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Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + Con Modifier
Hit Points at Higher Levels: d6 + Con Modifier

Proficiences

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

Overview & Creation

The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?   How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.


Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  

Font of Magic

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: You have a number of sorcery points equal to your sorcerer level. 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 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 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. Any spell slot you create with this feature vanishes when you finish a long rest.
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Empowering Reserves When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.   Imbuing Touch As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.   Sorcerous Fortitude As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Metamagic

    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 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 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. If you cast any spell that includes a teleport, you can spend 1 sorcery point to double the maximum range of teleportation.   Empowered Spell 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 When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration.   • If the duration of the spell is 1 minute, it is extended to 10 minutes.   • If the duration of the spell is 10 minutes, it is extended to 1 hour.   • If the duration of the spell is 1 hour, it is extended to 8 hours.   • If the duration of the spell is 8 hours, it is extended to 24 hours.   Extend spell cannot extend the duration of a spell to over 24 hours.   Heightened Spell 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 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 When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.   Twinned Spell 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.   Elemental Spell 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, thunder.   Seeking Spell When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.   Unerring Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.  

Ability Score Improvement or a Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 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. You can instead take a feat of your choice.  

Metamagic Mastery

When you reach 20th level, you gain mastery over metamagic. Choose two two additional metamagic options. You can now use two metamagic options on a spell when you cast it, unless You are using Empowered Spell metamagic, then you can use three metamagic options at once.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A light crossbow and 20 bolts or any simple weapon
  • A component pouch or an arcane focus
  • A dungeoneer’s pack or an explorer’s pack
  • Two daggers

 


Spellcasting

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 Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.  

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.  

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.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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   Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.


Subclass Options

Draconic

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

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.
Dragon Color Damage Type
Black / Copper Acid
Blue / Bronze Lightning
Red / Brass / Gold Fire
White / Silver Cold
Green Poison
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

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.  

Bonus Spells

At 1st, 3rd, 5th, 7th, and 9th level you gain access to origin spells connected to the way you became a sorcerer. Once you gain access to an origin spell, you always remember it, and it doesn’t count against the number of spells known. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Sorcerer Level Bonus Spells
1st Thunderwave, Cause fear
3rd Dragon breath1, See invisibility
5td Fireball1, Protection from energy
7td Elemental bane, Stoneskin
9td Immolation1, Hold Monster
1 Unless you gain this spell from another source, damage dealt by these spells match the damage type associated with your dragon color ie Red/Gold = Fire, Black = Acid, ect  

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

Dragon Wings

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.  

Draconic Presence

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.  
 


LevelProficiencyFeaturesCantrips KnownSpells KnownSpell Slots per Spell Level
1+2Spellcasting, Sorcerous Origin421st: 2
2+2Font of Magic431st: 3
3+2Metamagic441st: 4, 2nd: 2
4+2Ability Score Improvement or a Feat551st: 4, 2nd: 3
5+3-561st: 4, 2nd: 3, 3rd: 2
6+3Sorcerous Origin Feature571st: 4, 2nd: 3, 3rd: 3
7+3-581st: 4, 2nd: 3, 3rd: 3, 4th: 1
8+3Ability Score Improvement or a Feat591st: 4, 2nd: 3, 3rd: 3, 4th: 2
9+4-5101st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 1
10+4Metamagic6111st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2
11+4-6121st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1
12+4Ability Score Improvement or a Feat6121st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1
13+5-6131st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1
14+5Sorcerous Origin Feature6131st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1
15+5-6141st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1
16+5Ability Score Improvement or a Feat6141st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1
17+6-6151st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1, 7th: 1, 8th: 1, 9th: 1
18+6Sorcerous Origin Feature6151st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 1, 7th: 1, 8th: 1, 9th: 1
19+6Ability Score Improvement or a Feat6151st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 2, 7th: 1, 8th: 1, 9th: 1
20+6Metamagic Mastery6151st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 3, 6th: 2, 7th: 2, 8th: 1, 9th: 1

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