Sorcerer

A **sorcerer**, sometimes known as a **sorceress** if female, is a wielder of arcane magic bound only by their own willpower. Unlike most other arcane spellcasters, particularly the wizards they are often compared with, sorcerers have innate magical ability and are noted for their lack of study in obtaining such power.

## Class Feature

### Profiencies

* **Armor:** None
* **Weapon:** Simple (Daggers, Darts, Slings, Quarterstaffs, Light Crossbows), Focus
* **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
* **Tool:** None

### Equipment and Wealth

Sorcerer 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) a focus weapon
* a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin

Alternatively, you can start with 4d4 × 10 gold pieces.

You decide how your character came by this starting equipment or wealth. It might have been an inheritance, or goods that the character purchased or stole during his or her upbringing.

## Feature

### **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.

#### 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.

#### Spell Slots

To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

#### Spells Known

You know two 1st-level spells of your choice from the sorcerer spell list.

Each of these spells must be of a level for which you have spell slots.

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 CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

 Spell attack modifier = your proficiency bonus + your CHA modifier

#### Spellcasting Focus

You can use a focus weapon as a spellcasting focus for your wizard spells.

### **Sorcerous Origin (Archetype)**

Choose a sorcerous origin, which describes the source of your innate magical power.

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 sorcery points equal to your class level, and you gain more as you reach higher levels. 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.

 Sorcery Point Cost

'***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.

 Distant Spell
 Empowered Spell
 Extended Spell
 Heightened Spell
 Quickened Spell
 Subtle Spell
 Twinned Spell
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.

### **Sorcerous Restoration**

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

## Archetype

Different sorcerers claim different origins for their innate magic. These origins greatly determine the abilities and characteristics of a sorcerer and most sorcerers specialize to some degree in the abilities granted by their powers' origin.

### 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, but 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.

#### **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.

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 DEX modifier.

#### **Elemental Affinity**

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

#### **Dragon Wings**

At 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.