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The Sorcerer

Spell Slots per Spell Level
Level Proficiency Bonus Sorcery Points Features Boon Points Spellcasting Boon Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerous Origin - - 4 2 2 - - - - - - - -
2nd +2 2 Font of Magic 2 - 4 3 3 - - - - - - - -
3rd +2 3 Spellcasting Boon Points 2 1 4 4 4 2 - - - - - - -
4th +2 4   2 1 5 5 4 3 - - - - - - -
5th +3 5   2 1 5 6 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin feature 2 1 5 7 4 3 3 - - - - - -
7th +3 7   2 2 5 8 4 3 3 1 - - - - -
8th +3 8   2 2 5 9 4 3 3 2 - - - - -
9th +4 9   2 2 5 10 4 3 3 3 1 - - - -
10th +4 10   2 2 6 11 4 3 3 3 2 - - - -
11th +4 11   2 2 6 12 4 3 3 3 2 1 - - -
12th +4 12   2 2 6 12 4 3 3 3 2 1 - - -
13th +5 13   2 2 6 13 4 3 3 3 2 1 1 - -
14th +5 14 Sorcerous Origin feature 2 2 6 13 4 3 3 3 2 1 1 - -
15th +5 15   3 2 6 14 4 3 3 3 2 1 1 1 -
16th +5 16   3 2 6 14 4 3 3 3 2 1 1 1 -
17th +6 17   3 2 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 3 2 6 15 4 3 3 3 3 1 1 1 1
19th +6 19   3 2 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 3 2 6 15 4 3 3 3 3 2 2 1 1

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st and Higher Levels: 6 + your Constitution modifier

1st-Level Features

Boons

Skill Proficiency x2, Weapon Proficiency

Proficiencies

Saving Throws: Constitution, Charisma
Skills: Arcana

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

Multiclassing Features

Requirements: Charisma 13 or higher

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.

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 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.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

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.

Spellcasting Boon Points

Starting at 3rd level and every level thereafter, you gain a number of additional boon points equal to the Spellcasting Boon Points column of the Sorcerer table. The boon points that you gain from this ability can only be spent on Spellcasting Boons.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.