Sorcerer

by halforchalfstork

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Sorcerer Revised

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

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

  • (a) a light crossbow and 20 bolts or (b) any simple weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) padded leather armor or (b) a component pouch
  • Two daggers
Sorcerer
Level Prof. Bonus Features Cantrips Known Spells Known Sorcery Points Max Spell Slot
1st +2 Spellcasting, Sorcerous Origin 4 4 4 1st
2nd +2 Metamagic 4 5 8 1st
3rd +2 Arcana Minor, Spontaneous Casting 4 6 17 2nd
4th +2 Ability Score Improvement 5 7 21 2nd
5th +3 Metamagic 5 8 32 3rd
6th +3 Sorcerous Origin feature 5 9 38 3rd
7th +3 -- 5 10 45 4th
8th +3 Ability Score Improvement 5 11 51 4th
9th +4 -- 5 12 65 5th
10th +4 Arcana Major, Metamagic 6 13 73 5th
11th +4 Arcane Convergence 6 14 82 5th
12th +4 Ability Score Improvement 6 14 83 5th
13th +5 Arcane Convergence 6 15 93 5th
14th +5 Sorcerous Origin feature, Arcana Major 6 15 94 5th
15th +5 Arcane Convergence, Meta Mastery, Metamagic 6 16 104 5th
16th +5 Ability Score Improvement 6 16 105 5th
17th +6 Arcane Convergence 6 17 120 5th
18th +6 Sorcerous Origin feature 6 17 130 5th
19th +6 Ability Score Improvement 6 18 140 5th
20th +6 Unfettered Casting 6 18 150 5th

Sorcerous Origin

At 1st level, you choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you origin spells and other features when you choose it at 1st level and influences your Arcana Minor class feature. It also grants you additional benefits at 6th, 14th, and 18th levels.

Origin Spell

Each sorcerous origin lists several additional spells at 1st level. This spell doesn’t count against the number of spells that you know and can't be replaced with other spells from the sorcerer spell list when you gain a level in this class.

If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

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.

Sorcery Points

You have 4 sorcery points. You will gain more sorcery points as you gain levels in this class, as shown in the Sorcery Points column of the Sorcerer table. You can use Sorcery Points to cast spells, expending the number of spell points shown on the Spell Point Cost table below. The highest level spell slot you can create using Sorcery Points is listed in the Max Spell Slot column of the Sorcerer table.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
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.

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. 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.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell Versatility

Whenever you finish a long rest, you can spend 1 hour to replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. You must focus solely on learning the new spell during this time. The new spell must be the same level as the spell you replace.

Metamagic

At 2nd level you gain the ability to twist your spells to suit your needs. You learn two of the following Metamagic options of your choice. You gain another one at 5th, 10th, and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic options are listed at the end of this document.

Arcana Minor

Starting at 3rd level, you are able to spontaneously craft a spell. As an action, you can cast a sorcerer spell that is of a level you can cast and has a casting time of one action. You cast the spell at its lowest possible level and do not expend a spell slot as part of casting the spell in this way. You do not need to know the spell to cast it in this way.

You require a long rest to cast a spell in this way again.

Arcana Major

When you reach 10th level, you are able to craft a spell when you need it most. You can choose to learn a spell (no action required). The spell you learn must be a sorcerer spell and of a level you can cast. You know the chosen spell and can cast it at its lowest level, expending a spell slot of that level in the process. You know the chosen spell for 24 hours or until you complete a long rest.

You can only know one spell in this way at a time, and you no longer know a spell if you attempt to learn a new one. You require a long rest to know a spell in this way again.

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.

Arcane Convergence

At 11th level, you learn to channel magical energy into an especially powerful spell. You can expend 9 spell points to create and expend one 6th-level spell slot. You require a long rest to cast it in this way again.

At higher levels, you gain the ability to cast even higher level spells: one 7th-level spell slot at 13th level, one 8th-level spell slot at 15th level, and one 9th-level spell slot at 17th level. Their costs are listed in the table below. You can cast spells at each of these levels once. You can cast these spells in this way again when you complete a long rest.

Spell Level Point Cost
6th 9
7th 10
8th 11
9th 13

Meta Mastery

At 15th level, you have become especially practiced with certain tweaks when you cast spells. Choose one metamagic you know that costs only 1 sorcery point to use. When you cast a spell of 1st-level or higher, you can apply your chosen metamagic to the spell without spending a sorcery point to do so.

You cannot apply a different metamagic to a spell you cast if you use your Meta Mastery feature, even if you could normally do so.

Unfettered Casting

At 20th level, you are a master of spell alteration. When you cast a spell, you can use one additional metamagic on the spell, regardless of whether that metamagic would normally allow you to do so.

Additionally, the metamagic you chose for your Meta Mastery can be applied in this way to any spell you cast of 1st level or higher.

Expanded Metamagic Options

There are more metamagic options than what is listed. Anything from the PHB or other official source (Tasha's, for example) not listed here is unaltered but still available.

Additionally, some metamagic options are from the work of other creators and so are obviously not included alongside my own.

Metamagic Options

Blind Spell

When you cast a spell that requires you to see a creature, you can expend 1 sorcery point to target the creature without being able to see it. The creature cannot be behind full cover for you to target it in this way.

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 expend 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. A creature you choose to have succeed takes no damage and suffers no effects as a result of the spell.

Elemental Spell

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to substitute that damage type with one other type from this list. You can use Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.

Esoteric Spell

When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 2 sorcery points to change its damage type to one other damage type of your choice from this list. You can use Esoteric Spell even if you have already used a different Metamagic option during the casting of the spell.

Favorable Spell

When you cast a spell that affects a willing creature, you can spend 1 sorcery point to give the creature advantage on the next attack roll it makes, provided it makes an attack roll before the end of your next turn.

Healing Spell

When you cast a spell that restores hit points, you can spend 1 sorcery point to reroll any number of those dice once.

Mental Spell

When you cast a spell that requires an Intelligence or Wisdom saving throw, you can expend 2 sorcery points to change the saving throw to one of the other listed abilities. If the spell forces a creature to make multiple saving throws, only the first saving throw is altered.

Physical Spell

When you cast a spell that requires a Strength or Dexterity saving throw, you can expend 2 sorcery points to change the saving throw to one of the other listed abilities. If the spell forces a creature to make multiple saving throws, only the first saving throw is altered.

Quickened Spell

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. You ignore the rules of bonus action casting when you use this metamagic on a spell.

 

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