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Class Sorcerer
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Font of Magic:
(Level 2)
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: (Level 2) You have a number of Sorcery Points equal to your Sorcerer level. You regain all spent sorcery points when you finish a long rest.
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Flexible Casting: (Level 2)
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.
Spell Slot Level - Sorcery Point Cost
1st Level - 2 Sorcery Point
2nd Level - 3 Sorcery Point
3rd Level - 5 Sorcery Point
4th Level - 6 Sorcery Point
5th Level - 7 Sorcery Point
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.
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Metamagic:
(Level 3)
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: (Level 3) 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.
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Distant Spell: (Level 3)
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: (Level 3)
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: (Level 3) 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: (Level 3) 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: (Level 3) 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: (Level 3) When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell: (Level 3) 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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
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Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have al ready used a different Metamagic option during the casting of the spell. - Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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Ability Score Improvement:
(Level 4)
When you reach 4th level you can gain a feat, 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.
- (Level 8) When you reach 8th level, get another Ability Score Improvement.
- (Level 12) When you reach 12th level, get another Ability Score Improvement.
- (Level 16) When you reach 16th level, get another Ability Score Improvement.
- (Level 19) When you reach 19th level, get another Ability Score Improvement.
- Sorcerous Restoration: (Level 20) At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
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Sorcerous Versatility (optional):
(Level 4)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
* Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
* Replace one cant rip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list. - Magical Guidance (optional): (Level 5) You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Modifiers
- weapon_proficiency: 2
- weapon_proficiency: 12
- weapon_proficiency: 14
- weapon_proficiency: 8
- weapon_proficiency: 11
Variable Text Display
Modifiers
| Modifies | Value | Reason | Level Req'd | Connected to | Edit |
|---|---|---|---|---|---|
| weapon_proficiency | Dagger (2) | class feature | Class: Sorcerer | ||
| weapon_proficiency | Dart (12) | class feature | Class: Sorcerer | ||
| weapon_proficiency | Sling (14) | class feature | Class: Sorcerer | ||
| weapon_proficiency | Quarterstaff (8) | class feature | Class: Sorcerer | ||
| weapon_proficiency | Light Crossbow (11) | class feature | Class: Sorcerer |