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Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The touch of a dragon, the blessing of a dryad at a baby’s birth, or the strike of lightning from a clear sky might spark a Sorcerer’s gift.

The SorcererSpell Slots per Spell Level
LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2-Innate Sorcery, Spellcasting, Sorcerer Subclass422--------
2nd+22Font of Magic, Metamagic443--------
3rd+23Subclass Metamagic4642-------
4th+24Ability Score Improvement5743-------
5th+35Sorcerous Restoration59432------
6th+36Subclass Feature510433------
7th+37Sorcery Incarnate5114331-----
8th+38Ability Score Improvement5124332-----
9th+49 51443331----
10th+410Metamagic61543332----
11th+411Subclass Metamagic Improvement
616433321---
12th+412Ability Score Improvement616433321---
13th+513 6174333211--
14th+514Sorcerous Origin feature6174333211--
15th+515 61843332111-
16th+516Ability Score Improvement61843332111-
17th+617Metamagic619433321111
18th+618Sorcerous Origin feature620433331111
19th+619Ability Score Improvement621433332111
20th+620Arcane Apotheosis622433332211

Multiclassing and the Sorcerer. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Creating a Sorcerer

To create a Sorcerer, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Sorcerer” above.

Then look at the Sorcerer table to see the class features you get at each level in this class. The descriptions of those features appear in “Sorcerer Class Features” above.

Primary Ability

Your primary ability is Charisma. When you choose this class at 1st level, you increase your Charisma by 2.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

Alternatively, you can forgo this starting equipment and spend 50 GP on equipment of your choice.

Sorcerer Class Features

As a Sorcerer, you gain the following class features when you reach the specified levels in this class. These features are listed on the Sorcerer table.

Level 1: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with a 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 1: Spellcasting

Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Sorcerer.

Cantrips

You know four cantrips of your choice from the Sorcerer spell list. Rather than choosing, you may start with Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst. 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 levels 4 and 10 in this class, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of these 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.

Prepared Spells of Level 1+

You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose two level 1 spells from the Sorcerer spell list. Rather than choosing, you may start with Burning Hands and Detect Magic.

The number of spells on your list also increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer table. Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number on the 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 spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

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 the spells you cast with your Sorcerer features.

Level 1: Sorcerer Subclass

You gain a Sorcerer subclass of your choice, choosing from the Sorcerer Subclasses table below.

A subclass is a specialization that grants you special abilities at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level and lower.

Official Subclasses
Subclass Source
Aberrant Mind
TCE
Clockwork Soul
TCE
Divine Soul
XGE
Draconic
PHB
Lunar
D:SDQ
Shadow
XGE
Storm
XGE
Wild Magic
PHB
Unofficial Subclasses
Giant Soul
UA
Haunted
3rd Party
Oozemancy
Homebrew
Phoenix
UA
Runechild
Tal'dorei Reborn
Sea
UA
Stone
UA
Wretched
3rd Party

Level 2: Font of Magic

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 table. You can never have more Sorcery Points than the number shown on the table for your level. You regain all spent 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 in level than 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots
Spell Slot Level Sorcery Point CostMin. Sorcerer Level
1st 22
2nd 33
3rd 55
4th 67
5th 79

Level 2: Metamagic

Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the “Metamagic Options” section below. You gain two more when you become a level 10 Sorcerer and two more when you become a level 17 Sorcerer.

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.

Metamagic Options

The following options are available to your Metamagic features. The options are presented in alphabetical order.

  • Careful Spell (1 Sorcery Point). 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, and it takes no damage if it would normally take half damage on a successful save.
  • Distant Spell (1 Sorcery Point). 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 (1 Sorcery Point). 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 (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.

  • Heightened Spell (2 Sorcery Points). When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on its saving throws against the spell.
  • Quickened Spell (2 Sorcery Points). When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a spell of level 1 or higher on the current turn, nor can you cast a spell of level 1 or higher on this turn after modifying a spell in this way.
  • Seeking Spell (1 Sorcery Point). If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point 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.
  • Subtle Spell (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.
  • Sympathetic Spell (Homebrew). When you cast a spell with a range of Self, you may spend Sorcery Points equal to the half the spell's level (rounded up) to instead target any creature of your choice within 5 feet of you. Cantrips cost 1 sorcery point.
  • Transmuted Spell (1 Sorcery Point). 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.
  • Twinned Spell (1 Sorcery Point). When you cast a spell, such as Charm Person or Hold Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

Level 4: Ability Score Improvement

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.

Level 5: Sorcerous Restoration

When you roll Initiative or finish a Short Rest and have no Sorcery Points remaining, you regain a number of those points equal to your Sorcerer level divided by five (round down).

Level 7: Sorcery Incarnate

While your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

In addition, if you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

Level 20: Arcane Apotheosis

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

Sorcerer (PHB)

Player's Handbook

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

The SorcererSpell Slots per Spell Level
LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Sorcerous Origin422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24Ability Score Improvement, Sorcerous Versatility 5543-------
5th+35Magical Guidance, Sorcerous Origin Metamagic56432------
6th+36Sorcerous Origin feature57433------
7th+37 584331-----
8th+38Ability Score Improvement, Sorcerous Versatility594332-----
9th+49 51043331----
10th+410Metamagic61143332----
11th+411Sorcerous Origin Metamagic Improvement612433321---
12th+412Ability Score Improvement, Sorcerous Versatility612433321---
13th+513 6134333211--
14th+514Sorcerous Origin feature6134333211--
15th+515 61443332111-
16th+516Ability Score Improvement, Sorcerous Versatility61443332111-
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement, Sorcerous Versatility615433332111
20th+620Sorcerous Restoration615433332211

Multiclassing and the Sorcerer. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Creating a Sorcerer

To create a Sorcerer, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Sorcerer” above.

Then look at the Sorcerer table to see the class features you get at each level in this class. The descriptions of those features appear in “Sorcerer Class Features” above.

Primary Ability

Your primary ability is Charisma. When you choose this class at 1st level, you increase your Charisma by 2.

Hit Points

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

Proficiencies

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

Equipment

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

Sorcerer Class Features

As a Sorcerer, you gain the following class features when you reach the specified levels in this class. These features are listed on the Sorcerer table.

Level 1: 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.

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 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Level 1: 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.

Official Subclasses
Subclass Source
Aberrant Mind
TCE
Clockwork Soul
TCE
Divine Soul
XGE
Draconic
PHB
Lunar
D:SDQ
Shadow
XGE
Storm
XGE
Wild Magic
PHB
Unofficial Subclasses
Giant Soul
UA
Haunted
3rd Party
Oozemancy
Homebrew
Phoenix
UA
Runechild
Tal'dorei Reborn
Sea
UA
Stone
UA
Wretched
3rd Party

Level 2: Font of Magic

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 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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. The created spell slots vanish at the end of a long rest.
  • 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.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Level 3: Metamagic

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.
  • 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 double its duration, to a maximum duration of 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.
  • Seeking Spell. 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.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Sympathetic Spell. When you cast a spell with a range of Self, you may spend Sorcery Points equal to the half the spell's level (rounded up) to instead target any creature of your choice within 5 feet of you. Cantrips cost 1 sorcery point.
  • Transmuted 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, poison, thunder.
  • 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.

Level 4: Ability Score Improvement

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.

Level 4: Sorcerous Versatility (Optional)

When 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' spellcasting feature with another cantrip from the sorcerer spell list.

Level 5: Magical Guidance (Optional)

You can tap into your inner wellspring of magic to try and 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.

Level 20: Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

Notes