Sorcerer Class Features

As a sorcerer, you gain the following class features.

 

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 16 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

 

 

Proficiencies and Training

Armour: None
Weapons: Daggers, knives, 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 light crossbow and 20 bolts or any simple weapon

  • a component pouch or an arcane focus

  • a dungeoneer's pack or an explorer's pack

  • two knives

 

Features

Sorcerous Origin

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with sorcerous magic (see below).

 

Spellcasting

Because of your sorcerous origin, you can cast spells.

Sorcerer spells

Select three spell schools from Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Your sorcerer spells must come from these threes spell schools and only from the spell list granted by your sorcerous origin feature.

Eschew Materials

Your being resonates with magic. Sorcerer spells you cast require no material components, unless the component is consumed by the spell.

Cantrips

You know three additional cantrips of your choice from the  spell list associated with your sorcerous origin. You learn additional cantrips from this spell list at higher levels, as shown in the cantrips known column of the sorcerer table.

Spells Known of 1st Level and Higher

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 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you finish a long rest, you can choose one of the sorcerer spells you know and replace it with another sorcerer spell, which also must be of a level for which you have spell slots.

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 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.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your very being onto the world. You use your Charisma whenever your sorcerer spells 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

 

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.

Sorcery Points 

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the sorcery points column of the sorcerer table.

At the end of your turn, if you have more sorcery points than shown on the table for your level you lose any sorcery points above your maximum number of sorcery points.

You regain all spent sorcery points when you finish a short or a long rest.

Flexible Casting

You can use your sorcery points to restore your spell slots, or sacrifice spell slots to restore your sorcery points. You learn other ways to use your sorcery points as you reach higher levels in this class:

  • Restore Sorcery Points. As a bonus action on your turn, you can expend one spell slot and regain a number of sorcery points equal to the slot's level.

  • Restore Spell Slots. You can transform sorcery points into a spell slot as a bonus action on your turn. You can regain one expended spell slot by using a number of sorcery points equal to 1 + the level of the spell slot you want to restore. You can only restore spell slots of 5th level or lower with this feature. When you restore a spell slot with sorcery points, you can only regain those sorcery points by expending spell slots or when you finish a long rest.

 

Sorcerous Manifestation

Beginning at 3rd level, the magic within you manifests itself physically in your body.

Select a Sorcerous Manifestation from the list below. This choice grants you additional benefits at 10th and 14th level.

Manifestation Spell

Each sorcerous manifestation has a list of spells - its manifestation spells. Once you reach certain levels in this class, you know the listed spells, and they do not count against your number of known spells.

If you have a manifestation spell that doesn’t appear on your spell list or spell school, the spell is nonetheless a sorcerer spell for you.

In addition, you can use sorcery points to cast your manifestation spells:

  • Manifest spell. When you cast a manifestation spell, you can expend a number of sorcery points equal to the level of the spell to cast the spell without expending a spell slot.

 

Feat

At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.

You gain an additional feat at 8th, 12th, 16th, and 19th level.

Metamagic

At 5th level, you gain the ability to use your sorcery points to manipulate your spells to suit your needs. You gain two metamagic options of your choice from the list below. You gain another one at 10th and 15th level.

Whenever you gain a level in this class, you can replace one of your metamagic options with another one from the list below.

You can use only one metamagic option on a spell when you cast it.

 

Potent Origin

Beginning from 6th level, your sorcerous origin increases in power.

 

Supreme Sorcery

At 18th level, you become the embodiment of magic. You learn the wish spell and you can cast it as an action without expending a spell slot once between long rests.

When you cast wish in this way, you can only use it to duplicate any spell of 8th level or lower.

 

Arcane Apotheosis

At 20th level, your mastery of raw magic becomes unparalleled.

Once on each of your turns, you can add one of your metamagic options to a spell of 5th level or lower that you cast without expending sorcery points.

In addition, you can add an additional metamagic option to that spell as well by expending sorcery points for that option as normal.