Sorcerer

Level PB Features Sorcery Points Cantrips Prepared 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Innate Sorcery - 4 2 2 - - - - - - - -
2 - Font of Magic, Metamagic 2 - 4 3 - - - - - - - -
3 - Sorcerer Subclass 3 - 6 4 2 - - - - - - -
4 - Ability Score Improvement 4 5 7 4 3 - - - - - - -
5 +3 Sorcerous Restoration 5 - 9 4 3 2 - - - - - -
6 - Subclass feature 6 - 10 4 3 3 - - - - - -
7 - Sorcery Incarnate 7 - 11 4 3 3 1 - - - - -
8 - Ability Score Improvement 8 - 12 4 3 3 2 - - - - -
9 +4 - 9 - 14 4 3 3 3 1 - - - -
10 - Metamagic 10 6 15 4 3 3 3 2 - - - -
11 - - 11 - 16 4 3 3 3 2 1 - - -
12 - Ability Score Improvement 12 - - 4 3 3 3 2 1 - - -
13 +5 - 13 - 17 4 3 3 3 2 1 1 - -
14 - Subclass feature 14 - - 4 3 3 3 2 1 1 - -
15 - - 15 - 18 4 3 3 3 2 1 1 1 -
16 - Ability Score Improvement 16 - - 4 3 3 3 2 1 1 1 -
17 +6 Metamagic 17 - 19 4 3 3 3 2 1 1 1 1
18 - Subclass feature 18 - 20 4 3 3 3 3 1 1 1 1
19 - Epic Boon 19 - 21 4 3 3 3 3 2 1 1 1
20 - Arcane Apotheosis 20 - 22 4 3 3 3 3 2 2 1 1
Infobox

Hit Points
Hit Dice d6
1st Level 6 + Con Mod
Level Up 1d6 (or 4) + Con Mod
Proficiencies
Armor None
Weapons Simple
Tools none
Saving Throws Con, Cha
Skills (Choose 2) Arcana, Deception, Insight, Intimidation, Persuasion, Religion
Items
Starting Gold 50 GP
Multiclassing
Ability Score Minimum Cha 13
Armor None
Weapons None

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells. See chapter 7 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 Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, 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 Sorcerer spells. 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 Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

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:

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.

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.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

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 Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9

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. 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:

List 3 results

A subclass is a specialization that grants you special 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 and lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Level 5: Sorcerous Restoration

When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 7: Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Arcane Apotheosis

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

Metamagic Options

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 Spell List

Table 132 results
NameCastRangeSchool
0 19
Acid SplashAction60 feetEvocation
Blade WardActionSelfAbjuration
Chill TouchActionTouchNecromancy
Dancing LightsAction120 feetIllusion
ElementalismAction30 feetTransmutation
Fire BoltAction120 feetEvocation
FriendsAction10 feetEnchantment
Mage HandAction30 feetConjuration
Mending1 minTouchTransmutation
MessageAction120 feetTransmutation
Mind SliverAction60 feetEnchantment
Minor IllusionAction30 feetIllusion
Poison SprayAction30 feetNecromancy
PrestidigitationAction10 feetTransmutation
Ray of FrostAction60 feetEvocation
Shocking GraspActionTouchEvocation
Sorcerous BurstAction120 feetEvocation
ThunderclapActionSelfEvocation
True StrikeActionSelfDivination
1 19
Burning HandsActionSelfEvocation
Charm PersonAction30 feetEnchantment
Chromatic OrbAction90 feetEvocation
Color SprayActionSelfIllusion
Detect MagicActionSelfDivination
Expeditious RetreatBonusSelfTransmutation
False LifeActionSelfNecromancy
Feather FallReaction60 feetTransmutation
GreaseAction60 feetConjuration
Ice KnifeAction60 feetConjuration
JumpBonusTouchTransmutation
Mage ArmorActionTouchAbjuration
Magic MissileAction120 feetEvocation
Ray of SicknessAction60 feetNecromancy
ShieldReactionSelfAbjuration
Silent ImageAction60 feetIllusion
SleepAction60 feetEnchantment
ThunderwaveActionSelfEvocation
Witch BoltAction60 feetEvocation
2 23
Arcane VigorBonusSelfAbjuration
Blindness-DeafnessAction120 feetTransmutation
BlurActionSelfIllusion
Crown of MadnessAction120 feetEnchantment
DarknessAction60 feetEvocation
DarkvisionActionTouchTransmutation
Detect ThoughtsActionSelfDivination
Dragon's BreathBonusTouchTransmutation
Enlarge-ReduceAction30 feetTransmutation
Flame BladeBonusSelfEvocation
Flaming SphereAction60 feetConjuration
Gust of WindActionSelfEvocation
Hold PersonAction60 feetEnchantment
KnockAction60 feetTransmutation
LevitateAction60 feetTransmutation
Mind SpikeAction120 feetDivination
Mirror ImageActionSelfIllusion
Misty StepBonusSelfConjuration
Phantasmal ForceAction60 feetIllusion
Scorching RayAction120 feetEvocation
ShatterAction60 feetEvocation
SuggestionAction30 feetEnchantment
WebAction60 feetConjuration
3 17
BlinkActionSelfTransmutation
Clairvoyance10 Minutes1 mileDivination
CounterspellReaction60 feetAbjuration
Dispel MagicAction120 feetAbjuration
FearActionSelfIllusion
FireballAction150 feetEvocation
FlyActionTouchTransmutation
HasteAction30 feetTransmutation
Hypnotic PatternAction120 feetIllusion
Lightning BoltActionSelfEvocation
Major ImageAction120 feetIllusion
Protection from EnergyActionTouchAbjuration
Sleet StormAction150 feetConjuration
SlowAction120 feetTransmutation
Stinking CloudAction90 feetConjuration
Vampiric TouchActionSelfNecromancy
Water BreathingAction30 feetTransmutation
4 12
BanishmentAction30 feetAbjuration
BlightAction30 feetNecromancy
Charm MonsterAction30 feetEnchantment
ConfusionAction90 feetEnchantment
Dimension DoorAction500 feetConjuration
Dominate BeastAction60 feetEnchantment
Fire ShieldActionSelfEvocation
Greater InvisibilityActionTouchIllusion
Ice StormAction300 feetEvocation
PolymorphAction60 feetTransmutation
Vitriolic SphereAction150 feetEvocation
Wall of FireAction120 feetEvocation
5 12
Arcane HandAction120 feetEvocation
CloudkillAction120 feetConjuration
Cone of ColdActionSelfEvocation
Creation1 min30 feetIllusion
Dominate PersonAction60 feetEnchantment
Hold MonsterAction90 feetEnchantment
Insect PlagueAction300 feetConjuration
SeemingAction30 feetIllusion
Synaptic StaticAction120 feetEnchantment
TelekinesisAction60 feetTransmutation
Teleportation Circle1 Minute10 feetConjuration
Wall of StoneAction120 feetEvocation
6 11
Arcane GateAction500 feetConjuration
Chain LightningAction150 feetEvocation
Circle of DeathAction150 feetNecromancy
DisintegrateAction60 feetTransmutation
EyebiteActionSelfNecromancy
Flesh to StoneAction60 feetTransmutation
Freezing SphereAction300 feetEvocation
Globe of InvulnerabilityActionSelfAbjuration
Mass SuggestionAction60 feetEnchantment
Move EarthAction120 feetTransmutation
SunbeamActionSelfEvocation
7 8
Delayed Blast FireballAction150 feetEvocation
EtherealnessActionSelfConjuration
Finger of DeathAction60 feetNecromancy
Fire StormAction150 feetEvocation
Plane ShiftActionTouchConjuration
Prismatic SprayActionSelfEvocation
Reverse GravityAction100 feetTransmutation
TeleportAction10 feetConjuration
8 6
DemiplaneAction60 feetConjuration
Dominate MonsterAction60 feetEnchantment
EarthquakeAction500 feetTransmutation
Incendiary CloudAction150 feetConjuration
Power Word StunAction60 feetEnchantment
SunburstAction150 feetEvocation
9 5
GateAction60 feetConjuration
Meteor SwarmAction1 mileEvocation
Power Word KillAction60 feetEnchantment
Time StopActionSelfTransmutation
WishActionSelfConjuration