Athletics is a skill listed under the Strength
ability. If your Strength modifier is a +1, you would also put +1 next to Athletics; this is to remind
yourself that every time you roll an Athletics check, you add +1 to your die roll. However, if you are
proficient at Athletics, you add your proficiency bonus to that number as well (in our hypothetical
example, that would mean we would put a +3 next to Athletics).

8. Fill in other stats.


• Initiative = The same number as your Dexterity modifier.
• AC (Armor Class) = 10 + your Dexterity modifier if you are unarmored. If you are wearing
armor, consult the Player’s Handbook for the bonus.
• Prof. Bonus (Proficiency Bonus) = +2 if your character is level one.
• Max HP (Maximum Hitpoints) = 6 + your Constitution modifier if your character is level
one.
• Passive Perc. (Passive Perception) = 10 + Perception.
• Move. Speed (Movement Speed) = Determined by your race.
• Vision = Determined by your race.

9. Fill in character details.


Fill in information about your character’s appearance and other details on page two of the
character sheet.

10. Choose your Sorcerous Origin.


Your Sorcerous Origin determines the source of your magical power and grants you various
abilities at level 1, 6, 14, and 18. The following seven options are available from the Player’s
Handbook (PH), Xanathar’s Guide to Everything (XGE), and Tasha’s Cauldron of Everything (TCE):
• Draconic Bloodline (PH): You had a dragon for an ancestor.
• Wild Magic (PH): Your magic comes from forces of chaos.
• Divine Soul (XGE): You have a connection to a divine being, such as a deity or angel.
• Shadow Magic (XGE): Your innate magic comes from the Shadowfell.
• Storm Sorcery (XGE): Your magic comes from elemental air.
• Aberrant Mind (TCE): An alien influence gives you psionic abilities.
• Clockwork Soul (TCE): You are connected to the plane of absolute order.

11. Fill out spell stats.


Input your Spell Attack Modifier (Proficiency Bonus + Charisma Modifier) and your Spell Save
DC (Proficiency Bonus + Charisma Modifier + 8) at the top of page three of the character sheet. If
you’re starting at level one, you have access to two first-level spell slots, which means you can cast
two spells before needing a long rest to refresh those slots, so put a “2” in the first “Spell Slots”
column (alternatively, use a pen to bold two first-level spell slot squares).
12. Choose your cantrips and spells.
Consult the sorcerer spell list in the Player’s Handbook. At level one, you know two spells and four
cantrips.

At level one, you don’t have any sorcery points, so you don’t need to add anything to the Sorcery
Points table until your character reaches level two.

Note: This character sheet and guide is not a substitute for the Player’s Handbook. You’ll still want
to consult the PH for full descriptions of your abilities and level-up bonuses. Not everything that
happens when you level up is listed in the Sorcerer’s Path section, because some things, such as
ability score increases, are marked elsewhere on the character sheet.

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