Leveling Guide: Sorcerer Level 1-5

LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2--Spellcasting, Sorcerous Origin422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24New Feat5543-------
5th+35--56432------

1st Level

1st Level Sorcerer

  • Initial HP = 6 + Constitution (CON) Modifier
  • Weapon Proficiency: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
  • One (1) 1d6 Hit Die
  • +2 Proficiency Bonus
  • Proficiency Bonus added to CON and CHA saving throws
  • Choice of Proficiency Bonus to Arcana, Deception, Insight, Intimidation, Persuasion, and Religion (Choose two)
  • Four (4) Cantrips from the Sorcerer spell list
  • Two (2) 1st level spells from the Sorcerer spell list
  • Two (2) 1st level spell slots
  • Spellcasting Ability (CHA)
  • Sorcerous Origin (with Origin Feature)
  • 2nd Level

    2nd Level Sorcerer

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • One (1) additional 1st level spell from the Sorcerer spell list
  • One (1) additional 1st level spell slot
  • Font of Magic (Flexible Casting and Two (2) Sorcery Points)
  • 3rd Level

    3rd Level Sorcerer

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • One (1) additional 1st level spell slot
  • Two (2) new 2nd level spell slots/access to 2nd level Sorcerer spells
  • One (1) additional 1st-2nd level spell from the Sorcerer spell list
  • One (1) additional Sorcery Point
  • Metamagic (Choose 2 Metamagic effects)
  • 4th Level

    4th Level Sorcerer

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • One (1) additional Cantrip from the Sorcerer spell list
  • One (1) additional 2nd level spell slot
  • One (1) additional 1st-2nd level spell from the Sorcerer spell list
  • One (1) additional Sorcery Point
  • New Feat
  • 5th Level

    5th Level Sorcerer

  • Max HP increase. Add 1d6 + CON Modifier to the current total Max HP
  • One (1) additional 1d6 Hit Die
  • Two (2) new 3rd level spell slots/access to 3rd level Sorcerer spells
  • One (1) additional 1st-3rd level spell from the Sorcerer spell list
  • One (1) additional Sorcery Point
  • Proficiency Bonus is increased by 1

  • 1st Level

    Spellcasting

    Cantrips
    You can learn four cantrips from the Sorcerers Spell List.
    Spells Known
    You can learn two 1st Level Spells from the Sorcerers Spell List.
    Spell Slots
    You can cast two 1st Level Spells you know between Long Rests.
    Spellcasting Ability
    Charisma is your spellcasting ability for your sorcerer spells. 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 as a spellcasting focus for your sorcerer spells.

    Sorcerous Origins

    Aberrant Mind

    Invasive Thoughts

    You gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

    Psionic Spells

    You learn additional spells when you reach certain levels in this class. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
    Sorcerer LevelSpells
    1stArms of Hadar, Dissonant Whispers

    Warped Being

    Your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.

    Divine Soul

    Divine Magic

    Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
    AffinitySpell
    Goodcure wounds
    Evilinflict wounds
    Lawbless
    Chaosbane
    Neutralityprotection from evil and good

    Favored by the Gods

    If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

    Draconic Bloodline

    Dragon Ancestor

    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

    Draconic Resilience

    Your hit point maximum increases by 1, and parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
    DragonDamage Type
    CobaltCold
    CopperAcid
    GoldFire
    IronLightning
    MercuryPoison
    MithrilRadiant
    OriumAcid
    SilverCold
    SteelForce
    DragonDamage Type
    BlackAcid
    BlueLightning
    BrownBludgeoning
    GreenPoison
    GreyAcid
    OrangeFire
    PinkThunder
    PurplePsychic
    RedFire
    TealRadiant
    WhiteCold
    YellowNecrotic
    AdamantineThunder
    BrassFire
    BronzeLightning

    Shadow Magic

    Eyes of the Dark

    You have darkvision with a range of 120 feet.

    Strength of the Grave

    When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

    Storm Sorcery

    Wind Speaker

    You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

    Tempestuous Magic

    You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

    Wild Magic

    Wild Magic Surge

    Your spellcasting can unleash surges of untamed magic. Once per turn, you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, The DM will roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. The threshold for a Wild Magic Surge to occur increases by 1 each time you succeed against it, resetting to 1 after a short or long rest.

    Tides of Chaos

    You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Using Tides of Chaos adds an additional count to your successes against Wild Magic Surges, adding 1 to the threshold.



    2nd Level

    Spellcasting

    Spells Known
    You can know three 1st Level Spells from the Sorcerers Spell List.
    Spell Slots
    You can cast three 1st Level Spells you know between Long Rests.
    Font of Magic
    You have 2 sorcery Points between long rests. You can turn sorcery points into a spell slot with a bonus action. The additional slot vanishes after you finish a long rests. You can use 2 points to make a 1st level spell slot. You can also reverse this, and use a bonus action to turn a 1st level spell slot into 2 sorcery points.

    Sorcerous Origins

    Draconic Bloodline

    Draconic Resilience

    Your hit point maximum increases by 1 again.



    3rd Level

    Spellcasting

    Spells Known
    You can know four Spells from the Sorcerers Spell List, two of which can be 2nd level spells.
    Spell Slots
    You can cast four 1st Level Spells, and two 2nd Level Spells you know between Long Rests.
    Font of Magic
    You have 3 sorcery Points between Long rests. You can now also convert 3 points into a 2nd level spell slot, as well as convert 2nd level spell slots into 3 sorcery points.

    Metamagic

    You can learn 2 of the the following Metamagic options to add effects to your spells. 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.
    SUBTLE SPELL
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
    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.

    Sorcerous Origins

    Aberrant Mind

    Psionic Spells

    Sorcerer LevelSpells
    1stArms of Hadar, Dissonant Whispers
    3rdCalm Emotions, Detect Thoughts

    Draconic Bloodline

    Draconic Resilience

    Your hit point maximum increases by 1 again.

    Shadow Magic

    Eyes of the Dark

    You learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.



    4th Level

    Spellcasting

    Cantrips
    You can now learn up to 5 Cantrips total.
    Spells Known
    You can know five Spells from the Sorcerers Spell List, three of which can be 2nd level spells.
    Spell Slots
    You can cast four 1st Level Spells, and three 2nd Level Spells you know between Long Rests.
    Sorcery Points
    You have 4 sorcery Points between Long rests.

    New Feat

    Select a feature you meet the prerequisite for from the list Linked Here.

    Sorcerous Origins

    Draconic Bloodline

    Draconic Resilience

    Your hit point maximum increases by 1 again.



    5th Level

    Spellcasting

    Spells Known
    You can know six Spells from the Sorcerers Spell List, three of which can be 2nd level spells, and two can be 3rd Level Spells.
    Spell Slots
    You can cast four 1st Level Spells, three 2nd Level Spells, and two 3rd Level Spells you know between Long Rests.
    Sorcery Points
    You have 5 sorcery Points between long rests. You can also now convert 5 sorcery points into a 3rd level spell slot, or a third level spell slot into 5 sorcery points.

    Sorcerous Origins

    Draconic Bloodline

    Draconic Resilience

    Your hit point maximum increases by 1 again.

    Wild Magic

    Wild Magic Surge

    You can now choose to resist a wild magic surge when you fail against it, once between Long rests. Doing so adds 3 to your threshold for the next roll though.


    Sorcerers Spell List

    Cantrips

    • Acid Splash
    • Blade Ward
    • Booming Blade
    • Create Bonfire
    • Dancing Lights
    • Fire Bolt
    • Friends
    • Frostbite
    • Green Flame Blade
    • Gust
    • Infestation
    • Light
    • Lightning Lure
    • Mage Hand
    • Mending
    • Message
    • Mind Sliver
    • Minor Illusion
    • Mold Earth
    • Poison Spray
    • Prestidigitation
    • Ray of Frost
    • Shape Water
    • Shocking Grasp
    • Sword Burst
    • Thunderclap
    • True Strike

    1st Level

    • Absorb Elements
    • Burning Hands
    • Catapult
    • Chaos Bolt
    • Charm Person
    • Chromatic Orb
    • Color Spray
    • Comprehend Languages
    • Detect Magic
    • Disguise Self
    • Earth Tremor
    • Expeditious Retreat
    • False Life
    • Feather Fall
    • Fog Cloud
    • Grease
    • Ice Knife
    • Jump
    • Mage Armor
    • Magic Missile
    • Ray of Sickness
    • Shield
    • Silent Image
    • Sleep
    • Tasha's Caustic Brew
    • Thunderwave
    • Witch Bolt

    2nd Level

    • Aganazzar's Scorcher
    • Alter Self
    • Blindness/Deafness
    • Blur
    • Cloud of Daggers
    • Crown of Madness
    • Darkness
    • Darkvision
    • Detect Thoughts
    • Dragon's Breath
    • Dust Devil
    • Earthbind
    • Enhance Ability
    • Enlarge/Reduce
    • Flame Blade
    • Flaming Sphere
    • Gust of Wind
    • Hold Person
    • Invisibility
    • Knock
    • Levitate
    • Magic Weapon
    • Maximillan's Earthen Grasp
    • Mind Spike
    • Mirror Image
    • Misty Step
    • Phantasmal Force
    • Pyrotechnics
    • Scorching Ray
    • See Invisibility
    • Shadow Blade
    • Shatter
    • Snilloc's Snowball Swarm
    • Spider Climb
    • Suggestion
    • Tasha's Mind Whip
    • Warding Wind

    3rd Level

    • Blink
    • Catnap
    • Clairvoyance
    • Counterspell
    • Daylight
    • Dispel Magic
    • Enemies Abound
    • Erupting Earth
    • Fear
    • Fireball
    • Flame Arrows
    • Fly
    • Gaseous Form
    • Haste
    • Hypnotic Pattern
    • Intellect Fortress
    • Lightning Bolt
    • Major Image
    • Melf's Minute Meteor's
    • Protection from Energy
    • Sleet Storm
    • Slow
    • Stinking Cloud
    • Thunder Step
    • Tongues
    • Vampiric Touch
    • Wall of Water
    • Water Breathing
    • Water Walk

    4th Level

    • Banishment
    • Blight
    • Charm Monster
    • Confusion
    • Dimension Door
    • Dominate Beast
    • Fire Shield
    • Greater Invisibility
    • Ice Storm
    • Polymorph
    • Sickening Radiance
    • Stoneskin
    • Storm Sphere
    • Vitriolic Sphere
    • Wall of Fire
    • Watery Sphere

    5th Level

    • Animate Objects
    • Bigby's Hand
    • Cloudkill
    • Cone of Cold
    • Creation
    • Dominate Person
    • Enervation
    • Far Step
    • Hold Monster
    • Immolation
    • Insect Plague
    • Seeming
    • Skill Empowerment
    • Synaptic Static
    • Telekinesis
    • Teleportation Circle
    • Wall of Light
    • Wall of Stone

    6th Level

    • Arcane Gate
    • Chain Lightning
    • Circle of Death
    • Disintegrate
    • Eyebite
    • Flesh to Stone
    • Globe of Invulnerability
    • Investiture of Ice
    • Investiture of Stone
    • Investiture of Wind
    • Mass suggestion
    • Mental Prison
    • Move Earth
    • Otiluke's Freezing Sphere
    • Scatter
    • Sunbeam
    • Tasha's Otherworldly Guise
    • True Seeing

    7th Level

    • Crown of Stars
    • Delayed Blast Fireball
    • Dream of the Blue Veil
    • Etherealness
    • Finger of Death
    • Fire Storm
    • Plane Shift
    • Power Word: Pain
    • Prismatic Spray
    • Reverse Gravity
    • Teleport

    8th Level

    • Abi-Dalzim's Horrid Wilting
    • Demiplane
    • Dominate Monster
    • Earthquake
    • Incendiary Cloud
    • Power Word: Stun
    • Sunburst

    9th Level

    • Blade of Disaster
    • Gate
    • Mass Polymorph
    • Meteor Swarm
    • Power Word: Kill
    • Psychic Scream
    • Time Stop
    • Wish

    Sorcerer Leveling Chart


    LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
    1st+2--Spellcasting, Sorcerous Origin422--------
    2nd+22Font of Magic433--------
    3rd+23Metamagic4442-------
    4th+24New Feat5543-------
    5th+35--56432------
    6th+36Sorcerous Origin Feature57433------
    7th+37--584331-----
    8th+38 New Feat594332-----
    9th+49--51043331----
    10th+410Metamagic61143332----
    11th+411--612433321---
    12th+412New Feat612433321---
    13th+513--6134333211--
    14th+514Sorcerous Origin Feature6134333211--
    15th+515--6144333211--
    16th+516New Feat61443332111-
    17th+617Metamagic615433321111
    18th+618Sorcerous Origin Feature615433331111
    19th+619New Feat615433332111
    20th+620Sorcerous Restoration615433332211

    Comments

    Please Login in order to comment!