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Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st

Proficiences

Armor: None
Weapons: daggers, darts, slings, quarterstaves, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Overview & Creation

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5 +3 5 - 5 6 4 3 2 - - - - - -
6 +3 6 Sorcerous Origin Feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

 


Class Features

Sorcerous Origin

  Choose a sorcerous Origin, which describes the source of your innate magical power, such as Draconic Bloodline.   Your choice grants you features when you choose it at 1st Level and again at 6th, 14th, and 18th level.  

Origin Spells

  Each Sorcerous Origin has a list of spells-its origin spells-that you gain at the Sorcerer levels noted in the origin description. Once you gain an origin spell, you know that spell, and it doesn't count against the number of Spells you know as indicated in the Sorcerer class table.   If you have an origin spell that doesn't appear on the Sorcerer spell list, the spell is nonetheless a Sorcerer spell for you.  

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.  

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.  

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 is.  

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.  

Sorcerous Restoration

  At 20th level, you regain 4 expended sorcery points whenever you finish a Short Rest.


Starting Equipment

You start with the following items, plus anything provided 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

Cantrips

  At 1st Level, you know four Cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 4th Level and another at 10th level.    

Spell Slots

  The Sorcerer table shows how many Spell Slots you have to cast your 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.   You learn an additional Sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 as a Spellcasting focus for your Sorcerer Spells.


Subclass Options


Moonborn Magic

  Your innate magic comes from your relation to the patchwork moon. Its is the gift that grants magic to all of our plane, but you were born under special circumstances. Perhaps you were born under the first moon over a hundred years ago. Maybe your ancestors were. Perhaps born upon a layline. The circumstances can vary but you are born of the new world's moon and magic flows through your veins.  

Lunar Affinity

  At 1st Level, you choose the moon phase that you were born under. The element and damage type associated with your phase are used by features you gain later.   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, Sylvan, and Terran. In addition, you always know the phase of the moon.
Moon Phase Element Damage Type
Waxing Crescent Wood Poison
Waxing Gibbous Earth Bludgeoning
Full Fire Fire
Waning Gibbous Air Lightning
Waning Crescent Water Cold

Origin Spells

Sorcerer Level General Wood Earth Fire Air Water
1st Detect Magic Entangle Earth Tremor Burning Hands Catapult Ice Knife
3rd Moonbeam Barkskin Earthen Grasp Flaming Sphere Gust of Wind Snowball Storm
5th Dispel Magic Speak with Plants Erupting Earth Fireball Wind Wall Tidal Wave
7th Elemental Bane Freedom of Movement Stone Shape Wall of Fire Storm Sphere Control Water
9th Circle of Power Tree Stride Wall of Stone Immolation Control Winds Maelstrom

Elemental Attunement

  At first level, whenever you cast a spell of 1st level or higher that deals the damage type associated with your Lunar Affinity you gain temporary HP equal to half your Sorcerer level (minimum 1.) This temporary hp lasts for one hour. In addition, the next creature to hit you with a melee attack before you have lost all this temporary hp takes damage equal to half your Sorcerer level (minimum 1.) This damage is of the type associated with your Lunar Affinity.  

Lunar Empowerment

  Starting at 6th level, you gain resistance to the damage type associated with your Lunar Affinity.   When you would normally take damage of the type that matches your Lunar Affinity that did not come from a spell you cast (even if you take no damage due to immunity or a successful save, but not due to a missed attack roll,) you may use your reaction to gain a number of sorcery points equal to the level of the spell that caused the damage. If the cause of the damage is not a spell or is a cantrip, gain 1 sorcery point. You can use this ability once and regain the ability after completing a short or long rest.  

Elemental Investiture

  At 14th level, you gain an ability depending on your chosen Lunar Affinity.
Element Ability
Wood +10 feet land speed. Climb speed equal to land speed. Ignore difficult terrain.
Earth Immune to all forced movement and being made prone.
Fire +20 feet land speed. Does not trigger opportunity attacks.
Air 20 fly speed. Can hold breath indefinitely.
Water 40 swim speed. Can breathe water and air. Resistance to acid.

Moon's Focus

  Beginning at 18th level, you gain immunity to the damage type associated with your Lunar Affinity.   You also gain the ability to maintain concentration on two spells at the same time. If you would lose concentration on one of them for any reason other than casting another concentration spell to replace one of them, you lose concentration on both spells. If the moon phase matches the phase of your Lunar Affinity you can spend a sorcery point as a reaction when you would lose concentration for any reason other than casting a new concentration spell. If you do so you do not lose concentration.     ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  

Divine Soul

  Use all features of the Divine Soul as presented in Xanathar's Guide to Everything. In addition the origin spells are used as follows.
Sorcerer Level Spells
1st Detect Magic, Shield of Faith
3rd Augury, Lesser Restoration
5th Daylight, Spirit Guardians
7th Banishment, Death Ward
9th Greater Restoration, Mass Cure Wounds
      ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  

Draconic Bloodline

  Use all features of the Draconic Bloodline as presented in the Player's Handbook or SRD. In addition the origin spells are used as follows.
Sorcerer Level Spells
1st Cause Fear, Detect Magic
3rd Dragon's Breath*, Enthrall
5th Fear, Protection from Energy
7th Fabricate, Stoneskin
9th Dominate Person, Hold Monster
  * Unless you gain this spell from another source, damage dealt by this spell matches the damage type associated with your draconic heritage.     ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  

Shadow Magic

  Use all features of the Shadow Magic as presented in Xanathar's Guide to Everything. In addition the origin spells are used as follows.
Sorcerer Level Spells
1st Silent Image, Sleep
3rd Misty Step, Shadow Blade
5th Fear, Nondetection
7th Arcane Eye, Greater Invisiblity
9th Dream, Mislead
      ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  

Storm Sorcery

  Use all features of Storm Sorcery as presented in Xanathar's Guide to Everything. In addition the origin spells are used as follows.
Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Warding Wind
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Conjure Elemental*, Control Winds
  *Unless you gain this spell from another source, you can summon only air or water elementals with it.     ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  

Wild Magic

  Use all features of Wild Magic as presented in the Player's Handbook. In addition the origin spells are used as follows.
Sorcerer Level Spells
1st Chaos Bolt, Hideous Laughter
3rd Crown of Madness, Mirror Image
5th Blink, Hypnotic Pattern
7th Confusion, Polymorph
9th Animate Objects, Mislead


Created by

Chronos of Allindarri.

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