Class Details

Class Features

  • Sorcerer
Level Proficiency
Bonus
Sorcery
Points
Cantrips
Known
Spells
Known
Max. Spell
Level
Metamagics
Known
Features
1st +2 4 4 2 1st 2 Sorcery, Metamagic, Sorcerous Origin
2nd +2 8 4 3 1st 2 Sorcerous Recovery
3rd +2 17 4 4 2nd 3 Sorcerous Origin Feature
4th +2 21 5 5 2nd 3 Ability Score Improvement
5th +3 32 5 6 3rd 3
6th +3 38 5 7 3rd 4 Sorcerous Origin Feature
7th +3 45 5 8 4th 4
8th +3 52 5 9 4th 4 Ability Score Improvement
9th +4 66 5 10 5th 4
10th +4 74 6 11 5th 5 Metamorphosis

Hit Points

  • Hit Dice: 1d6 per sorcerer level.
  • Hit Points (1st-level): 6 + your Constitution modifier.
  • Hit Points (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

Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):

A. Preset Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapon.
  • (a) a dungeoneer's pack or (b) an explorer's pack.
  • Two daggers.

B. Custom Equipment

You gain 3d4 x 10 gold pieces (or 70 gp). You may spend some or all of this gold to purchase your own set of starting equipment.

Class Features

As a sorcerer, you gain the following class features.

1Sorcery

You gain the ability to cast sorcerer spells by channeling the raw, sorcerous power that burns within you.

Cantrips

At 1st-level, you know four cantrips of your choice from the sorcerer spell list. You learn additional cantrips of your choice from the sorcerer spell list at higher levels, as shown in the Cantrips Known column of the Class Features (Sorcerer) table.

Replacing Known Cantrips: When you gain a sorcerer level, you may choose one of the sorcerer cantrips you know and replace it with another cantrip from the sorcerer spell list.

Sorcery Points

You have a pool of sorcery points as shown in the Sorcery Points column of the Class Features (Sorcerer) table. To cast a sorcerer spell of 1st-level or higher, you must spend a number of sorcery points as shown in the Sorcerous Spellcasting table below.

You recover all expended sorcery points when you finish a long rest.

Sorcerous Spellcasting

Spell
Level
Sorcery
Points
1st 2
2nd 3
3rd 5
4th 6
5th 7

 

 

 

 

 

Spells Known of 1st-level and Higher

At 1st-level, you know two 1st-level spells of your choice from the sorcerer spell list. You learn additional spells of your choice from the sorcerer spell list at higher levels, as shown in the Spells Known column of the Class Features (Sorcerer) table. Any spell that you learn must be of a level lower than or equal to your Maximum Spell Level.

Replacing Known Spells: When you gain a sorcerer level, you may choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list. The new spell can be of any level that is lower than or equal to your Maximum Spell Level.

Upcasting Spells: When casting a sorcerer spell at a higher spell level, you can't exceed your Maximum Spell Level—even if you have enough sorcery points.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. Use your Charisma to determine the saving throw DC or attack modifier for a sorcerer spell you cast.

Spellcasting Ability

Spell save DC: 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier: your proficiency bonus + your Charisma modifier

Spellcasting Focus

You don't need an arcane focus to cast sorcery—you are your own spellcasting focus for your sorcerer spells.

Sorcerous Versatility

When you finish a long rest, you may replace one of your known sorcerer spells (including cantrips) with another spell from the sorcerer spell list. The new spell must be of the same spell level as the spell you replace.

 

 

1Metamagic

The rules of magic are your plaything as you twist and shape spells into your own sorcerous design.

You master two metamagics of your choice. When you cast a spell, you may declare which metamagics (if any) you are applying to it—you can apply only one metamagic to a spell that you are casting, unless otherwise noted.

Mastering New Metamagics: You master additional metamagics as you gain more sorcerer levels, as shown in the Metamagics Known column of the Class Features (Sorcerer) table.

Replacing a Mastered Metamagic: Each time you gain a sorcerer level, you may replace any or all of your mastered metamagics with a different choice.

In addition, you may use your Sorcerous Versatility class feature to change one mastered metamagic instead of a known spell selection.

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.

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.

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.

Inverted Spell

When you roll damage for a spell with an elemental effect, you can spend 1 sorcery point to invert the type of that damage. There are five known elemental pairings:

Elemental Pairs

  • Fire / Cold
  • Radiant / Necrotic
  • Lightning / Thunder
  • Poison / Acid
  • Psychic / Force

Compound: You can combine inverted spell with other metamagics during the casting of a 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 (a) targets only one creature and (b) doesn't have a range of self, you can spend a number of sorcery points equal to the spell level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Single-target Only: A spell can be twinned only if it is incapable of targeting more than one creature at the spell's casting level.

For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are.

 

 

1Sorcerous Origin

Choose a Sorcerous Origin. You gain features from your Sorcerous Origin at 1st, 3rd, 6th, and 10th-level.

Origin Spells

Your Sorcerous Origin grants you a unique list of spells—its origin spells. At 1st, 3rd, 5th, 7th, and 9th-level, you may choose one spell from that respective tier and add it to your list of known sorcerer spells as an extra spell.

If you have an origin spell that doesn't normally appear on the sorcerer spell list, that spell is nonetheless a sorcerer spell for you.

Permanent Choice: Once you choose an origin spell, that selection is permanent—you can't change it later using your Sorcerous Versatility.

Origin Metamagics

You gain access to four unique metamagics from your Sorcerous Origin. Add these to your list of metamagic options.

2Sorcerous Recovery

Your sorcerous body feeds on magic, turning the raw energies of the world into powerful sorcery.

When you take damage from a spell cast by another creature or object, you can spend your reaction to regain a number of expended sorcery points equal to the level of the spell that hurt you.

You can use this feature once, and you regain expended uses when you finish a long rest.

Greater Sorcerous Recover: Starting at 5th-level, you can use this feature twice.

Superior Sorcerous Recover: Starting at 9th-level, you can use this feature three times.

 

 

 

4Ability Score Improvement

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.

10Metamorphosis

You infuse your physical form with sorcery, transforming yourself—temporarily—into a sorcerous avatar of magic.

You gain two metamorphosis forms as determined by your sorcerous origin. You may spend an action to cast Metamorphosis and transform into one of these forms—you may choose which form each time you cast the spell.

You can use this feature once, and you regain expended uses when you finish a long rest.

Innate Power: As a sorcerer, you can cast Metamorphosis without spending any sorcery points.

Interrupts: As a spell, Metamorphosis can be interrupted by normal means (such as Counterspell). In these cases, Metamorphosis counts as a 6th-level spell.

Metamorphosis

  • Class Feature
  • Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 1 minute

You transmute your physical form into raw, sorcerous power. Choose a metamorphosis form as permitted by your sorcerous origin—until the spell ends, you gain all the features of that form.

Your metamorphosis lasts until either (a) 1 minute has passed, (b) you end it as a bonus action, (c) you fall unconscious, or (d) you are shapeshifted into another form by some other effect.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Acid

Your flesh transforms into gelatinous, corrosive ooze.

Corrosive Blood: You are immune to acid damage and have vulnerability to slashing damage.

Amorphous: You can move through a space as narrow as 1 inch wide without squeezing (items you are carrying might not fit, however).

Acid Rain: You can spend your action to create a 10 ft radius sphere of acid rain centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one.

Bludgeoning

You are surrounded by a powerful, ceaseless wind.

Wind Shield: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Moon Step: You gain a flying speed equal to your movement speed. If you are still flying when the spell ends, you fall unless you can somehow prevent it.

Gust: You can spend your action to create a 10 ft radius sphere of swirling wind centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a large or smaller creature fails the save, that creature is pushed up to 10 ft away from the center of the sphere.

Cold

Your body is covered with glistening ice crystals.

Cold-blooded: You are immune to cold damage and have vulnerability to fire damage.

White Walker: You can walk across water as if it were solid ground. In addition, you can move across difficult terrain created by ice or snow without spending extra movement.

Ice Age: You can spend your action to create a 15 ft cone of ice extending from you in a direction of your choice. Each creature in range must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Fire

Glowing red veins of searing power cover your body.

Hot-blooded: You are immune to fire damage and have vulnerability to cold damage.

Living Torch: You emit bright light in a 30 ft radius and dim light for an additional 30 ft.

Scorched Partizan: You can spend your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one

Force

Your body glimmers with sparkling, arcane force.

Arcane Flesh: You are immune to force damage and have vulnerability to psychic damage.

Unstoppable: You can move through and occupy a hostile creature's space. If you end your turn in a hostile creature's space, that creature is pushed to the nearest unoccupied space (the creature may choose which space).

Force Push: You can spend your action to create a 10 ft radius sphere of arcane force centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. If a large or smaller creature fails the save, that creature is pushed up to 10 ft away from you.

Lightning

Your body crackles with sparks of arcane lightning.

Sparkster: You are immune to lightning damage and have vulnerability to cold damage.

Static Charge: You can climb and cling to difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Lightning Lance: You can spend your action to create a line of lightning 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.

 

 

 

 

 

 

 

 

Necrotic

Black, pulsating veins of decay cover your body.

Shadowheart: You are immune to necrotic damage and have vulnerability to radiant damage.

Dark Aura: The area in a 10 ft radius around you is (a) in dim light and (b) is difficult terrain for creatures other than you. The radius moves with you.

Decay: You can spend your action to touch a creature within 5 ft of you. That creature must make a Constitution saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is Poisoned until the start of your next turn.

Piercing

Sharp spikes of earth and rock cover your body.

Quill Armor: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Stonestepper: You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, your metamorphosis ends, and you are stunned until the end of your next turn.

Obsidian Spear: You can spend your action to fling piercing spikes in a line 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one.

Poison

You grow pointed fangs, sharp claws, and a poisonous, barbed tail.

Toxic Blood: You are immune to poison damage and have vulnerability to fire damage.

Spider Climb: You can climb and cling to difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Scorpion Sting: You can spend your action to bite or sting a creature within 5 ft of you. That creature must make a Constitution saving throw. It takes 2d10 poison damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is Poisoned until the start of your next turn.

Psychic

Your eyes turn white as a third, glowing eye opens on your forehead.

Iron Mind: You are immune to psychic damage and have vulnerability to force damage.

Maddening Whispers: Any creature that makes a concentration check within 10 ft of you has disadvantage on the roll.

Psychic Scream: You can spend your action to create a 15 ft cone of psychic energy extending from you in a direction of your choice. Each creature in range must make a Wisdom saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect falls prone.

Radiant

Your skin glows with a shimmering, yellow-white light.

Blessed Body: You are immune to radiant damage and have vulnerability to necrotic damage.

Light Incarnate: You emit bright light in a 30 ft radius and dim light for an additional 30 ft.

Solar Flare: You can spend your action to create a 15 ft cone of radiant light extending from you in a direction you choose. Each creature in range must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is Blinded until the start of your next turn.

Slashing

Sharp, metallic blades cover your body.

Sparking Daisy: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Knifeblade: You can climb and cling to difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spiral Hollow: You can spend your action to spin in a whirlwind of blades. Each creature within 10 ft of you must make a Dexterity saving throw. A creature takes 4d8 slashing damage on a failed save, or half as much damage on a successful one.

Thunder

Your voice is booming and sound becomes heavily distorted around you.

Bass Blood: You are immune to thunder damage and have vulnerability to force damage.

Deafening Aura: Any creature that ends its turn within 10 ft of you is Deafened until the end of its next turn.

Sonic Boom: You can spend your action to create a 10 ft radius sphere of sound centered on yourself. Each creature in that area (excluding yourself) must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one.

Sorcerer Spells

Spell List

  • Class Feature
  • Sorcerer
Cantrips
d100
01-04 Acid Splash
05-08 Blade Ward
09-12 Chill Touch
13-16 Control Flames
17-20 Create Bonfire
21-24 Dancing Lights
25-28 Fire Bolt
29-32 Friends
33-36 Frostbite
37-40 Gust
41-44 Infestation
45-48 Light
49-52 Mage Hand
53-56 Mending
57-60 Message
61-64 Minor Illusion
65-68 Mold Earth
69-72 Poison Spray
73-76 Prestidigitation
77-80 Primal Savagery
81-84 Ray of Frost
85-88 Shocking Grasp
89-92 Thunderclap
93-96 True Strike
1st-level
d100
01-03 Absorb Elements
04-06 Burning Hands
07-09 Catapult
10-12 Chaos Bolt
13-15 Charm Person
16-18 Chromatic Orb
19-21 Color Spray
22-24 Comprehend Languages
25-27 Detect Magic
28-30 Disguise Self
31-33 Earth Tremor
34-36 Expeditious Retreat
37-39 False Life
40-42 Feather Fall
43-45 Fog Cloud
46-48 Grease
49-51 Ice Knife
52-54 Jump
55-57 Mage Armor
58-60 Magic Missile
61-63 Protection from Evil and Good
64-66 Ray of Sickness
67-69 Shield
70-72 Silent Image
73-75 Sleep
76-78 Thunderwave
79-81 Witch Bolt
2nd-level
d100
01-02 Aganazzar's Scorcher
03-04 Alter Self
05-06 Blindness/Deafness
07-08 Blur
09-10 Cloud of Daggers
11-12 Crown of Madness
13-14 Darkness
15-16 Darkvision
17-18 Detect Thoughts
19-20 Dragon's Breath
21-22 Dust Devil
23-24 Earthbind
25-26 Enhance Ability
27-28 Enlarge/Reduce
29-30 Flame Blade
31-32 Flaming Sphere
33-34 Gust of Wind
35-36 Hold Person
37-38 Invisibility
39-40 Knock
41-42 Levitate
43-44 Maximilian's Earthen Grasp
45-46 Mind Spike
47-48 Mirror Image
49-50 Misty Step
51-52 Phantasmal Force
53-54 Pyrotechnics
55-56 Scorching Ray
57-58 See Invisibility
59-60 Shadow Blade
61-62 Shatter
63-64 Snilloc's Snowball Swarm
65-66 Spider Climb
67-68 Suggestion
69-70 Warding Wind
71-72 Web
3rd-level
d100
01-03 Blink
04-06 Catnap
07-09 Clairvoyance
10-12 Counterspell
13-15 Daylight
16-18 Dispel Magic
19-21 Enemies Abound
22-24 Erupting Earth
25-27 Fear
28-30 Fireball
31-33 Flame Arrows
34-36 Fly
37-39 Gaseous Form
40-42 Haste
43-45 Hypnotic Pattern
d100
46-48 Lightning Bolt
49-51 Major Image
52-54 Melf's Minute Meteors
55-57 Protection from Energy
58-60 Sleet Storm
61-63 Slow
64-66 Stinking Cloud
67-69 Thunder Step
70-72 Tidal Wave
73-75 Tongues
76-78 Vampiric Touch
79-81 Wall of Water
82-84 Water Breathing
85-87 Water Walk
4th-level
d100
01-06 Banishment
07-12 Blight
13-18 Charm Monster
19-24 Confusion
25-30 Dimension Door
31-36 Dominate Beast
37-42 Fire Shield
43-48 Greater Invisibility
49-54 Ice Storm
55-60 Polymorph
61-66 Sickening Radiance
67-72 Stoneskin
73-78 Storm Sphere
79-84 Vitriolic Sphere
85-90 Wall of Fire
91-96 Watery Sphere
5th-level
d100
01-05 Animate Objects
06-10 Cloudkill
11-15 Cone of Cold
16-20 Creation
21-25 Dominate Person
26-30 Enervation
31-35 Far Step
36-40 Hold Monster
41-45 Immolation
46-50 Insect Plague
51-55 Seeming
56-60 Skill Empowerment
61-65 Synaptic Static
66-70 Telekinesis
71-75 Teleportation Circle
76-80 Wall of Light
81-85 Wall of Stone
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