Sorcery | Cantrips | Spells | —Spell Slots per Spell Level— | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Features | Points | Known | Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | Spellcasting, Sorcerous Origin | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | Font of Magic | 2 | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | Metamagic | 3 | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | Ability Score Improvement | 4 | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | — | 5 | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | Sorcerous Origin feature | 6 | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | — | 7 | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | Ability Score Improvement | 8 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | — | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | Metamagic | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | — | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | Ability Score Improvement | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | — | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | Sorcerous Origin feature | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | — | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | Ability Score Improvement | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | Metamagic | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | Sorcerous Origin feature | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Ability Score Improvement | 19 | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | Sorcerous Restoration | 20 | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 (1st Level)
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 spellcasting for the general rules of spellcasting and spells-sorcerer for the sorcerer spell list.
Cantrips
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 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.
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.
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 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 Origin (1st Level)
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic (2nd Level)
Creating Spell Slots
Spell Slot | Sorcery |
---|---|
Level | Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
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 half 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.
Converting a Spell Slot to Sorcery Points. As a half action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level
Metamagic (3rd, 10th, and 17th 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 2 metres 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 10 metres.
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 a full action, you can spend 2 sorcery points to change the casting time to a half 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).
Ability Score Improvement (4th, 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.
Alternatively, you you can choose a feat found in the Feats & Epic Boons page.
Sorcerous Restoration (20th Level)
You regain 4 expended sorcery points whenever you finish a short rest.
Draconic Bloodline
Draconic
Ancestry
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
Dragon Ancestor (1st Level)
You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
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.
Draconic Resilience (1st Level)
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armour, your AC equals 13 + your Dexterity modifier
Elemental Affinity (6th Level)
When you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings (14th Level)
You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a half action on your turn. They last until you dismiss them as a half action on your turn.
You can't manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence (18th Level)
You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As a full action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 20 metres. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Wild Magic
Wild Magic Surge (1st Level)
Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos (1st Level)
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.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature
Bend Luck (6th Level)
You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos (14th Level)
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment (18th Level)
The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Wild Magic Surge
d100 | Effect | |
---|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. | |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 2 metres of you, then disappears 1 minute later. | |
07-08 | You cast fireball as a 3rd-level spell centred on yourself. | |
09-10 | You cast magic missile as a 5th-level spell | |
11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | |
13-14 | You cast confusion centred on yourself. | |
15-16 | For the next minute, you regain 2 hit points at the start of each of your turns. | |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | |
19-20 | You cast grease centred on yourself. | |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | |
23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. | |
27-28 | For the next minute, all your spells with a casting time of a full action have a casting time of a half action. | |
29-30 | You teleport up to 20 metres to an unoccupied space of your choice that you can see. | |
31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | |
35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 20 metres of you and are frightened of you. They vanish after 1 minute. | |
39-40 | You regain 2d10 hit points. | |
41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have -3 AC and -1 resistance to all elements. If you drop to 0 hit points, your pot breaks, and your form reverts. | |
43-44 | For the next minute, you can teleport up to 6 metres as a half action on each of your turns. | |
d100 | Effect |
---|---|
45-46 | You cast levitate on yourself. |
47-48 | A unicorn controlled by the DM appears in a space within 2 metres of you, then disappears 1 minute later. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55-56 | Your hair falls out but grows back within 24 hours. |
57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
59-60 | You regain your lowest-level expended spell slot. |
61-62 | For the next minute, you must shout when you speak. |
63-64 | You cast fog cloud centred on yourself. |
65-66 | Up to three creatures you choose within 10 metres of you take 4d10 lightning damage. |
67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | Each creature within 10 metres of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
71-72 | You gain +3 AC and +1 resistance to all elements for the next minute. |
73-74 | A random creature within 20 metres of you becomes poisoned for 1d4 hours. |
75-76 | You glow with bright light in a 10-metre radius for the next minute. Any creature that ends its turn within 2 metres of you is blinded until the end of its next turn. |
77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
79-80 | Illusory butterflies and flower petals flutter in the air within 4 metres of you for the next minute. |
81-82 | You can take one additional full action immediately. |
83-84 | Each creature within 10 metres of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 | You cast mirror image. |
87-88 | You cast fly on a random creature within 20 metres of you. |
89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
93-94 | Your size increases by one size category for the next minute. |
95-96 | You and all creatures within 10 metres of you gain -3 AC for the next minute. |
97-98 | You are surrounded by faint, ethereal music for the next minute. |
99-00 | You regain all expended sorcery points. |
Storm Sorcery
Wind Speaker (1st Level)
The arcane magic you command is infused with elemental air. 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 (1st Level)
You can use a half 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 4 metres without provoking opportunity attacks.
Heart of the Storm (6th Level)
You gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 4 metres of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide (6th Level)
You gain the ability to subtly control the weather around you.
If it is raining, you can use a full action to cause the rain to stop falling in a 6-metre-radius sphere centred on you. You can end this effect as a half action.
If it is windy, you can use a half action each round to choose the direction that the wind blows in a 30-metre-radius sphere centred on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
Storm's Fury (14th Level)
When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 6 metres away from you.
Wind Soul (18th Level)
You gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 20 metres. As a full action, you can reduce your flying speed to 10 metres for 1 hour and choose a number of creatures within 10 metres of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 10 metres for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.