barbarian image
barbarian image

sorcerer

Role
Spellcaster
Primary Ability Score
Charisma

Sorcerers are wielders of raw, innate magical power, casting spells with charisma and flair. They are spontaneous spellcasters, able to cast a limited number of spells known but with the flexibility to use those spells more frequently. Sorcerers often have a unique connection to magic, whether through bloodlines, wild magic, or divine heritage.

Hit Points

Hit Dice

Hit Points
at 1st Level

1d6 per sorcerer level

6 + your Constitution modifier

Proficiencies

Weapons
Daggers
Darts
Slings
Quarterstaffs
Light Crossbows
Armors
None
Tools
None
Saving
Throws
Constitution
Charisma
Skills
Choose two
Arcana
Deception
Insight
Intimidation
Persuasion
Religion

Choose a Skill

Description

Ability Score

Equipments

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
2 Dagger
LevelProficiency
Bonus
Sorcery
Points
FeaturesCantrips
Known
Spells
Known
Spell Slots Per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st+20
Spellcasting: Sorcerer,
Sorcerous Origin
42200000000
2nd+22
Font of Magic,
Flexible Casting: Creating Spell Slots,
Flexible Casting: Converting Spell Slot
43300000000
3rd+23
Metamagic
44420000000
4th+24
Ability Score Improvement
55430000000
5th+35
---
56432000000
6th+36
Sorcerous Origin Feature
57433000000
7th+37
---
58433100000
8th+38
Ability Score Improvement
59433200000
9th+49
---
510433310000
10th+410
Metamagic
611433320000
11st+411
---
612433321000
12nd+412
Ability Score Improvement
612433321000
13rd+513
---
613433321100
14th+514
Sorcerous Origin Feature
613433321100
15th+515
---
614433321110
16th+516
Ability Score Improvement
614433321110
17th+617
Metamagic
615433321111
18th+618
Sorcerous Origin Feature
615433331111
19th+619
Ability Score Improvement
615433332111
20th+620
Sorcerous Restoration
615433332211

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

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 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.
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 as a spellcasting focus for your sorcerer spells.

Class Features

features images

Draconic Resilience

Dragon Ancestor

Dragon Ancestor: Black - Acid Damage

Dragon Ancestor: Blue - Lightning Damage

Dragon Ancestor: Brass - Fire Damage

Dragon Ancestor: Bronze - Lightning Damage

Dragon Ancestor: Copper - Acid Damage

Dragon Ancestor: Gold - Fire Damage

Dragon Ancestor: Green - Poison Damage

Dragon Ancestor: Red - Fire Damage

Dragon Ancestor: Silver - Cold Damage

Dragon Ancestor: White - Cold Damage

Sorcerous Origin

Spellcasting: Sorcerer

Flexible Casting: Converting Spell Slot

Flexible Casting: Creating Spell Slots

Font of Magic

Metamagic

Metamagic: Careful Spell

Metamagic: Distant Spell

Metamagic: Empowered Spell

Metamagic: Extended Spell

Metamagic: Heightened Spell

Metamagic: Quickened Spell

Metamagic: Subtle Spell

Metamagic: Twinned Spell

Ability Score Improvement

Elemental Affinity

Ability Score Improvement

Metamagic

Ability Score Improvement

Dragon Wings

Ability Score Improvement

Metamagic

Draconic Presence

Ability Score Improvement

Sorcerous Restoration

Subclasse : Draconic

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 AncestorDraconic Resilience
Level 1
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
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.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, 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.
Elemental Affinity
Level 6
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
Level 14
At 14th level, 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
Level 18
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 or until you lose your concentration (as if you were casting a concentration spell), 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.
subclasse images

Spell List

Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9