Sorcerer
A Dazzling Mage Filled with Innate Magic
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers canβt name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a babyβs birth or the strike of lightning from a clear sky might spark a Sorcererβs gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers donβt learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesnβt like to stay quiet. A Sorcererβs magic wants to be wielded.
| Core Sorcerer Traits | < |
|---|---|
| Primary Ability | Charisma |
| Hit Dice Die | D6 per Sorcerer level |
| Saving Throws Proficiencies | Constitution and Charisma |
| Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Tool Proficiencies | None |
| Armor Training | None |
| Starting Equipment | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneerβs Pack, and 28 GP; or (B) 50 GP |
Becoming a Sorcerer
As a Level 1 Character
- Gain all the traits in the Core Sorcerer Traits table.
- Gain the Sorcererβs Level 1 Features, which are listed in the Sorcerer Features table.
As a Multiclass Entry
- Gain the Hit Point Die from the Core Sorcerer Traits table.
- Gain the Sorcererβs Level 1 Features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Innate Sorcery | β | 4 | 2 | 2 | β | β | β | β | β | β | β | β |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | β | β | β | β | β | β | β | β |
| 3 | +2 | Sorcerer Subclass | 3 | 4 | 6 | 4 | 2 | β | β | β | β | β | β | β |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | β | β | β | β | β | β | β |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | β | β | β | β | β | β |
| 6 | +3 | Subclass feature | 6 | 5 | 10 | 4 | 3 | 3 | β | β | β | β | β | β |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | β | β | β | β | β |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | β | β | β | β | β |
| 9 | +4 | β | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | β | β | β | β |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | β | β | β | β |
| 11 | +4 | β | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | β | β | β |
| 13 | +5 | β | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
| 14 | +5 | Subclass feature | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | β | β |
| 15 | +5 | β | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | β |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Subclass feature | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the classβs description.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if youβre a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells donβt count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2: Metamagic
Your magic flows from within; you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this classβs description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you donβt know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3: Sorcerer Subclass
You gain a Sorcerer subclass of your choice. The Aberrant Mind, Clockwork Soul, Draconic Sorcery, and Wild Magic Sorcery subclasses are detailed after this classβs description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclassβs features that are of your Sorcerer level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
Level 5: Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you canβt do so again until you finish a Long Rest.
Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 19: Epic Boon
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Careful Spell
Cost: 1 Sorcery Point. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spellβs full force. To do so, 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, and it takes no damage if it would normally take half damage on a successful save.
Distant Spell
Cost: 1 Sorcery Point. When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spellβs range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spellβs range 30 feet.
Empowered Spell
Cost: 1 Sorcery Point. 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), and you must use the new rolls. You can use Empowered Spell even if youβve already used a different Metamagic option during the casting of the spell.
Extended Spell
Cost: 1 Sorcery Point. 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. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Heightened Spell
Cost: 2 Sorcery Points. When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
Quickened Spell
Cost: 2 Sorcery Points. When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You canβt modify a spell in this way if youβve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Seeking Spell
Cost: 1 Sorcery Point. If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if youβve already used a different Metamagic option during the casting of the spell.
Subtle Spell
Cost: 1 Sorcery Point. When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Transmuted Spell
Cost: 1 Sorcery Point. 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.
Twinned Spell
Cost: 1 Sorcery Point. When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spellβs effective level by 1.
Sorcerer Spell List
This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
Sorcerer Cantrips (Level 0 Spells)
| Spell | School | Special |
|---|---|---|
| Acid Splash | Evocation | β |
| Blade Ward | Abjuration | C |
| Chill Touch | Necromancy | β |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | β |
| Fire Bolt | Evocation | β |
| Friends | Enchantment | C |
| Light | Evocation | β |
| Mage Hand | Conjuration | β |
| Mending | Transmutation | β |
| Message | Transmutation | β |
| Mind Sliver | Enchantment | β |
| Minor Illusion | Illusion | β |
| Poison Spray | Necromancy | β |
| Prestidigitation | Transmutation | β |
| Ray of Frost | Evocation | β |
| Shocking Grasp | Evocation | β |
| Sorcerous Burst | Evocation | β |
| Thunderclap | Evocation | β |
| True Strike | Divination | β |
Level 1 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Burning Hands | Evocation | β |
| Charm Person | Enchantment | β |
| Chromatic Orb | Evocation | M |
| Color Spray | Illusion | β |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Disguise Self | Illusion | β |
| Expeditious Retreat | Transmutation | C |
| False Life | Necromancy | β |
| Feather Fall | Transmutation | β |
| Fog Cloud | Conjuration | C |
| Grease | Conjuration | β |
| Ice Knife | Conjuration | β |
| Jump | Transmutation | β |
| Mage Armor | Abjuration | β |
| Magic Missile | Evocation | β |
| Ray of Sickness | Necromancy | β |
| Shield | Abjuration | β |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Thunderwave | Evocation | |
| Witch Bolt | Evocation | C |
Level 2 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Alter Self | Transmutation | C |
| Arcane Vigor | Abjuration | β |
| Blindness-Deafness | Transmutation | β |
| Blur | Illusion | C |
| Cloud of Daggers | Conjuration | C |
| Crown of Madness | Enchantment | C |
| Darkness | Evocation | C |
| Darkvision | Transmutation | β |
| Detect Thoughts | Divination | C |
| Dragon's Breath | Transmutation | C |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Flame Blade | Evocation | C |
| Flaming Sphere | Evocation | C |
| Gust of Wind | Evocation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | β |
| Levitate | Transmutation | C |
| Magic Weapon | Transmutation | β |
| Mind Spike | Divination | C |
| Mirror Image | Illusion | β |
| Misty Step | Conjuration | β |
| Phantasmal Force | Illusion | C |
| Scorching Ray | Evocation | β |
| See Invisibility | Divination | β |
| Shatter | Evocation | β |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
| Web | Conjuration | C |
Level 3 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Blink | Transmutation | β |
| Clairvoyance | Divination | C, M |
| Counterspell | Abjuration | β |
| Daylight | Evocation | β |
| Dispel Magic | Abjuration | β |
| Fear | Illusion | C |
| Fireball | Evocation | β |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Haste | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Lightning Bolt | Evocation | β |
| Major Image | Illusion | C |
| Protection from Energy | Abjuration | C |
| Sleet Storm | Conjuration | C |
| Slow | Transmutation | C |
| Stinking Cloud | Conjuration | C |
| Tongues | Divination | β |
| Vampiric Touch | Necromancy | C |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
Level 4 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Banishment | Abjuration | C |
| Blight | Necromancy | β |
| Charm Monster | Enchantment | β |
| Confusion | Enchantment | C |
| Dimension Door | Conjuration | β |
| Dominate Beast | Enchantment | C |
| Fire Shield | Evocation | β |
| Greater Invisibility | Illusion | C |
| Ice Storm | Evocation | β |
| Polymorph | Transmutation | C |
| Stoneskin | Transmutation | C, M |
| Vitriolic Sphere | Evocation | β |
| Wall of Fire | Evocation | C |
Level 5 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Animate Objects | Transmutation | C |
| Bigby's Hand | Evocation | C |
| Cloudkill | Conjuration | C |
| Cone of Cold | Evocation | β |
| Creation | Illusion | β |
| Dominate Person | Enchantment | C |
| Hold Monster | Enchantment | C |
| Insect Plague | Conjuration | C |
| Seeming | Illusion | β |
| Synaptic Static | Enchantment | β |
| Telekinesis | Transmutation | C |
| Teleportation Circle | Conjuration | M |
| Wall of Stone | Evocation | C |
Level 6 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Arcane Gate | Conjuration | C |
| Chain Lightning | Evocation | β |
| Circle of Death | Necromancy | M |
| Disintegrate | Transmutation | β |
| Eyebite | Necromancy | C |
| Flesh to Stone | Transmutation | C |
| Globe of Invulnerability | Abjuration | C |
| Mass Suggestion | Enchantment | β |
| Move Earth | Transmutation | C |
| Otiluke's Freezing Sphere | Evocation | β |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
Level 7 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Delayed Blast Fireball | Evocation | C |
| Etherealness | Conjuration | β |
| Finger of Death | Necromancy | β |
| Fire Storm | Evocation | β |
| Plane Shift | Conjuration | M |
| Prismatic Spray | Evocation | β |
| Reverse Gravity | Transmutation | C |
| Teleport | Conjuration | β |
Level 8 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Demiplane | Conjuration | β |
| Dominate Monster | Enchantment | C |
| Earthquake | Transmutation | C |
| Incendiary Cloud | Conjuration | C |
| Power Word Stun | Enchantment | β |
| Sunburst | Evocation | β |
Level 9 Sorcerer Spells
| Spell | School | Special |
|---|---|---|
| Gate | Conjuration | C, M |
| Meteor Swarm | Evocation | β |
| Power Word Kill | Enchantment | β |
| Time Stop | Transmutation | β |
| Wish | Conjuration | β |
Sorcerer Subclasses
A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. You can choose from the following Sorcerer Subclasses: