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## The Sorcerer Nobody Asked For ___ Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. ___ Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. ___ Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. ___ Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. ## Raw Magic Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn ability, they can unleash a never ending torrent of magic. ## Unexplained Powers Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. \columnbreak
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with a seemingly endless font of power. ## Creating a Sorcerer The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose.
Image Credit to WotC, PHB
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##### The Sorcerer | Level | Proficiency | Features | Surges | Surge Damage | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |:---:|:---:|:------------------------|:---:|:---:|:---:|:---:|:---:|:---:|:--:|:---:|:---:|:---:|:---:|:--:|:--:| | 1st | +2 | Spellcasting, Sorcerous Origin | — | — | 4 | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Font of Magic, Surge of Power, Sorcerous Origin Feature | 1 | 1d4 | 4 | 4 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Esoteric Sorcery | 1 | 1d4| 4 | 5 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 1 | 1d4| 5 | 6 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Magical Guidance | 1 | 1d4| 5 | 7 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Sorcerous Origin Feature | 2 | 1d4| 5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 2 | 1d4| 5 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 2 | 1d4| 5 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 2 | 1d6| 5 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Signature Spells | 2 | 1d6| 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | — | 2 | 1d6| 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 2 | 1d6| 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 2 | 1d6| 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Sorcerous Origin Feature | 2 | 1d6| 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Signature Spells (2nd) | 2 | 1d6| 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 2 | 1d8| 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | 3 | 1d8| 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Sorcerous Origin Feature | 3 | 1d8| 6 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 3 | 1d8| 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Signature Spells (3rd) | 3 | 1d8| 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power. ## Class Features As a sorcerer , you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per sorcerer level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 or 4 + your Constitution modifier per sorcerer level after 1st \columnbreak #### 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 You start with the following equipment, in addition to the equipment granted by your background: - (a) a light crossbow and 20 bolts or (b) any simple weapon - (a) a component pouch or (b) an arcane focus - (a) a dungeoneer’s pack or (b) an explorer’s pack - Two daggers \pagebreakNum
Image Credit to WotC, PHB
### 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 Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. #### Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. #### Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer 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. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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. \columnbreak #### 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
#### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells. ### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power detailed at the end of the class description, or one from another source. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. ### Font of Magic When you reach 2nd level, you can effortlessly draw on your own well of power. #### Sorcery Points You have a number of Sorcery Points equal to your Sorcerer level. You regain all spent sorcery points when you finish a long rest. #### Conversion You can sacrifice spell slots to gain 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. #### Flexible Casting Whenever you cast a Sorcerer spell, you can cast the spell using a spell slot normally or by expending sorcery points. Refer to the following table to determine the number of sorcery points required to cast a spell at different levels. You cannot cast spells higher than 5th level using Sorcery Points. ##### Sorcery Point Costs Spell level | Sorcery Points --|-- 1st|2 2nd|3 3rd|5 4th|6 5th|7 \pagebreakNum ### Surge of Power Starting at 2nd level, you can exude a tremendous amount of power for short time. How this power manifests is dependent on your Sorcerous Origin. On your turn, you can enter a surge of power as a bonus action. While surging, you gain the following benefits: - You have advantage on Constitution checks and Constitution saving throws. - When you cast a spell that deals damage, you gain a bonus to the damage roll that increases as you gain levels as a sorcerer, as shown in the Surge Damage column of the Sorcerer table. Your surge lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t casted a spell since your last turn or taken damage since then. You can also end your surge on your turn as a bonus action. Once you have surged the number of times shown for your sorcerer level in the Surges column of the Sorcerer table, you must finish a long rest before you can surge again. ### Esoteric Sorcery Starting at 3rd level, whenever you might find spells or sources of magic during your adventures, you may gain the power that it holds. You could discover a spell recorded on a scroll in an evil wizard's chest, a spell imprinted to a rune stone, or castable from a magic ring, or a mighty wellspring of magic surging from a place of power. These acquisitions provide you the opportunity to absorb its magic and make it your own. When you find a sorcerer spell of 1st level or higher for which you have spell slots, you can consume the magic within the item or source of power, potentially nullifying the source. You instantly learn that spell. Spells learned this way do not count against your number of spells known. However, you are limited to a number of spells learned this way equal to your Charisma modifier (minimum of one). If you desire to learn additional spells in this manner, you must choose and replace one of the spells you have already learned using this feature, and forget it. These spells cannot be replaced by any other means. ### 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. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. #### Sorcerous Versatility Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the sorcerer spell list. This represents the magic within you flowing in new ways. \columnbreak ### Magical Guidance Starting at 5th level, drawing success from the clasp of failure requires you to tap into your wellspring of raw power. Whenever you make an ability check or an attack roll, you can choose to reroll the d20, but you must use the new roll. You must do this before knowing the outcome of the roll. Once you use this feature to reroll the d20, you cannot do so again until your finish a short or long rest. Alternatively, you can spend 2 Sorcery Points to use this feature again. ### Signature Spells You have achieved such mastery over certain spells that you can cast them with ease; these are your signature spells. At 10th level, choose a 1st level sorcerer spell that you know to be your signature spell. Your signature spells cannot be spells you learned through your Esoteric Sorcery feature. Whenever you cast a signature spell at its lowest level, you can cast it using 1 Sorcery Point instead of its normal sorcery point cost. Additionally, when you gain a level in this class, you can choose one of the signature spells you know and replace it with another spell that you know that is of the same spell level. At later levels you gain access to additional signature spells: a 2nd level spell at 15th level, and a 3rd level spell at 20th level.
Image Credit to DnDBeyond
\pagebreak ## Sorcerous Origin Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into the following categories. ### Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. #### Dragon Ancestor 1st-level Draconic Bloodline feature You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. ##### Draconic Ancestry | Dragon | Damage Type | |:---:|:---:| | Black/Copper | Acid | Blue/Bronze | Lightning | Brass/Red/Gold |Fire | White/Silver | Cold | Green | Poison You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Starting at 3rd level, you learn the spell *dragon's breath*, which doesn't count against your number of spells known. However, the spell's damage type is limited to your Draconic Ancestry. #### Draconic Resilience 1st-level Draconic Bloodline feature As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. \columnbreak #### Surge of Power: Dragon's Element 2nd-level Draconic Bloodline feature While surging, you gain resistance to damage type associated with your Draconic Ancestry. #### Surge of Power: Elemental Affinity 2nd-level Draconic Bloodline feature Before you roll damage for a spell cast that deals damage of the type associated with your draconic ancestry, you can spend 2 Sorcery Points to choose a number of damage dice up to your proficiency bonus. Set the value of those dice before rolling any others. #### Breath of the Dragon 6th-level Draconic Bloodline feature Once per long rest, when you cast *dragon's breath*, you can modify its casting to not require concentration. Additionally, you can spend a number of Sorcery Points equal to the spell's level to cast this spell when you enter your Surge of Power. #### Dragon Wings 14th-level Draconic Bloodline feature You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. #### Draconic Presence 18th-level Draconic Bloodline feature Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. \pagebreakNum ### Storm Sorcery Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. #### Wind Speaker 1st-level Storm Sorcery feature The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. Additionally, you learn the gust cantrip which does not count against your number of cantrips known. #### Attenuating Tempest 1st-level Storm Sorcery feature The might of the storm does not easily subside, which dampens harm done to you. You gain a pool of d4s equal to 1 + 1/2 your sorcerer level (round up). When you take damage, you can use a reaction and expend any number of d4s up to your proficiency bonus, roll them, and reduce the amount of damage you take by the sum total. You regain all expended dice after finishing a long rest. #### Surge of Power: Wind Soul 2nd-level Storm Sorcery feature While surging, you have a flight speed of 5 feet times your proficiency bonus and can hover. You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. #### Surge of Power: Storm’s Fury 2nd-level Storm Sorcery feature While surging, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. #### Heart of the Storm 6th-level Storm Sorcery feature You gain resistance to lightning and thunder damage. Additionally, whenever you cast an instantaneous spell that deals fire, cold, acid, or poison damage, you can spend 1 Sorcery Points to convert that damage to damage to lightning or thunder damage. \columnbreak #### Storm Guide 6th-level Storm Sorcery feature You gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind. #### Eye of the Storm 14th-level Storm Sorcery feature You gain greater control over the raging storm that swells within. As an action, you can create a 30-foot-radius sphere of raging air centered on you for up to 10 minutes, you fall unconscious, or you decide to end it (no action required). You are immune to all the negative effects created by the sphere, as you are the eye of this storm. You can designate any number of creatures to also be immune to the effects of this sphere. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. Additionally, while the sphere persists, it has the following effects: - The sphere’s space is considered difficult terrain. - Ranged attacks targeting you gain disadvantage. - Casting the gust cantrip against a target within the sphere causes the gust to bloom into a large blast of wind, the spell also effects all targets within 5 feet of the original target. - When you are hit by a melee attack, you can use your reaction (which you can do concurrently with your Attenuating Tempest reaction) to force the attacker make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 30 feet away from you. If you are surging, the attacker also takes 2d12 lightning damage on a failed save. Once you use this feature, you cannot use it again until you finish a long rest, or you spend 6 sorcery points to use this feature again. #### Wrath of the Storm 18th-level Storm Sorcery feature You gain immunity to lightning and thunder damage and you learn the Storm of Vengeance spell, this spell counts a sorcerer spell for you, and does not count against your number of spells known. In addition, while your Eye of the Storm sphere is active, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from you toward one creature you choose within 60 feet. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. \pagebreakNum ### Magnum Opus Starting at 3rd level, your control of raw magical power lets you weave your spells with great flair and might. You learn to control your spells in the following ways, but can only apply one effect per spell cast. **Quickened**. 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. **Maximized**. Before you roll damage for a spell, you can spend 2 Sorcery Points to choose a number of damage dice up to your proficiency bonus. Set the value of those dice before rolling any others. \columnbreak