Sorcerer
Level 1: Spellcasting
PHB'24 p139
Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
PHB'24 p140
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2: Font of Magic
PHB'24 p140
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9
Level 2: Metamagic
PHB'24 p141
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Extended Spell
PHB'24 p142
Cost: 1 Sorcery Point
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.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Subtle Spell
PHB'24 p142
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Level 3: Sorcerer Subclass
PHB'24 p141
You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.
Lich-blood Sorcerer
Soul Binding
Starting at 3rd level, you reach into the border between life and death, seizing the echo of a creature’s departing soul and binding it to your will. When a creature dies within 30 feet of you, you may use your reaction to tether its spirit to your essence. You expend a number of sorcery points equal to half the creature’s CR (minimum 1) to form a Soul Echo; a spectral remnant that mirrors the creature’s form.
The Soul Echo appears in an unoccupied space within range and acts immediately after your turn. It sheds faint dim light in a 10-foot radius, it doesn't count as a creature but as a magical object. It lasts for 1 minute, until reduced to 0 hit points, or until you dismiss it (no action required).
On your turn, you may use your bonus action to mentally command the Soul Echo. Without commands, it takes the Dodge action.
When a Soul Echo disappears, it releases a fragment of the bound spirit’s energy. You may choose to absorb it, regaining 1d4 hit points per CR of the original creature or 1 expended sorcery point (your choice). Once you regain sorcery points this way, you can’t do so again until you finish a long rest.
Soul Echo Statistics;
Hit Points: Equal to four times your sorcerer level
Armor Class: 10 + your Charisma modifier
Speed: Same as the creature’s walking speed (no fly/climb/swim)
Attack: Uses your spell attack modifier and deals necrotic or force (Your choice when summoned) damage equal to 1d8 + your Charisma modifier
Features: The Soul Echo retains one minor feature or action the original creature possessed (chosen by the DM), but it is ethereal in nature; damage becomes force or necrotic, attacks use your spellcasting modifier, and saving throw DCs are replaced by your spell save DC.
Warforged
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, the armor incorporated into your body can't be removed against your will.