Sorcerer
The Sorcerer | Spell Slots per Spell Level |
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Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | - | Sorce Potency, Spellcasting, Sorcerous Origin | 4 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | 2 | Font of Magic, Sense Magic | 4 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | 3 | Metamagic | 4 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | 4 | Ability Score Improvement | 5 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | 5 | Magical Talent | 5 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | 6 | Sorcerous Origin feature | 5 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | 7 | 5 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8th | +3 | 8 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | 9 | 5 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10th | +4 | 10 | Metamagic | 6 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | 11 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12th | +4 | 12 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | 13 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14th | +5 | 14 | Sorcerous Origin feature | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | 15 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16th | +5 | 16 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | 17 | Metamagic | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin feature | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Sorce Lord | 6 | 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 levelHit 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
Sorce Potency
Sorcerers are born with inherent magical talent, witch in turns grows with them as they live. The rate of witch it grows changes from sorcerer to sorcerer, where it can fluctuate, spike or even regress.
Your Sorce Potency is added to your spelcasting when casting spels as a sorcerer. It starts at 0 on level 1 of this class. It can be increased or diminished the following ways.
- Half casting Sorcerer. Upon 1st level of this class, you can optionally play as a halfcaster instead of a full caster, where your available spell slots are equal to half your Sorcerer level (rounded up). Doing so will add +3 to your source potency.
- Ability score improvements. Either from leveling up or upon character creation, you can turn any ability score increase you would get into Sorce Potency. One abilty score increase for one One Sorce Potency. You can optionally sacrifice one One Sorce Potency to increase one ability score of your choice, allowing you 3 ability score improvements instead of 2.
- Hit dice improvement. During Ability Score Improvement, you can expend 2 points of Sorce Potency to turn your d6 hit die into a d8. If this option is take repeatably, the d8 then becomes a d10, then a d12. This change only affect the hit dice you got from levels in the Sorcerer class.
Sorce Potency dose not stack with proficiency bonus. If you multi class in Wizard or Artificer that add their proficiency modifier to the casting of Arcane spells, you may use the higher of the two.
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 fuels your spells. Although, this may change depending what source its power originates from.
The magic you utilize is of the Arcane type, and it can be from any School of Magic except for the following:
- Divination
- Necromancy
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher, provided that your Sorce Potency isn't weak. 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.
Memorized Spells
You are capable of memorizing a number of spells equal to your Arcana Skill Modifier (to a minimum of 0). The spells memorized can be of any level between 0 and 9.
To memories a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memories the spell or exchange a spell that you memorized with a new spell. And the spell you are memorizing to must be from a creature that also memorized it, or scripture containing information on the spell, such as a scroll or spell book.
Preparing Spells
You are also capable of preparing a number of spells equal to either your Charisma Modifier or half your Sorcerer level, witch ever is higher.
To be able to prepare spells, you need a spellbook, or a object that serves the function of a spellbook, and the ability to read and write in one language. This will serves as your repertoire of magic, through 1 hour of reading with your spellbook you can change out one of your spells with another write in your book.
Spellbook RulesYour spellbook
The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from and how it can be used. To expand this knowledge you must seek out locations, people and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.
Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.
If you lose your spellbook. You are unable to prepare your spells, the spells you have prepared will be cast-able for the duration of 3 days. At the end of that time, any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.
If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep backup spellbook in a safe place.
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 sorcery potency + your Charisma modifier
Spell attack modifier = your sorcery potency + your Charisma modifier
Unlike other spellcasters, you have a innate ability to control your magic. While other casters has to rely on study, favor or their surrounding nature to master it, your innate magical talent determines how well you are able to use your magic, whether you add your sorce potency bonus to your ability modifier for Spell attacks and Spell saves.
Ritual Casting
You can cast a arcane spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Sorcerer 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, under Cantrips Known.
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.Origin | Source |
---|---|
Aberrant Mind | Tasha's Cauldron of Everything |
Clockwork Soul | Tasha's Cauldron of Everything |
Draconic Bloodline | Player's Handbook |
Divine Soul | Xanathar's Guide to Everything |
Shadow Magic | Xanathar's Guide to Everything |
Storm Sorcery | Sword Coast Adventurer's Guide Xanathar's Guide to Everything |
Wild Magic | Player's Handbook |
Wild Fire | Plane Shift: Kaladesh |
Giant Soul | Unearthed Arcana 50 - Giant Soul |
Phoenix Sorcery | Unearthed Arcana 28 - Sorcerer |
Sea Sorcery | Unearthed Arcana 28 - Sorcerer |
Stone Sorcery | Unearthed Arcana 28 - Sorcerer |
Blood Sorcery | RPathos |
Possessed Remnant | RPathos |
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.
- 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 |
Sense Magic
At 2nd level, your inherent power you are granted a ingrained sence towards anything magical. You know the spell Detect Magic and it doesn't count against the number of spells that you have memorized. You can optionally expend one sorcery point to cast the spell instead of a spell slot. When casting it this way, you don't needing any somatic or verbal components.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.
- 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 sorcerer 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.
- You allso ignore the effects of half- and three-quarters cover against targets 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.
- 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
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.
Magical Talent
At level 5, you unlock one new talent that allows you to excel in new ways. Choose one talent.