Sorcerer
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
Armor: 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 120 gp, in addition to the equipment granted by your background. The following are good starting items for sorcerers:
- A light crossbow and 20 bolts or any simple weapon
- A component pouch or an arcane focus
- A dungeoneer's pack or an explorer's pack
- Two daggers
Level | Features | Innovations Known | Cantrips Known | Spells Known | Mana Pool | Max Spell Level |
---|---|---|---|---|---|---|
1st | Spellcasting, Sorcerous Origin | — | 4 | 2 | 4 | 1st |
2nd | Font of Magic, Manifestation | — | 4 | 3 | 8 | 1st |
3rd | Metamagic | — | 4 | 4 | 17 | 2nd |
4th | Ability Score Improvement, Arcane Innovations | 1 | 5 | 5 | 21 | 2nd |
5th | Magical Guidance | 2 | 5 | 6 | 32 | 3rd |
6th | Sorcerer Origin feature | 2 | 5 | 7 | 38 | 3rd |
7th | Arcane Refinement, Minor Metamagic | 2 | 5 | 8 | 45 | 4th |
8th | Ability Score Improvement | 2 | 5 | 9 | 52 | 4th |
9th | Rapturous Presence | 3 | 5 | 10 | 66 | 5th |
10th | Moderate Metamagic | 3 | 6 | 11 | 74 | 5th |
11th | Evolving Manifestation | 3 | 6 | 12 | 84 | 6th |
12th | Ability Score Improvement | 3 | 6 | 12 | 85 | 6th |
13th | Minor Metamagic | 4 | 6 | 13 | 96 | 7th |
14th | Sorcerous Origin feature | 4 | 6 | 13 | 97 | 7th |
15th | Moderate Metamagic | 4 | 6 | 14 | 109 | 8th |
16th | Ability Score Improvement | 4 | 6 | 14 | 110 | 8th |
17th | Major Metamagic | 5 | 6 | 15 | 124 | 9th |
18th | Sorcerous Origin feature | 5 | 6 | 15 | 132 | 9th |
19th | Ability Score Improvement, Minor Metamagic | 5 | 6 | 16 | 142 | 9th |
20th | Cyclical Casting | 5 | 6 | 16 | 153 | 9th |
Level | Features | Innovations Known | Cantrips Known | Spells Known | Mana Pool | Max Spell Level |
---|---|---|---|---|---|---|
21st | 6 | 6 | 17 | 163 | 9th | |
22nd | 6 | 6 | 17 | 164 | 9th | |
23rd | 6 | 6 | 18 | 175 | 9th | |
24th | 6 | 6 | 18 | 176 | 9th | |
25th | 7 | 6 | 19 | 188 | 9th | |
26th | 7 | 7 | 19 | 189 | 9th | |
27th | 7 | 7 | 20 | 203 | 9th | |
28th | 7 | 7 | 20 | 218 | 10th | |
29th | 8 | 7 | 21 | 234 | 11th | |
30th | 8 | 7 | 21 | 252 | 12th |
Spellcasting
1st-level Sorcerer feature
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.
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.
Mana
The Sorcerer table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.
Spells Known and Reserved
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 can cast.
You can keep an additional number of spells equal to your Sorcerer level + your Intelligence modifier as reserved spells. These spells are ones you are familiar with, but cannot readily cast. Whenever you finish a long rest, you can choose one known spell from this class and replace it with one of your reserved spells, provided they are of the same spell level and are both on the Sorcerer spell list. The reserved spell becomes a known spell, and the known spell is added to your reserved spells.
As a part of a long rest, you can try to familiarize yourself with a spell on the Sorcerer spell list if it is of a spell level you can cast and you saw a creature cast it since your last long rest, if you use a magic item which can cast the spell, or if you can be taught by a creature with the spell known or prepared. You must succeed on an Arcana check using your spellcasting ability modifier with a DC equal to 15 + the spell's level to add the spell to your reserved spells.
If you would reserve a spell, and are already at your maximum number of spells you can have reserved, you must replace one of your existing reserved spells.
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 can cast. You may add the spell you replaced to your reserved spells.
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.
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Sorcerer Spells.
Sorcerous Origin
1st-level Sorcerer feature
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Aberrant Sorcery | Few origin spells changed |
Arcane Sorcery | Homebrew |
Clockwork Sorcery | Few origin spells changed, new feature |
Divine Sorcery | Origin spells, slightly altered |
Draconic Sorcery | Reworked |
Giant Sorcery | |
Lunar Sorcery | Altered |
Phoenix Sorcery | Altered |
Rune Sorcery | Altered |
Sea Sorcery | Reworked |
Shadow Sorcery | Origin spells, slightly altered |
Stone Sorcery | Reworked |
Storm Sorcery | Origin spells, slightly altered |
Wild Sorcery | Origin spells, slightly altered |
Font of Magic
2nd-level Sorcerer feature
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by mana, which allow you to create a variety of magical effects.
You gain additional mana equal to your Sorcerer levels (reflected in the mana pool column of the Sorcerer table.)
Additionally, you gain the ability to spend your mana to fuel special abilities, such as Metamagic, abilities granted by your sorcerer Bloodline, or the ones below.
As an action, you can touch one nonmagical weapon and spend 2 mana to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
As an action, you can spend mana up to your Sorcerer levels and roll a d4 for each mana spent. You gain a number of temporary hit points equal to the total.
Manifestation
2nd-level Sorcerer feature
At 2nd level, you also choose one of the following manifestations, which represents a kind of energy you are especially effective at producing.
Primal Manifestations
If you choose one of these manifestations, when you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 mana to change the damage type to your manifestation’s damage type.
Blizzard (Cold)
When you cast a spell that deals cold damage, you can spend 1 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, it is also Chilled for a number of rounds equal to the spell’s level (minimum 1 round). This effect can stack with itself. A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the Chilled condition early on a successful save.
Corrosion (Acid)
When you cast a spell that deals acid damage, you can spend 1 mana and choose one creature you can see that is wearing armor or a shield. If that creature fails its saving throw against your spell or is hit by your spell attack roll, its Armor Class is reduced by 2 for a number of rounds equal to the spell's level (minimum 1 round) or until a creature uses its action to scrape or wash the acid off itself or another creature.
Hurricane (Lightning or Thunder)
You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 mana to produce a thunderous blast around you. Creatures no more than one size category larger than you within 5 + the spell's level feet (rounded up to the nearest increment of 5) of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked Prone.
Inferno (Fire)
When you cast a spell that deals fire damage, you can spend 1 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, it also starts Burning for a number of rounds equal to the spell's level (minimum 1 round), using your spell save DC to end the condition if it is higher than 15. This effect can stack with itself, refreshing the duration and increasing the damage die.
Venom (Poison)
When you cast a spell that deals poison damage, you can spend 1 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, it is Poisoned for a number of rounds equal to the spell’s level (minimum 1 round). A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the Poisoned condition early on a successful save.
Cosmic Manifestations
If you chose one of these manifestations, when you cast a spell that deals the damage type of your manifestation, reduce the mana cost of the spell by 1.
Entropy (Necrotic)
When you cast a spell that deals necrotic damage, you can spend 2 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, it can't regain hit points until the start of your next turn.
Flicker (Force)
When you cast a spell that deals force damage, you can spend 2 mana to teleport a number of feet equal to 5 + the spell's level feet (rounded up to the nearest increment of 5) to an unoccupied space that you can see.
Incandescence (Radiant)
When you cast a spell that deals radiant damage, you can spend 2 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, the creature is outlined in light for a number of rounds equal to the spell's level (minimum 1 round), or until you use this ability again. For the duration, the affected creature shed dim light in a 10-foot radius, any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being Invisible. The creature can make a Dexterity saving throw against your spell save DC at the end of each of its turns, ending the effect early on a successful save.
Prognostication (Psychic)
When you cast a spell that deals psychic damage, you can spend 2 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, you learn its surface thoughts (which often include what it plans on doing during its turn in combat).
Kinetic Manifestations
If you choose one of these manifestations, when you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 mana to change the damage type to your manifestation’s damage type.
Pressure (Bludgeoning)
When you cast a spell that deals bludgeoning damage, you can spend 1 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, the reduce the creature's initiative by an amount equal to the spell's level. If the creature has already gone this round, it adds this penalty to the next initiative roll it makes within the next minute.
Transfixation (Piercing)
When you cast a spell that deals piercing damage, you can spend 1 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, the creature's movement speed is reduced by a number of feet equal to twice the spell's level (rounded up to the nearest increment of 5) until the creature recovers at least 1 hit point, or until it or another creature within 5 feet of it succeeds on a Wisdom (Medicine) check equal to your spell save DC.
Laceration (Slashing)
When you cast a spell that deals slashing damage, you can spend 1 mana and choose one creature you can see. If that creature fails its saving throw against your spell or is hit by your spell attack roll, it also starts Bleeding for a number of rounds equal to the spell's level (minimum 1 round), using your spell save DC to end the condition if it is higher than 15. This effect can stack with itself, refreshing the duration and adding more to the damage die.
Metamagic
3rd-level Sorcerer feature
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options and one moderate Metamagic option. You gain another minor Metamagic option at 7th level, 13th level, and 19th level. You gain an additional moderate Metamagic option at 10th and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Minor Metamagic
Moderate Metamagic
Ability Score Improvement
4th-level Sorcerer feature
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, you can increase two ability scores of your choice by 1, or you can select a feat you meet the prerequisites for. As normal, you can't increase an ability score above 20 using this feature.
Additionally, whenever you gain this feature, you can replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.
Lastly, you can do one of the following, representing the magic within you flowing in new ways:
- Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
- Replace one of the options you chose for the Metamagic or feature with a different Metamagic option of the same level.
- Replace the option you chose for your Manifestation feature with one of that feature’s other options.
- Replace the option you chose for your Arcane Refinement feature with one of that feature’s other options.
- Replace the option you chose for your Rapturous Presence feature with one of that feature’s other options.
- Replace the option you chose for your Evolving Manifestation feature with one of that feature’s other options.
Arcane Innovations
4th-level Sorcerer feature
At 4th level, you acquire insights in arcana that others would never realize. You gain an arcane innovation of your choice. Your arcane innovations are detailed on the Arcane Innovation page. The Innovations Known column of the Sorcerer table shows when you gain additional innovations. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the Arcane Innovations you know and replace it with another Arcane Innovations that you could learn at that level.
Magical Guidance
5th-level Sorcerer feature
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 mana to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Arcane Refinement
7th-level Sorcerer feature
Your command over your magic becomes more precise, and you are able to assert more control over it. Choose one of the following.
Deep Font
You can reach beyond your limits to draw more power from within. When you finish a short rest, you may expend a number of hit dice up to your Charisma modifier to regain some of your magic essence. For each hit dice expended in this way, you regain 2 mana. Once you have used this feature, you cannot do so again until you finish a long rest.
Innate Ritualist
You may pick a number of spells with the ritual tag equal to your Charisma modifier. These spells need not be from the sorcerer spell list, but they must be of a level for which you have spell slots. You can cast these spells as rituals, though you don’t gain the ability to cast them normally with spell slots, nor do they count toward your spells known. If you increase your Charisma modifier, the number of ritual spells you know also increases. Each time you gain a sorcerer level, you may replace one of these ritual spells with another.
Prodigious Innovator
Choose three cantrips from any class's spell list. You can cast those cantrips at will. They are considered sorcerer spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
Rapturous Presence
9th-level Sorcerer feature
Beginning at 9th level, your magic becomes a presence that noticeably bears down on creatures. Choose one of the following.
Larger Than Life
Your power tends to distort people’s perception of you, causing you to seem more dangerous than you are. You have advantage on Intimidation checks made to threaten someone with your magic. On a failure, your target is unconvinced and unless you make good on your threat with an unambiguous show of force to prove your mettle, this feature no longer functions until you prove your reputation again. Additionally, features and traits that attempt to size you up always give the impression that you are more dangerous than you actually are.
Nobody's Fool
People find it difficult to lie to you or to conceal their motives in your presence. You can always choose to use your Charisma score when making Insight checks. In addition, you can spend 1 mana as an action to project an aura of honesty. For the next 10 minutes, creatures within 10 feet of you have disadvantage on Charisma (Deception) checks made to lie or conceal the truth. When a creature in this aura fails a Charisma (Deception) check, it accidentally blurts out something it didn’t mean to while attempting to spin its lie.
Otherworldly
You have a way with creatures wildly unlike yourself. Select three of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, or undead. You have advantage on Charisma checks to make a first impression on a creature of one of your chosen types, and if you do not share a common language, you can still communicate some simple concepts to them. In addition, by spending 2 mana and 1 minute in meditation, you can change your creature type to one of the chosen creature types. This transformation lasts for 1 hour and cannot be reversed early without repeating the meditation and spending the mana again.
Evolving Manifestation
11th-level Sorcerer feature
At 11th level, you gain a deeper understanding of your magics. You may either take the improved form of the manifestation you selected at 2nd level, or you may choose an additional feature from the Manifestation list.
Evolving Primal Manifestations
Evolving Blizzard (Cold)
When you cast a spell of 1st-level or higher that deals cold damage, you can spend mana up to the spell’s level to gain 1d6 temporary hit points per mana spent. While you have these temporary hit points, a creature that hits you with a melee attack takes 1d10 cold damage. These temporary hit points last for 1 hour.
Evolving Corrosion (Acid)
When you cast a spell of 1st-level or higher that deals acid damage, you can spend 2 mana to create a 10-foot radius pool of acid centered on the target of the spell or the spell’s point of origin. The area is difficult terrain. A creature takes 2d8 acid damage when it enters the area for the first time on a turn or ends its turn there. At the end of each subsequent turn, you must spend 2 mana for each pool to maintain it, otherwise it dissipates.
Evolving Hurricane (Lightning or Thunder)
When you cast a spell of 1st-level or higher that deals thunder or lightning damage, you can spend 5 mana to create a 15-foot radius storm centered on you, which moves with you. The area of the storm is heavily obscured and counts as difficult terrain, but you can see and move through it normally. At the end of each subsequent turn you must spend 5 mana to maintain it, otherwise it dissipates.
Evolving Inferno (Fire)
When you cast a spell of 1st-level or higher that deals fire damage, you can spend mana up to the spell’s level to store some of the energy of the spell as a flame you hold in one hand. You can use an action to throw this flame, making a ranged spell attack against a target you can see within 30 feet. On a hit, the creature takes 1d8 fire damage per mana spent. The flame lasts for up to 1 minute or until it is thrown. If you are holding a flame already and conjure a new one, you can replace your existing flame or hold it in another open hand.
Evolving Venom (Poison)
When you cast a spell of 1st-level or higher that deals poison damage or inflicts the Poisoned condition, you can spend mana up to the spell’s level. While a creature is poisoned by the spell you cast, it takes 1d6 poison damage per mana spent at the beginning of its turn. Additionally, spells you cast can inflict the Poisoned condition on creatures immune to the Poisoned condition, but they have advantage on saving throws against it.
Evolving Cosmic Manifestations
Evolving Entropy (Necrotic)
When you cast a spell of 1st-level or higher that deals necrotic damage, you can spend mana equal to the spell's level each time a creature fails a saving throw against the spell or is hit by a spell attack roll made with the spell. If you do, each creature's hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took
Evolving Flicker (Force)
When you cast a spell of 1st-level or higher that deals force damage, you can spend mana up to the spell's level. For every 3 mana spent in this way, you gain 1 mirror image as per the spell (or replenish 1 image on an existing spell) to a maximum of 3.
Evolving Incandescence (Radiant)
When you cast a spell of 1st-level or higher that deals radiant damage, you can spend mana equal to the spell's level each time a creature fails a saving throw against the spell or is hit by a spell attack roll made with the spell. If you do, each creature is Blinded for a number of rounds equal to the spell's level. A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the blinded condition early on a successful save.
Evolving Prognostication (Psychic)
When you cast a spell of 1st-level or higher that deals psychic damage, you can spend mana up to the spell's level each time a creature fails a saving throw against the spell or is hit by a spell attack roll made with the spell. If you do, each creature gets a penalty on the next ability check, attack roll, or saving throw it makes within the next minute equal to the mana spent.
Evolving Kinetic Manifestations
Evolving Pressure (Bludgeoning)
When you cast a spell of 1st-level or higher that deals bludgeoning damage, you can spend mana up to the spell's level each time a creature fails a saving throw against the spell or is hit by a spell attack roll made with the spell. For every 3 mana spent in this way, choose one of the following: the target spends its reaction and grants the next attack made against it before the end of your next turn advantage OR it reduces the number of attacks it can make using the Extra Attack or Multiattack actions by 1 on its next turn OR spends 1 Legendary action (your choice).
Evolving Transfixation (Piercing)
When you cast a spell of 1st-level or higher that deals piercing damage, you can spend mana equal to the spell's level each time a creature fails a saving throw against the spell or is hit by a spell attack roll made with the spell. If you do, each creature is Grappled for a number of rounds equal to the spell's level. If the creature fails this saving throw by 5 or more, it is Restrained instead. A creature can make a Strength saving throw against your spell save DC at the end of each of its turns, ending the condition early on a successful save.
Evolving Lasceration (Slashing)
When you cast a spell of 1st-level or higher that deals slashing damage, you can spend mana up to the spell's level each time a creature fails a saving throw against the spell or is hit by a spell attack roll made with the spell. If you do, each creature must roll on the Lingering Injury table and suffer the penalties associated with the result for a number of rounds equal to the spell's level. The penalties can be ended early through the normal means. If a source is not listed, the DM may rule certain powerful healing magic, like the heal spell, might end it early as well.
Major Metamagic
17th-level Sorcerer feature
At 17th level, in addition to a minor metamagic option, you gain one major metamagic option. These are more powerful expressions of your magics, though they come at significantly higher costs. You gain an additional major metamagic option at 20th level.
Major Metamagic Options
Cyclical Casting
20th-level Sorcerer feature
Starting at 20th level, you can reclaim some fraction of the energies you expend as you cast. Whenever you cast a spell of 3rd-level or higher, you regain mana equal to a third of the expended spell slot’s level.