Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | -- | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | 4 | New Feat | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | 5 | -- | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
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 Level | Spells |
---|
1st | Arms 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.
Affinity | Spell |
---|
Good | cure wounds |
Evil | inflict wounds |
Law | bless |
Chaos | bane |
Neutrality | protection 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.
Dragon | Damage Type |
---|
Cobalt | Cold |
Copper | Acid |
Gold | Fire |
Iron | Lightning |
Mercury | Poison |
Mithril | Radiant |
Orium | Acid |
Silver | Cold |
Steel | Force |
Dragon | Damage Type |
---|
Black | Acid |
Blue | Lightning |
Brown | Bludgeoning |
Green | Poison |
Grey | Acid |
Orange | Fire |
Pink | Thunder |
Purple | Psychic |
Red | Fire |
Teal | Radiant |
White | Cold |
Yellow | Necrotic |
Adamantine | Thunder |
Brass | Fire |
Bronze | Lightning |
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 Level | Spells |
---|
1st | Arms of Hadar, Dissonant Whispers |
3rd | Calm 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
Sorcerer Leveling Chart
Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | -- | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | 4 | New Feat | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | 5 | -- | 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 |
New Feat | 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 | New Feat | 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 | - | - |
16th | +5 | 16 | New Feat | 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 | New Feat | 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 |
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