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Sorcerer

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
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting 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
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

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 sorcerer 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 (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
class features:

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.   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.   Any spell slot you create with this feature vanishes when you finish 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.

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 option on a spell when you cast it, unless otherwise noted.

Magical Guidance

At 5th level, 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

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Sorcerous Restoration

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

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.  

Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Blood Sorcery

The process of creating a blood sorcerer is to meld the weave into the blood of a living creature at birth. Thus, most practitioners of blood sorcery are created through experimentation or through accident. These sorcerers very bloodstream is teaming with magic allowing them to solidify their blood and wield it as a weapon.

Clockwork Soul

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Deathseer

You’ve been to the afterlife and come back to tell the tale. Whether due to magic, miracles, dark experiments, a last-minute recovery, or the will of a higher power, you rose again from your own death. And when you returned, a new power came with you. You can see into the realm of the dead and draw both knowledge and might from the spirits there. In the mortal world, you have a growing sense for the approach of death, allowing you intervene and save those who deserve saving…or hasten the demise of those who don’t.

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Fey Soul

Your magic comes directly from the plane of fey. Sometimes called mesmers, many with this power pride themselves as masterful bewitchers and illusionists. Your magic probably stems from a powerful fey ancestry or forgotten lineage, but it’s also possible that it came to you by the will of an archfey or the fey plane itself. Many elves who come into this power become archfeys themselves over time.

Fiendish Bloodline

Your innate magic comes from a bloodline tainted by fiendish influence of the lower planes. How directly this blood is inherited varies widely, perhaps your lineage includes a Warlock that has made some infernal pact, or you may even have a fiend in your family tree somewhere. Such blood lines can express themselves more strongly throughout generations in unpredictable ways. Sometimes it is merely the product of some sort of corruption, perhaps before you were even born.   Most often seen in races that have obvious fiendish heritage, such as tieflings, but it is not inherently tied to them.

Forgeheart

Bearing in place of a heart, a burning pinprick that embodies fire and steel, magic that answers the call and forges air into blazing blades and impenetrable armor.
Forgehearts are descendants of great blacksmiths and makers of old. The taint of metal and soot blackens their hearts, swords and spears dance to the beat of the warsmith's hammer in their grasp.

Kaiju Heritage

Long ago, gigantic creatures ruled Dicathia. These titanic creatures destroyed and rampaged as they pleased before they were sealed away from the Material Plane by the ancient arch-wizards of old. These gods of destruction seek to come back into the Material Plane by any means necessary. Through small rips in space time, the Kaiju empower specific people with their magic. Those who find themselves endowed with this primal power must make the choice to either aid or thwart these monsters to return to the Material Plane.

Lunar Sorcery

You or someone from your lineage has been exposed to the concentrated magic of the moons of Dicathia, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells, perhaps making your pupils glow with the color of one of the three moons, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Metallic Soul

Your magic draws upon the magical metals that litter the various planes, such as the Outer Plane of Mechanus. Alternatively, you may have been a child of artificers and guild artisans, whose work with precious magic metals, like adamantine, expose themselves to its latent magical energy and eventually pass it onto you.

Nature Soul

Your soul is empowered by the magic which weaves through nature’s majesty. You might trace your lineage to an ancient green dragon, a mysterious guardian of a woodland-covered plane, or perhaps your ancestors were revered druids empowered by the primal forces of the earth. Regardless of your heritage, your innate ties to the natural world run deep. This profound connection to the natural order infuses your being with primal energy, allowing you to unlock the bestial power coursing through your veins.

Phoenix Spark

Your bloodline carries a spark of the eternal flame. Some say the flames of a phoenix are the origin of all of life, and these sparks are fragments of some primordial origin, but many dismiss such mythological sources, explaining these sparks as ancient blessings, motes of power caught within the soul, remnants of some ancestor being healed by powers of a phoenix.   Whatever their origin, they grant a powerful duality of life and destruction in equal measure, flames that cauterize the world.

Prismatic Sorcerer

You are of an arcane bloodline, blessed by a good celestial, native to a plane of light. You have the power of light coursing through your veins as a result. When you want, you can shine bright with the purest light of varying colors.   Each color has a different meaning and offers a different blessing; all aimed at turning you into a potent agent of good to be feared and respected.

Scorching Soul

You are a creature born of superheated smoke and flames. You may trace your lineage to a powerful demon of hellfire and brimstone, or perhaps you were exposed to the burning magic of a distant plane. Your sorcerous origin allows you to call upon the heat within to conjure walls of flame, exhale breaths of smoldering air, and take on a form of blistering smoke. The burning magic within your soul has caused you to take on physical manifestations of the roiling heat contained within. The spark of smoke and flame which empowers you is always fighting to explode in a burst of blazing heat.

Sea Soul

Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

Sovereign Soul

The blood of old royal blood lines course through your veins, its righteous rule makes you an exemplar of your lineage. Bound for greatness and leadership beyond any doubt. Your virtuous birthright has gifted you with the power of kings and queens, emperors and empresses of old who themselves received heavenly blessings to rule their dominions.

Spellslinger

Some creatures are born with an innate connection to the Weave and can use their own bodies as a spellcasting focus. These sorcerers often find their abilities well suited to life in the wild frontier or as clandestine agents for powerful organizations.

Star Touched

By either an ancient ritual, or a birthright passed down through generations, you are able to use magic that reflects the power of stars. This magic, both old and powerful, can shape worlds or destroy them, and lets you shine the light from above down onto those who would face you.

Stoneheart

Stone sorcerers are innately connected to the earth and possess a natural affinity for combat. A blade feels like a natural extension of their body, and such sorcerers have a knack for wielding both shields and weapons. Entering the fray while wielding powerful natural magic, they are bulwarks of elemental power.

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the unending storms of the Gray Sea, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Treasure Bound

One of your ancestors left behind a vast fortune, stowed away in some hidden corner of the world, and protected it from would-be thieves and treasure hunters through layer upon layer of wards and curses. The magic of your ancestor’s treasure has seeped into your bloodline, manifesting itself within you as arcane power that shimmers like gold, both a blessing and a curse.

Wild Magic

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Created by

That.One.Guy.

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