Sorcerer

**Class Group:** Mage

**Primary Ability:** Charisma

***Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The touch of a dragon, the blessing of a dryad at a baby’s birth, or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the mortal Sorcerer, a churning magic that can even be passed down through generations.***

***Sorcerers don’t learn magic; the raw, roiling chaos of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect the source of that magic.***

***Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that the power doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded, and it tends to spill out in unpredictable ways if it isn’t.***

## Creating a Sorcerer:

To create a Sorcerer, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Sorcerer” section.

Then look at the Sorcerer table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Sorcerer Class Features” section.

### Hit Points:

**Hit Dice:** 1d6 per Sorcerer Level

**Hit Points at 1st Level:** 6 + your Constitution Modifier

**Hit Points per Level after 1st:** 1d6 (or 4) + your Constitution Modifier

### Proficiencies:

**Saving Throws:** Constitution, Charisma

**Skills (Choose 2):** Arcana, Deception, Insight, intimidation, Persuasion, religion

**Weapons:** Simple

**Tools:** None

**Armor Training:** None

### Starting Equipment:

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 100 GP on equipment of your choice.

* Arcane Focus (Crystal)
* Dagger (2)
* Dungeoneer's Pack
* Spear
* 28 GP

## Multiclassing and the Sorcerer

If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Sorcerer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in the Sorcerer’s primary ability, Charisma, to take a level in this class or to take a level in another class if you are already a Sorcerer.

Spell Slots. Add all your Sorcerer levels to the appropriate levels from other classes to determine your available Spell Slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the Spell Slots of an individual class to determine the number and levels of the spells you prepare for it.

## Sorcerer Class Features:

### 1st Level: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with a simmering magic that is sometimes challenging to control. You always have the Sorcerous Burst and Chaos Bolt spells prepared.

### 1st Level: Spellcasting

Drawing from your innate magic, you can cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Sorcerer.

**Cantrips:** You know four cantrips of your choice from the Arcane spell list. Rather than choosing, you may start with Light, Message, Prestidigitation, and Shocking Grasp.

Whenever you gain a Sorcerer level, you can replace one of your cantrips with another Arcane cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips 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 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.

**Prepared Spells of 1st+ Level:** You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Arcane spell list. Rather than choosing, you may start with Burning Hands and Detect Magic.

The number of spells on your list also increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have Spell Slots. For example, if you’re a 3rd-level Sorcerer, your list of prepared spells can include six Arcane spells of 1st or 2nd level, in any combination.

If another Sorcerer feature, such as Innate Sorcery, gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

**Changing Your Prepared Spells:** Whenever you gain a Sorcerer Level, you can replace one spell on your list with another Arcane spell for which you have Spell Slots.

**Spellcasting Ability:** Charisma is your spellcasting ability for the spells you cast with your Sorcerer features.

**Spellcasting Focus:** You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Sorcerer features.

### 2nd Level: Font of Magic

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.

You can use your Sorcery Points to gain additional Spell Slots or sacrifice Spell Slots to gain additional Sorcery Points, as described below. You learn other ways to use your Sorcery Points in some other Sorcerer features, such as Metamagic.

**Converting a Spell Slot to Sorcery Points:** As a Bonus Action, you can expend one Spell Slot to gain a number of Sorcery Points equal to the slot’s level.

**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 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
 2nd
 3rd
 4th
 5th

### 2nd Level: Metamagic

Because your magic flows from within you, you can alter your spells to suit your needs; you gain three Metamagic options of your choice from the Metamagic Options page.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Whenever you finish a Long Rest, you can replace one of your Metamagic options with one you don’t know.

### 3rd Level: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you special abilities 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. This class’s description tells you the levels when your subclass provides features:

* Aberrant Mind
* Clockwork Soul
* Draconic Sorcery
* Divine Soul
* Pyromancy
* Runechild
* Scion of Madness
* Seasonal Maiden
* Shadow Magic
* Storm Sorcery
* Wild Magic

### 4th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 5th Level: Sorcerous Vitality

You can use your innate magic to heal yourself; you always have the Sorcerous Vitality spell prepared.

### 6th Level: Subclass Feature

You gain a feature from your Sorcerer subclass.

### 7th Level: Arcane Eruption

You can now unleash magical energy that roils inside you; you always have the Arcane Eruption spell prepared.

### 8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 9th Level: Sorcery Incarnate

Fueled by the arcane power within, you can transform yourself into magical energy; you always have the Sorcery Incarnate spell prepared.

### 10th Level: Subclass Feature

You gain a feature from your Sorcerer subclass.

### 12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 13th Level: Additional Metamagic

You gain three more Metamagic options of your choice from the “Metamagic Options” section.

### 14th Level: Subclass Feature

You gain a feature from your Sorcerer subclass.

### 15th Level: Sorcerous Restoration

You regain 4 expended Sorcery Points whenever you roll Initiative or finish a Short Rest.

### 16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 18th Level: Subclass Feature

You gain a feature from your Sorcerer subclass.

### 19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 20th Level: Arcane Apothosis

You are now so suffused with magic that you can alter reality itself. You always have the Wish spell prepared, and if you undergo the spell’s casting stress, you have no chance of losing the ability to cast the spell.

In addition, you can cast *Wish* to replicate a spell of 1st through 8th level without expending a 9th-level Spell Slot. You instead expend a slot of the replicated spell’s level. Once you use *Wish* in this way, you can’t do so again until you finish a Long Rest.