Sorcerer

d6 hit dice

Proficiencies
  • Daggers
  • Quarterstaffs
  • Darts
  • Slings
Saving Throws
  • CON
  • CHA
Subclasses

Level Chart

Spell Slots per Spell Level
LevelProficiency BonusFeaturesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Sorcerous Origin0422
2nd+2Font of Magic, Flexible Casting: Creating Spell Slots, Flexible Casting: Converting Spell Slot2433
3rd+234442
4th+2Ability Score Improvement 145543
5th+3556432
6th+3657433
7th+37584331
8th+3Ability Score Improvement 28594332
9th+4951043331
10th+41061143332
11th+411612433321
12th+4Ability Score Improvement 312612433321
13th+5136134333211
14th+5146134333211
15th+51561443332111
16th+5Ability Score Improvement 41661443332111
17th+617615433321111
18th+618615433331111
19th+6Ability Score Improvement 519615433332111
20th+6Sorcerous Restoration20615433332211

Class Features

  • Sorcerous Origin (Level 1)

    Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

  • Spellcasting (Level 1)

    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.

  • Flexible Casting: Converting Spell Slot (Level 2)

    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: Creating Spell Slots (Level 2)

    You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

  • Font of Magic (Level 2)

    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 PointsYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

  • Choose: Metamagic (Level 3)

    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. You gain another one at 10th and 17th level.You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Metamagic: Careful Spell (Level 3)

    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 spend 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.

  • Metamagic: Distant Spell (Level 3)

    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Metamagic: Empowered Spell (Level 3)

    When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Metamagic: Extended Spell (Level 3)

    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

  • Metamagic: Heightened Spell (Level 3)

    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Metamagic: Quickened Spell (Level 3)

    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.

  • Metamagic: Subtle Spell (Level 3)

    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Metamagic: Twinned Spell (Level 3)

    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

  • Ability Score Improvement 1 (Level 4)

    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.

  • Ability Score Improvement 2 (Level 8)

    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.

  • Choose: Additional Metamagic (Level 10)

    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. You gain another one at 10th and 17th level.You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Ability Score Improvement 3 (Level 12)

    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.

  • Ability Score Improvement 4 (Level 16)

    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.

  • Choose: Additional Metamagic (Level 17)

    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. You gain another one at 10th and 17th level.You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Ability Score Improvement 5 (Level 19)

    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.

  • Sorcerous Restoration (Level 20)

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.