Sorcerer

A spellcaster who draws on inherent magic from a gift or bloodline—primary ability Charisma, d6 Hit DieSRD Content

Core Sorcerer Traits

TraitValue
Primary AbilityCharisma
Hit Point DieD6 per Sorcerer level
Saving Throw ProficienciesConstitution and Charisma
Skill ProficienciesChoose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon ProficienciesSimple weapons
Armor TrainingNone
Starting EquipmentChoose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP

Becoming a Sorcerer

As a Level 1 Character

  • Gain all the traits in the Core Sorcerer Traits table.
  • Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table.

As a Multiclass Character

  • Gain the following traits from the Core Sorcerer Traits table: Hit Point Die.
  • Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.

Sorcerer Class Features

LevelProficiency BonusClass FeaturesSorcery PointsCantripsPrepared Spells
1+2Spellcasting, Innate Sorcery242
2+2Font of Magic, Metamagic444
3+2Sorcerer Subclass646
4+2Ability Score Improvement857
5+3Sorcerous Restoration1059
6+3Subclass feature12510
7+3Sorcery Incarnate14511
8+3Ability Score Improvement16512
9+418514
10+4Metamagic20615
11+422616
12+4Ability Score Improvement24616
13+526617
14+5Subclass feature28617
15+530618
16+5Ability Score Improvement32618
17+6Metamagic34619
18+6Subclass feature36620
19+6Epic Boon38621
20+6Arcane Apotheosis40622

Base Class Features by Tier

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.

Cantrips. You know four cantrips of your choice from the Sorcerer spell list. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips with another cantrip of your choice from the Sorcerer spell list.

When you reach Sorcerer levels 4 and 10, you learn another cantrip of your choice from the Sorcerer spell list, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Sorcerer spell list. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots.

If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Level 1: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Level 2: Font of Magic

You can tap into the 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 Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Spell Slot LevelSorcery Point CostMin. Sorcerer Level
122
233
355
467
579

Level 2: Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Level 3: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.


Metamagic Options

The following options are available to your Metamagic feature. The options are presented in alphabetical order.

Careful Spell

Cost: 1 Sorcery Point

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, 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, and it takes no damage if it would normally take half damage on a successful save.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

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), and you must use the new rolls.

You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.

Extended Spell

Cost: 1 Sorcery Point

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.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Heightened Spell

Cost: 2 Sorcery Points

When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Seeking Spell

Cost: 1 Sorcery Point

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.

Subtle Spell

Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

Twinned Spell

Cost: 1 Sorcery Point

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.


Sorcerer Subclass: Draconic Sorcery

Breathe the Magic of Dragons

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with a dragon's power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Level 3: Draconic Resilience

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base AC equals 10 + your Dexterity modifier + your Charisma modifier.

Level 3: Draconic Spells

When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

Sorcerer LevelSpells
3Alter Self, Chromatic Orb, Command, Dragon's Breath
5Fear, Fly
7Arcane Eye, Charm Monster
9Legend Lore, Summon Dragon

Level 6: Elemental Affinity

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Level 14: Dragon Wings

As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Level 18: Dragon Companion

You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.


Sorcerer Spell List

This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized. Each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it has a Material component that is consumed.

Cantrips (Level 0)

SpellSchoolSpecial
Acid SplashEvocation
Chill TouchNecromancy
Dancing LightsIllusionC
ElementalismTransmutation
Fire BoltEvocation
LightEvocation
Mage HandConjuration
MendingTransmutation
MessageTransmutation
Minor IllusionIllusion
Poison SprayNecromancy
PrestidigitationTransmutation
Ray of FrostEvocation
Shocking GraspEvocation
Sorcerous BurstEvocation
True StrikeDivination

Level 1

SpellSchoolSpecial
Burning HandsEvocation
Charm PersonEnchantment
Chromatic OrbEvocationM
Color SprayIllusion
Comprehend LanguagesDivinationR
Detect MagicDivinationC, R
Disguise SelfIllusion
Expeditious RetreatTransmutationC
False LifeNecromancy
Feather FallTransmutation
Fog CloudConjurationC
GreaseConjuration
Ice KnifeConjuration
JumpTransmutation
Mage ArmorAbjuration
Magic MissileEvocation
Ray of SicknessNecromancy
ShieldAbjuration
Silent ImageIllusionC
SleepEnchantmentC
ThunderwaveEvocation

Level 2

SpellSchoolSpecial
Alter SelfTransmutationC
Blindness/DeafnessTransmutation
BlurIllusionC
DarknessEvocationC
DarkvisionTransmutation
Detect ThoughtsDivinationC
Dragon's BreathTransmutationC
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
Flame BladeEvocationC
Flaming SphereEvocationC
Gust of WindEvocationC
Hold PersonEnchantmentC
InvisibilityIllusionC
KnockTransmutation
LevitateTransmutationC
Magic WeaponTransmutation
Mirror ImageIllusion
Misty StepConjuration
Scorching RayEvocation
See InvisibilityDivination
ShatterEvocation
Spider ClimbTransmutationC
SuggestionEnchantmentC

Level 3

SpellSchoolSpecial
BlinkTransmutation
ClairvoyanceDivinationC, M
CounterspellAbjuration
DaylightEvocation
Dispel MagicAbjuration
FearIllusionC
FireballEvocation
FlyTransmutationC
Gaseous FormTransmutationC
HasteTransmutationC
Hypnotic PatternIllusionC
Lightning BoltEvocation
Major ImageIllusionC
Protection from EnergyAbjurationC
SlowTransmutationC
Stinking CloudConjurationC
TonguesDivination
Water BreathingTransmutationR
Water WalkTransmutationR

Level 4

SpellSchoolSpecial
BanishmentAbjurationC
BlightNecromancy
ConfusionEnchantmentC
Dimension DoorConjuration
Dominate BeastEnchantmentC
Greater InvisibilityIllusionC
Ice StormEvocation
PolymorphTransmutationC
StoneskinAbjurationC, M
Wall of FireEvocationC

Level 5

SpellSchoolSpecial
Animate ObjectsTransmutationC
CloudkillConjurationC
Cone of ColdEvocation
CreationIllusion
Dominate PersonEnchantmentC
Hold MonsterEnchantmentC
Insect PlagueConjurationC
SeemingIllusion
TelekinesisTransmutationC
Teleportation CircleConjurationM
Wall of StoneEvocationC

Level 6

SpellSchoolSpecial
Arcane GateConjurationC
Chain LightningEvocation
Circle of DeathNecromancyM
DisintegrateTransmutation
EyebiteNecromancyC
Globe of InvulnerabilityAbjurationC
Mass SuggestionEnchantment
Move EarthTransmutationC
SunbeamEvocationC
True SeeingDivinationM

Level 7

SpellSchoolSpecial
Delayed Blast FireballEvocationC
EtherealnessConjuration
Finger of DeathNecromancy
Fire StormEvocation
Plane ShiftConjurationM
Prismatic SprayEvocation
Reverse GravityTransmutationC
TeleportConjuration

Level 8

SpellSchoolSpecial
Dominate MonsterEnchantmentC
EarthquakeTransmutationC
Incendiary CloudConjurationC
Power Word StunEnchantment
SunburstEvocation

Level 9

SpellSchoolSpecial
GateConjurationC, M
Meteor SwarmEvocation
Power Word KillEnchantment
Time StopTransmutation
WishConjuration