Class Features
Level 1 (Sorcerer)
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.
Sorcerous Origin: Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. (Summoner)
Flow of the Body: You gain access to these spells at each sorcerer level, and do not count towards your spell known.
Sorcerer Level |
Spells |
---|
1 |
Bless |
3 |
Mirror Image |
5 |
Revivify |
7 |
Dimension Door |
9 |
Mass Cure Wounds |
Summoner's Might: As an action you can select points within 30ft of you and summon allies to aid you. The form of these allies are up to the summoner, their damage type of the summons (cannot make multiple types of damage) are chosen by the summoner on creation and cannot be changed until a long rest. The control time for a summon is 1 minute or until it is reduced to 0 hit points.
As a bonus action, you can mentally command any creature you conjured if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Size |
HP |
AC |
Attack |
Str |
Dex |
---|
Tiny |
20 |
18 |
+8 to hit, 1d4 + 4 damage |
4 |
18 |
Small |
25 |
16 |
+6 to hit, 1d8 + 2 damage |
6 |
14 |
Medium |
40 |
13 |
+5 to hit, 2d6 + 1 damage |
10 |
12 |
Large |
50 |
10 |
+6 to hit, 2d10 + 2 damage |
14 |
10 |
Huge |
80 |
10 |
+8 to hit, 2d12 + 4 damage |
18 |
6 |
A conjured creature is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the creature lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the creature drops to 0 hit points, it goes unconscious for 1 minute before disappearing.
Once per long rest, you can conjure a Tiny summon without the use of a sorcery point.
You can conjure a max amount of creatures equal to your max amount of sorcery points. Tiny & Small count as one sorcery point, Medium count as two sorcery points, Large count as four sorcery points, Huge count as eight sorcery points.
Level 2 (Sorcerer)
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 one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.
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.
Level 2 (Sorcerer)
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. (Empowered, Heightened)
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.
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.
Level 4 (Sorcerer)
Ability Score Improvement: +2 CHA
Feat: Lucky
Level 5 (Sorcerer)
Magical Guidance: You can tap into your inner wellspring of magic to try to 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.