SRD5:Sorcerer

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Sorcerer is a class in 5th edition and part of the SRD. As a Sorcerer, you gain the following class features.

Hit Points

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

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, Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


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

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.

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.

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. 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.

Sorcerous Origin

1st level Sorcerer feature.
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.


Sorcerous Origins

This section exceeds the text of the SRD

The only origin listed in the SRD is the Draconic Bloodline. Below is a list of sorcerous origins outside the SRD.

13 subclasses.
Subclass Summary Features Flags License Source
Aberrant Mind These sorcerers tap power from the Far Realm Psionic Spells, Telepathic Speech, Psionic Sorcery, Psychic Defenses, Revelation in Flesh, Warping Implosion Canon, Pointer Fair Use Tasha's Cauldron of Everything
Clockwork Soul Sorcerers who draw their power from the plane of Mechanus. Clockwork Magic, Restore Balance, Bastion of Law, Trance of Order, Clockwork Cavalcade Canon, Pointer Fair Use Tasha's Cauldron of Everything
Divine Soul This origin is from a divine source Divine Magic, Favored by the Gods, Empowered Healing, Otherworldly Wings, Unearthly Recovery Canon, Pointer Fair Use Xanathar's Guide to Everything
Draconic Bloodline Draws its magic from a dragon ancestor Dragon Ancestor, Draconic Resilience, Elemental Affinity, Dragon Wings, Draconic Presence Canon OGL SRD-OGL v5.1
Mystic Geometrist These sorceres draw power from mystical geometries. Basial Magic, Somantic Focus, Extra Spellcasting, Shape of Magic, Master of Cantrips User Creation CC-BY-SA Rlyehable
Nightstalker Relic These sorcerers draw power from study of the nightstalker mysteries. Enmity, Esoteric Knowledge, Nightstalker Magic, Resistance of Emnity, Iron Resolve., Turn Creatures of Enmity, Dangerous Knowledge User Creation CC-BY-SA Rlyehable
Phoenix Sorcery These sorcerers draw from the flame of the Phoenix Ignite, Mantle of Flame, Phoenix Spark, Nourishing Fire, Form of the Phoenix Pointer, UA Fair Use UA Sorcerer
Sea Sorcery These sorcerers draw power from the sea. Soul of the Sea, Curse of the Sea, Watery Defense, Shifting Form, Water Soul Pointer, UA Fair Use UA Sorcerer
Shadow Magic The sorcerer draws power from the Shadowfell Eyes of the Dark, Strength of the Grave, Hound of Ill Omen, Shadow Walk, Umbral Form Canon, Pointer Fair Use Xanathar's Guide to Everything
Stone Sorcery These sorcerers draw their power from the Elemental Plane of Earth Bonus Proficiencies, Metal Magic, Stone’s Durability, Stone Aegis, Stone’s Edge, Earth Master’s Aegis Pointer, UA Fair Use UA Sorcerer
Storm Sorcery This origin pulls power from storms. Wind Speaker, Tempestuous Magic, Heart of the Storm, Storm Guide, Storm's Fury, Wind Soul Canon, Pointer Fair Use Sword Coast Adventurer's Guide
Wild Magic These sorcerers tap into the raw, unformed magic with unpredictable results. Wild Magic Surge, Tides of Chaos, Bend Luck Canon, Pointer Fair Use Player's Handbook (5e)

Font of Magic

2nd level Sorcerer feature.
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 bonus 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.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
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

3rd level Sorcerer feature.
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

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, 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

20th level Sorcerer feature.
You regain 4 expended sorcery points whenever you finish a short rest.

End of the SRD5 material

Optional Class Features

These features are GM optional.[1]

Additional Sorcerer Spells

1st level Sorcerer feature.
Expanded spell list.[1]

Metamagic Options

3rd level Sorcerer feature.
Additional metamagic options.

  • Seeking Spell
  • Transmuted Spell [1]

Sorcerous Versatility

4th level Sorcerer feature.
Each time you gain Ability Score Improvement, you may replace one metamagic option with another and replace one cantrip with another.[1]

Magical Guidance

5th level Sorcerer feature.
Spend a Sorcery Point to reroll a failed ability check.[1]

Sources and Notes

  1. Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 65-66. (unofficial summation) 1.0 1.1 1.2 1.3 1.4

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