The Sorcerer, Revised
If you've ever played as a Sorcercer and thought, "gee, I wish I was better at spellcasting." then sigh no more! This revision to the sorcerer character class tweaks several features to allow the class a bit more flexibility and fluidity when it comes to spellcasting, since that's this class's bread 'n' butter!
Some of the features described here is original content, and other features have been pulled from the recent Unearthed Arcana publication, Class Variants.
Revised Sorcerer Features
Sorcerer Level |
Features |
---|---|
1st | Spellcasting |
2nd | Font of Magic |
3rd | Metamagic |
10th | Sorcerous Restoration |
20th | High Sorcery |
The Sorcerer
— Spell Slots per Spell Level —
Level | Proficiency Bonus |
Sorcery Points |
Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | — | Spellcasting, Sorcerous Origin |
4 | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 2 | Font of Magic | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 3 | Metamagic | 4 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 4 | Ability Score Improvement | 5 | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 5 | — | 5 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 6 | Metamagic, Sorcerous Origin feature |
5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 7 | — | 5 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 8 | Ability Score Improvement | 5 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 9 | — | 5 | 11 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
10th | +4 | 10 | Metamagic, Sorcerous Restoration |
6 | 12 | 4 | 3 | 3 | 2 | 2 | — | — | — | — |
11th | +4 | 11 | — | 6 | 13 | 4 | 3 | 3 | 2 | 2 | 1 | — | — | — |
12th | +4 | 12 | Ability Score Improvement | 6 | 13 | 4 | 3 | 3 | 2 | 2 | 1 | — | — | — |
13th | +5 | 13 | — | 6 | 14 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | — | — |
14th | +5 | 14 | Sorcerous Origin feature | 6 | 14 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | — | — |
15th | +5 | 15 | — | 6 | 15 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — |
16th | +5 | 16 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — |
17th | +6 | 17 | Metamagic | 6 | 16 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin feature | 6 | 16 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 18 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | High Sorcery | 6 | 20 | 4 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
Spellcasting
The Sorcerer's spellcasting ability has the following changes.
Spell Versatility
UA Class Variants
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.
Font of Magic
UA Class Variants
At 2nd level, you gain the following options when you gain the Font of Magic feature.
Empowering Reserves
When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.
Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Sorcerous Fortitude
As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
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, or choose from the Player's Handbook. You gain another one at 6th, 10th, and 17th level.
Whenever you gain a level in this class, you can choose one of the Metamagic options you know and replace it with another option from this list.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Accurate Spell
When you cast a spell that uses an attack roll, you can spend 1 sorcery point to ignore a target's half-cover bonus, and 2 sorcery points to ignore a target's three-quarters-cover bonus.
You can use Accurate Spell even if you have already used a different Metamagic option during the casting of the spell.
Efficient Spell
When you cast a spell of 2nd, 3rd, 4th, or 5th level, you can spend a number of sorcery points equal to the spell's level - 1 to cast it using a spell slot one level lower than the spell's normal level, without changing the effects of the spell.
Elemental Spell
UA Class Variants
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, thunder.
Nonlethal Spell
When you cast a spell that reduces a creature down to 0 hit points, you can spend 1 sorcery point to render the creature unconscious, rather than killing it.
You can use Nonlethal Spell even if you have already used a different Metamagic option during the casting of the spell.
Ricochet Spell
When you make a spell attack roll and miss, you can use your bonus action to spend 2 sorcery points and redirect the spell to another creature within the spell's total range. If the initial attack roll would hit the second creature, the spell hits that creature instead.
Seeking Spell
UA Class Variants
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Tenacious Spell
When a creature attempts to dispel or counter a spell you are casting, you may use your reaction to spend any number of sorcery points up to the level of the spell to increase the DC by half the number of sorcery points spent (rounded down).
You can use Tenacious Spell even if you have already used a different Metamagic option during the casting of the spell.
Transmuted Spell
When you cast a spell that deals acid, cold, fire, or lightning damage, you can spend 2 sorcery points to change the damage of the spell to another of these damage types.
Unerring Spell
UA Class Variants
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.
You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
Sorcerous Restoration
At 10th level, you can regain a number of expended sorcery points equal to your Charisma modifier during a short rest.
Once you regain sorcery points with this feature, you must finish a long rest to do so again.
High Sorcery
At 20th level, when you cast a spell, you can use two Metamagic options, even if you could normally only use one. You can use Metamagic in this way once per turn.