Sorcerer Class Overview
Core Sorcerer Traits
| Trait | Description |
|---|---|
| Primary Ability | Charisma |
| Hit Point Die | D6 per Sorcerer level |
| Saving Throw Proficiencies | Constitution and Charisma |
| Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Armor Training | None |
| Starting Equipment | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP |
Becoming a Sorcerer
As a Level 1 Character
- Gain all the traits in the Core Sorcerer Traits table.
- Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character
- Gain the Hit Point Die from the Core Sorcerer Traits table.
- Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots.
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Sorcerer Features
| Level | Class Features | Proficiency Bonus | Sorcery Points | Prepared Spells | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | Spellcasting, Innate Sorcery | +2 | — | 4 | 2 | 2 | — | — | — | — | — | — | — | |
| 2 | Font of Magic, Metamagic | +2 | 2 | 4 | 4 | 3 | — | — | — | — | — | — | — | |
| 3 | Sorcerer Subclass | +2 | 3 | 4 | 6 | 4 | 2 | — | — | — | — | — | — | |
| 4 | Ability Score Improvement | +2 | 4 | 5 | 7 | 4 | 3 | — | — | — | — | — | — | |
| 5 | Sorcerous Restoration | +3 | 5 | 5 | 9 | 4 | 3 | 2 | — | — | — | — | — | |
| 6 | Subclass Feature | +3 | 6 | 5 | 10 | 4 | 3 | 3 | — | — | — | — | — | |
| 7 | Sorcery Incarnate | +3 | 7 | 5 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | |
| 8 | Ability Score Improvement | +3 | 8 | 5 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | |
| 9 | — | +4 | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | |
| 10 | Metamagic | +4 | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | |
| 11 | — | +4 | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | |
| 12 | Ability Score Improvement | +4 | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | |
| 13 | — | +5 | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | |
| 14 | Subclass Feature | +5 | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | |
| 15 | — | +5 | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
| 16 | Ability Score Improvement | +5 | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
| 17 | Metamagic | +6 | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | Subclass Feature | +6 | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | Epic Boon | +6 | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | Arcane Apotheosis | +6 | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
Drawing from your innate magic, you can cast spells. See “Spells” 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 available 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 matches the table. Chosen spells must be of a level for which you have spell slots. If another Sorcerer feature gives you spells that are always prepared, those spells don’t count against this number but count as Sorcerer spells.
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
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
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. 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 and other features that require them.
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. 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.
| 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
You gain two Metamagic options of your choice from the “Metamagic Options” section. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points it costs. Only one Metamagic option can be applied per spell unless otherwise specified.
Whenever you gain a Sorcerer level, you can replace one Metamagic option with another you don’t know. You gain two more options at levels 10 and 17.
Level 3: Sorcerer Subclass
You gain a Sorcerer subclass of your choice. Subclasses grant features at certain Sorcerer levels, and you gain all features of your subclass that are of your level or lower.
Level 4, 8, 12, 16: Ability Score Improvement
Gain the Ability Score Improvement feat (see “Feats”) or another feat for which you qualify.
Level 5: Sorcerous Restoration
After a Short Rest, you can regain expended Sorcery Points, up to half your Sorcerer level (rounded down). You can only do this once per Long Rest.
Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it by spending 2 Sorcery Points as a Bonus Action. While active, you can use up to two Metamagic options on each spell.
Level 19: Epic Boon
Gain an Epic Boon feat or another feat for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Arcane Apotheosis
While Innate Sorcery is active, you can use one Metamagic option per turn without spending Sorcery Points.
Metamagic Options
| Option | Cost | Description |
|---|---|---|
| Careful Spell | 1 SP | Protect some creatures from a spell’s full effect. Choose up to your Charisma modifier creatures; they automatically succeed on saving throws against the spell. |
| Distant Spell | 1 SP | Double a spell’s range if at least 5 feet, or make a Touch spell range 30 feet. |
| Empowered Spell | 1 SP | Reroll a number of damage dice up to Charisma modifier (minimum 1). Must use new rolls. |
| Extended Spell | 1 SP | Double the duration of a spell of 1 minute or longer, up to 24 hours. Advantage on Concentration checks. |
| Heightened Spell | 2 SP | Give one target Disadvantage on a saving throw for a spell that forces one. |
| Quickened Spell | 2 SP | Change a spell’s casting time from Action to Bonus Action. Cannot cast another spell this turn. |
| Seeking Spell | 1 SP | Reroll an attack roll for a spell if you miss. Must use the new roll. |
| Subtle Spell | 1 SP | Cast a spell without Verbal, Somatic, or Material components (unless consumed or costly). |
| Transmuted Spell | 1 SP | Change a spell’s damage type to Acid, Cold, Fire, Lightning, Poison, or Thunder. |
| Twinned Spell | 1 SP | Target an additional creature with a spell that can normally be cast on multiple targets. |
