Sorcerer
A born spellcaster whose innate magic bends spells with Metamagic and burns Sorcery Points for raw power.
- Hit die: d6
- Primary ability: CHA
- Saving throws: CON, CHA
- Skills: choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
- Weapons: simple
- Spellcasting: CHA, full caster (spell list)
Features by level
- 1: Spellcasting. Cast Sorcerer spells with Charisma; four cantrips and two prepared spells to start.
- 1: Innate Sorcery. Bonus Action, twice per Long Rest: for 1 minute your Sorcerer spells get +1 save DC and Advantage on attack rolls.
- 2: Font of Magic. Sorcery Points equal to your Sorcerer level; turn them into spell slots or slots into points.
- 2: Metamagic. Learn two Metamagic options that reshape your spells for Sorcery Points (two more at levels 10 and 17).
- 3: Sorcerer Subclass. Choose a Sorcerer subclass.
- 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 5: Sorcerous Restoration. Once per Long Rest, when you finish a Short Rest, regain Sorcery Points up to half your Sorcerer level.
- 6: Subclass Feature. Gain a feature from your Sorcerer subclass.
- 7: Sorcery Incarnate. With no Innate Sorcery uses left, spend 2 Sorcery Points to activate it; while it's active you can use two Metamagic options on a spell.
- 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 10: Metamagic. Learn two more Metamagic options.
- 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 14: Subclass Feature. Gain a feature from your Sorcerer subclass.
- 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 17: Metamagic. Learn two more Metamagic options.
- 18: Subclass Feature. Gain a feature from your Sorcerer subclass.
- 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
- 20: Arcane Apotheosis. While Innate Sorcery is active, one Metamagic option on each of your turns costs no Sorcery Points.
Subclasses (from level 3)
Aberrant Sorcery
Magic seeded by an alien mind: psionic spells, telepathy and flesh that warps toward the strange.
- 3: Psionic Spells. Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers and Mind Sliver always prepared; more at levels 5, 7 and 9.
- 3: Telepathic Speech. Bonus Action: form a telepathic link with a creature within 30 feet for Sorcerer-level minutes.
- 6: Psionic Sorcery. Cast your level 1+ Psionic Spells with Sorcery Points equal to their level, with no Verbal or Somatic components.
- 6: Psychic Defenses. Resistance to Psychic damage and Advantage on saves against Charmed and Frightened.
- 14: Revelation in Flesh. Spend Sorcery Points for 10 minutes of aberrant traits: a Fly or Swim Speed, seeing the Invisible, or squeezing through tiny gaps.
- 18: Warping Implosion. Teleport up to 120 feet; creatures near where you left are pulled in for 3d10 Force damage (Strength save halves).
Clockwork Sorcery
Magic of cosmic order from Mechanus: you even out the odds and ward allies with spectral cogwork.
- 3: Clockwork Spells. Aid, Alarm, Lesser Restoration and Protection from Evil and Good always prepared; more at levels 5, 7 and 9.
- 3: Restore Balance. Reaction: cancel Advantage or Disadvantage on a D20 Test within 60 feet; Charisma-modifier uses per Long Rest.
- 6: Bastion of Law. Magic action: spend 1 to 5 Sorcery Points to give a creature a ward of that many d8s that soak damage.
- 14: Trance of Order. Bonus Action, once per Long Rest or 5 Sorcery Points: for 1 minute, attacks against you can't have Advantage and your d20 rolls of 9 or lower count as 10.
- 18: Clockwork Cavalcade. Magic action, once per Long Rest: a 30-foot cube heals up to 100 Hit Points, repairs objects and ends spells of level 6 or lower.
Draconic Sorcery
Dragon blood in your veins: scales harden your skin, your Hit Points grow and you master one element.
- 3: Draconic Resilience. +1 Hit Point maximum per Sorcerer level, and without armor AC = 10 + Dexterity + Charisma.
- 3: Draconic Spells. Alter Self, Chromatic Orb, Command and Dragon's Breath always prepared; more at levels 5, 7 and 9.
- 6: Elemental Affinity. Choose Acid, Cold, Fire, Lightning or Poison: Resistance to it, and add Charisma to one damage roll of spells of that type.
- 14: Dragon Wings. Bonus Action: sprout wings for a 60-foot Fly Speed for 1 hour; once per Long Rest or 3 Sorcery Points.
- 18: Dragon Companion. Cast Summon Dragon without Material components, once per Long Rest without a slot, and without Concentration.
Shadow Sorcery
Sorcerers whose power seeps up from the Shadowfell, bending darkness, undeath and misfortune to their will.
- 3: Eyes of the Dark. Darkvision 120 feet and Blindsight 10 feet; you see through the Darkness of your own spells.
- 3: Shadow Spells. Bane, Darkness, Inflict Wounds and Pass without Trace always prepared; more at levels 5, 7 and 9.
- 6: Spirits of Ill Omen. Summon Undead needs no Material component and is free once per Long Rest; you can cast it without Concentration (1 minute).
- 14: Shadow Walk. Bonus Action in Dim Light or Darkness: teleport up to 120 feet to another dim or dark space.
- 18: Umbral Form. Bonus Action: shadow form for 1 minute (Resistance to all but Force and Radiant, move through creatures, a Charisma save to stay up at 0). Once per Long Rest or 6 Sorcery Points.
Spellfire Sorcery
Raw power from the Weave becomes protective light and searing spellfire.
- 3: Spellfire Burst. Once per turn after spending at least one Sorcery Point as part of a Magic or Bonus Action on your turn, choose one burst. Bolstering Flames grants you or a visible creature within 30 feet 1d4 + Charisma modifier Temporary Hit Points. Radiant Fire deals 1d4 Fire or Radiant to one visible creature within 30 feet.
- 6: Counterspell. Counterspell is always prepared.
- 6: Absorb Spells. When a target fails its save against your Counterspell, recover 1d4 Sorcery Points.
- 14: Honed Spellfire. Bolstering Flames adds Sorcerer level to its Temporary Hit Points. Radiant Fire deals 1d8 damage.
- 18: Crown of Spellfire. Once per Long Rest, enhance an activation of Innate Sorcery until it ends; spend 5 Sorcery Points freely to restore use. Gain hovering Fly Speed 60 feet. Once per turn when hit by an attack roll, spend and roll up to Charisma modifier Hit Point Dice (minimum 1) to reduce that attack’s damage by their total. While not Incapacitated, a spell or magical effect allowing a save for half instead deals no damage on success and half on failure.
Wild Magic Sorcery
Raw chaos magic that surges unpredictably, bending luck your way, or not.
- 3: Wild Magic Surge. Once per turn after casting a Sorcerer spell with a slot, roll a d20; on a 20, roll on the Wild Magic Surge table.
- 3: Tides of Chaos. Give yourself Advantage on one D20 Test; it comes back after a Long Rest or a Wild Magic Surge.
- 6: Bend Luck. Reaction: spend 1 Sorcery Point to add or subtract 1d4 from another creature's d20 roll.
- 14: Controlled Chaos. Roll twice on the Wild Magic Surge table and use either result.
- 18: Tamed Surge. Once per Long Rest, right after casting a Sorcerer spell with a slot, create any effect from the Wild Magic Surge table.