Sorcerer

# Sorcerer Class Details

Golden eyes flashing, a human stretches out her hand and unleashes
the dragonfire that burns in her veins. As an inferno rages around her
foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms
wide and throws his head back. Lifting him momentarily off the ground, a
 wave of magic surges up in him, through him, and out from him in a
mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a
charging troglodyte. A blast of fire springs from her finger to strike
the creature. She ducks back behind the rock formation with a grin,
unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic
 bloodline, some otherworldly influence, or exposure to unknown cosmic
forces. One can’t study sorcery as one learns a language, any more than
one can learn to live a legendary life. No one chooses sorcery; the
power chooses the sorcerer.

## Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit
with a latent power that waits to be tapped. Some sorcerers wield magic
that springs from an ancient bloodline infused with the magic of
dragons. Others carry a raw, uncontrolled magic within them, a chaotic
storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some
draconic bloodlines produce exactly one sorcerer in every generation,
but in other lines of descent every individual is a sorcerer. Most of
the time, the talents of sorcery appear as apparent flukes. Some
sorcerers can’t name the origin of their power, while others trace it to
 strange events in their own lives. The touch of a demon, the blessing
of a dryad at a baby’s birth, or a taste of the water from a mysterious
spring might spark the gift of sorcery. So too might the gift of a deity
 of magic, exposure to the elemental forces of the Inner Planes or the
maddening chaos of Limbo, or a glimpse into the inner workings of
reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic
lore that wizards rely on, nor do they rely on a patron to grant their
spells as warlocks do. By learning to harness and channel their own
inborn magic, they can discover new and staggering ways to unleash that
power.

## Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer
who is not involved in the adventuring life in some way. People with
magical power seething in their veins soon discover that the power
doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and
it has a tendency to spill out in unpredictable ways if it isn’t called
on.

Sorcerers often have obscure or quixotic motivations driving them to
adventure. Some seek a greater understanding of the magical force that
infuses them, or the answer to the mystery of its origin. Others hope to
 find a way to get rid of it, or to unleash its full potential. Whatever
 their goals, sorcerers are every bit as useful to an adventuring party
as wizards, making up for a comparative lack of breadth in their magical
 knowledge with enormous flexibility in using the spells they know.

The most important question to consider when creating your sorcerer
is the origin of your power. As a starting character, you’ll choose an
origin that ties to a draconic bloodline or the influence of wild magic,
 but the exact source of your power is up to you to decide. Is it a
family curse, passed down to you from distant ancestors? Or did some
extraordinary event leave you blessed with inherent magic but perhaps
scarred as well?

How do you feel about the magical power coursing through you? Do you
embrace it, try to master it, or revel in its unpredictable nature? Is
it a blessing or a curse? Did you seek it out, or did it find you? Did
you have the option to refuse it, and do you wish you had? What do you
intend to do with it? Perhaps you feel like you’ve been given this power
 for some lofty purpose. Or you might decide that the power gives you
the right to do what you want, to take what you want from those who lack
 such power. Perhaps your power links you to a powerful individual in
the world—the fey creature that blessed you at birth, the dragon who put
 a drop of its blood into your veins, the lich who created you as an
experiment, or the deity who chose you to carry this power.

As a sorcerer, you gain the following class features.

**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

### 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, 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

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 Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

##### 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 sorcerer 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 (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

### Sorcerous Origin

Choose a sorcerous origin,
which describes the source of your innate magical power: Draconic
Bloodline, detailed at the end of the class description, or one from
another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

### Font of Magic

At 2nd level, 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

 2nd
 3rd
 4th
 5th

**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

At 3rd 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 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 and chromatic orb are.

### Ability Score Improvement

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.