Sorcerer Revised

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Sorcerers


Practice and study are for amateurs. True power is a birthright.

— Hennet, scion of Tiamat

Class Name
Level Proficiency Bonus Features Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin - 4 2 2
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Sorcerous Origin Feature, Metamagic 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score Improvement 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 Metamagic 10 6 11 4 3 3 3 2
11th +4 Sorcerous Focus 11 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Origin Feature, Metamagic 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origin Feature 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 16 4 3 3 3 3 2 1 1 1
10th +6 Sorcerous Restoration 20 6 16 4 3 3 3 3 2 2 1 1

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 chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

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.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins

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.

Each time you take a short rest you regain sorcery points equal to your proficiency bonus.

Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

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 6th, 10th, 14th, and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Altered Spell

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to change that damage to another damage type from that list of your choice.

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). The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

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. Alternatively, if the 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 with other Metamagics.

Extended Spell

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

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose a number of creatures up to your Charisma modifier (minimum 1) and spend 2 sorcery points per creature targeted, giving them disadvantage on their first saving throw made against the spell.

Piercing Spell

When you cast a spell that deals damage to multiple creatures you can spend sorcery points equal to the spell's level to cause it to only target a single creature. If that creature is not resistant or immune to the spell's damage type it becomes vulnerable to the spell's damage type for the rest of the turn.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 1 sorcery point to change the casting time to 1 bonus action for this casting.

 

Resized Spell

When you cast a spell that creates an area of effect, you can spend 3 sorcery points to increase its size. If it is a circle, cylinder, or sphere, its radius is doubled. If it is a line, its length and width are both doubled. If it is a cube or square, each of its sides is doubled in length. Alternatively, you can spend 2 sorcery points to halve its size, following the same rules as before.

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 doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, 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 point if 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, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Focus

Starting at 10th level, when you cast a spell of 4th level or lower you can do so without expending a spell slot. Once you use this feature you must finish a long rest before you can do so again.

Sorcerous Restoration

At 20th level, when you roll initiative you regain up to 4 expended sorcery points.

Innate Spells

Sorcerers gain innate magic based on their bloodline. These spells do not count toward your number of spells known.

Dragonic Bloodline Innate Spells
Sorcerer Level Innate Spells
1st chromatic orb, command
3rd darkvision, dragon's breath
5th fear, fly
7th dominate beast, polymorph
9th scrying
Wild Magic Innate Spells
Sorcerer Level Innate Spells
1st chaos bolt, color spray
3rd blur, misty step
5th blink, hypnotic pattern
7th dimension door, confusion
9th creation
Divine Soul Innate Spells

Choose a Clerical Domain. You gain those Domain spells as your Innate spells. You can only choose one 9th level to learn.

Shadow Sorcerer Innate Spells
Sorcerer Level Innate Spells
1st arms of Hadar, dissonate whispers
3rd blindness/deafness, darkvision
5th enemies abound, nondetection
7th banishment, phantasmal killer
9th creation
Storm Sorcerer Innate Spells
Sorcerer Level Innate Spells
1st fog cloud, thunderwave
3rd gust of wind, levitate
5th call lightning, sleet storm
7th conjure minor elementals, ice storm
9th conjure elemental
  • Unless you gain conjure minor elementals from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.
  • Unless you gain conjure elemental from another source, you can summon only air elementals with it.

 

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