The most important question to consider when creating your sorcerer is the origin of your power. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.   QUICK BUILD
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.  

Sorcerer Table

 
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 --------- Spellcasting, Sorcerous Origins 4 2 2 ---- ---- ---- ---- ---- ---- ---- ----
2nd +2 2 Font of Magic 4 3 3 ---- ---- ---- ---- ---- ---- ---- ----
3rd +2 3 Metamagic 4 4 4 2 ---- ---- ---- ---- ---- ---- ----
4th +2 4 Ability Score Improvement, Sorcerous Versatility 5 5 4 3 ---- ---- ---- ---- ---- ---- ----
5th +3 5 Magical Guidance 5 6 4 3 2 ---- ---- ---- ---- ---- ----
6th +3 6 Sorcerous Origin Feature 5 7 4 3 3 ---- ---- ---- ---- ---- ----
7th +3 7 ------------------------------ 5 8 4 3 3 1 ---- ---- ---- ---- ----
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 ---- ---- ---- ---- ----
9th +4 9 ------------------------------ 5 10 4 3 3 3 1 ---- ---- ---- ----
10th +4 10 Metamagic 6 11 4 3 3 3 2 ---- ---- ---- ----
11th +4 11 ------------------------------ 6 12 4 3 3 3 2 1 ---- ---- ----
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 ---- ---- ----
13th +5 13 ------------------------------ 6 13 4 3 3 3 2 1 1 ---- ----
14th +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 ---- ----
15th +5 15 ------------------------------ 6 14 4 3 3 3 2 1 1 1 ----
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 ----
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 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 Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st    

Proficiencies

Armour: 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    

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. Below is a list of additional spells that a sorcerer can choose from, on top of the standard sorcerer spell list:

Cantrip (0 Level)
booming blade
green-flame blade
lightning lure
mind sliver
sword burst

1st Level
grease
Tasha's caustic brew

2nd Level
flame blade
flaming sphere
magic weapon
Tasha's mind whip

3rd Level
intellect fortress
vampiric touch

4th Level
fire shield

5th Level
Bigby's hand

6th Level
flesh to stone
Otiluke's freezing sphere
Tasha's otherworldly guise

7th Level
dream of the blue veil

8th Level
demiplane

9th Level
blade of disaster

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.    

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. You will find the different Origin options listed at the bottom of this article. 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 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.

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, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.    

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 Versatility

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
   

Magical Guidance

When you reach 5th level, you can tap into your inner wellspring of magic to try and 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.    

Sorcerous Restoration

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

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Many variations exist, spanning from draconic bloodlines, to the lawful clockwork souls of Mechanus, to the seeping chaos of shadow magic. Choose your origin from the options below.