Sorcerer

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Sorcerer Characteristics

Please see pages 99-100 in the *D&D 5e Player's Handbook.*

## Class Features

### Sorcerer Basics

#### Hit Points

**Hit Dice:** 1d6 per sorcerer level

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

**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:

* (1) a light crossbow and 20 bolts or (2) any simple weapon
* (1) a component pouch or (2) an arcane focus
* (1) a dungeoneer's pack or (2) 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 the Sorcerer Spell List page for spells available to sorcerers.

#### 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

Choose a sorcerous origin, which describes the source of your innate magical power: Aberrant Mind, Divine Soul, Draconic Bloodline, Fey Magic, Shadow Magic, Storm Sorcerer, or Wild Magic, all of which are detailed at the bottom of the this page.

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. The created spell slots vanish at the end of 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 I 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 east it without any somatic or verbal components
* Twinned Spell. When you cast a spell that is incapable of targeting more than one creature at the spell's current level 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)

### 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. Alternately, you can learn a Feat instead of increasing your ability scores.

### Sorcerous Restoration

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

## Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Though these origins vary widely, all of them are influenced by outside forces in one way or another.

### Aberrant Mind

An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis — but the transformation failed and left you altered.

* **Unique Disturbance.** Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature’s mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you’re scared, or your pupils squirming when you’re excited. Consider the potentially unspeakable source of your sorcerer’s powers, and use that as a guide to weave threads of eeriness throughout your magic.

**Aberrant Mind Features**
 6th
 14th
 18th

#### Invasive Thoughts

At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

#### Psionic Spells

Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Psionic Spells

#### Warped Being

Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.

#### Psionic Sorcery

Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

#### Psychic Defense

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

#### Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body in one of the following ways:

* You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing
* You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus
* Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled
* Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you

The transformation lasts 1 minute for each sorcery point spent.

#### Warp Reality

At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.

As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported.

Once you use this feature, you can’t use it again until you finish a long rest.

### Divine Soul

Please see page 50 in *Xanathar's Guide to Everything.*

### Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, hut most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

**Draconic Bloodline Features**
 6th
 14th
 18th

#### Dragon Ancestor

At 1st level, you choose one type of dragon as your
ancestor. The damage type associated with each dragon
is used by features you gain later.

Draconic Ancestry
 Black
 Blue
 Green
 Red
 White

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

#### Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

#### Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. This damage bonus applies to one damage roll of a spell, not multiple rolls. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

#### Dragon Wings

Ai 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

#### Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

### Fey Magic

Your innate magic comes from fey magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their ancestry back to a lord or lady of the Plane of Faerie. Other fey sorcerers are descendants of warlocks who of made a pact with an Archfey. The rarest of these sorcerers are those who travel to the Feywild and manage to absorb some of the plane’s natural magic by happenstance.

**Fey Magic Features**
 6th
 14th
 18th

#### Wild Knowledge

Starting at 1st level, you can speak, understand, and write Sylvan and gain proficiency in the Nature skill.

#### Fey Magic

Your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip *or* a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid Spell List *OR* the Sorcerer Spell List. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you.

#### Nature's Armor

Starting at 6th level, you can use a bonus action to make thorny vines cover your skin. The vines last for 1 hour.

While this feature is active, your AC can’t be less than 16, regardless of what kind of armor you wear, and creatures that hit you with melee attacks take piercing damage equal to half your sorcerer level (minimum 1). This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

You must finish a short or long rest before you can before you can use this feature again.

#### Sylvan Embrace

When you reach 10th level, you can’t be charmed, frightened, or put to sleep by fey and you can speak, understand, and write Druidic.

Additionally, when you cast a sorcerer spell of 1st level or higher, you can expend 1 sorcery point to make yourself and any equipment you possess invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell.

#### Untamed Champion

At 18th level, whenever you cast a cantrip or spell that deals one of the following damage types, you can change the damage to another type on the same list by spending a number of sorcery points equal to the spell’s level: acid, cold, fire, lightning, poison, or thunder. Changing the damage type of a cantrip costs 1 sorcery point.

Additionally, once per turn when you cast a spell of 1st level or higher you can spend all of your movement speed on your turn to teleport up to 15 feet to an unoccupied space that you can see.

### Shadow Magic

Please see pages 50-51 in *Xanathar's Guide to Everything.*

### Storm Sorcerer

Please see pages 51-52 in *Xanathar's Guide to Everything.*

### Wild Magic

Please see page 103 in the *D&D 5e Player's Handbook.* However, please use the following table for the Wild Magic Surge subclass feature instead of the one found in the Player's Handbook.