Sorcerer

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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

Armor Proficiencies: None

Weapon Proficiencies: None

Tool Proficiencies: None

Saving Throw Proficiencies: Constitution and Charisma

Skill Proficiencies: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Sorcerous Origin feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Class Features

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.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

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. 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.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. 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.

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

Converting a Spell Slot to Sorcery Points. 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.

Metamagic

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.

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 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.

Distant Spell

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.

Empowered Spell

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.

Extended Spell

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.

Heightened Spell

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.

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.

Subtle Spell

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

Twinned Spell

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

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

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

Sorcerer Spells

Sorcerer Spells
Spell Level School Casting Time Range Components Saving Throw
message 0 Transmutation 1 action 120 feet V, S, M None
acid splash 0 Conjuration 1 action 60 feet V, S Dexterity negates
minor illusion 0 Illusion 1 action 30 feet S, M Intelligence (Investigation) disbelief
mending 0 Transmutation 1 minute Touch V, S, M None
dancing lights 0 Evocation 1 action 120 feet V, S, M None
mage hand 0 Conjuration 1 action 30 feet V, S None
prestidigitation 0 Transmutation 1 action 10 feet V, S None
true strike 0 Divination 1 action 30 feet None
ray of frost 0 Evocation 1 action 60 feet V, S None
chill touch 0 Necromancy 1 action 120 feet V, S None
light 0 Evocation 1 action Touch V, M None or Dexterity negates
shocking grasp 0 Evocation 1 action Touch V, S None
comprehend languages 1 Divination 1 action Self V, S, M None
sleep 1 Enchantment 1 action 90 feet V, S, M None
silent image 1 Illusion 1 action 60 feet V, S, M Intelligence (Investigation) disbelief
shield 1 Abjuration 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self V, S None
jump 1 Transmutation 1 action Touch V, S, M None
burning hands 1 Evocation 1 action Self (15-foot cone) V, S Dexterity half
disguise self 1 Illusion 1 action Self V, S Intelligence (Investigation) disbelief
charm person 1 Enchantment 1 action 30 feet V, S Wisdom negates
false life 1 Necromancy 1 action Self V, S, M None
color spray 1 Illusion 1 action Self (15-foot cone) V, S, M None
detect magic 1 Divination 1 action Self V, S None
feather fall 1 Transmutation 1 reaction, which you take when you or a creature within 60 feet of you falls 60 feet V, M None
expeditious retreat 1 Transmutation 1 bonus action Self V, S None
thunderwave 1 Evocation 1 action Self (15-foot cube) V, S Constitution half
mage armor 1 Abjuration 1 action Touch V, S, M None
magic missile 1 Evocation 1 action 120 feet V, S None
fog cloud 1 Conjuration 1 action 120 feet V, S None
misty step 2 Conjuration 1 bonus action Self V None
darkness 2 Evocation 1 action 60 feet V, M None
darkvision 2 Transmutation 1 action Touch V, S, M None
detect thoughts 2 Divination 1 action Self V, S, M Wisdom negates
scorching ray 2 Evocation 1 action 120 feet V, S None
see invisibility 2 Divination 1 action Self V, S, M None
levitate 2 Transmutation 1 action 60 feet V, S, M Constitution negates
shatter 2 Evocation 1 action 60 feet V, S, M Constitution half
knock 2 Transmutation 1 action 60 feet V None
blur 2 Illusion 1 action Self V None
invisibility 2 Illusion 1 action Touch V, S, M None
blindness/deafness 2 Necromancy 1 action 30 feet V Constitution negates
mirror image 2 Illusion 1 action Self V, S None
enhance ability 2 Transmutation 1 action Touch V, S, M None
enlarge/reduce 2 Transmutation 1 action 30 feet V, S, M Constitution negates
hold person 2 Enchantment 1 action 60 feet V, S, M Wisdom negates
spider climb 2 Transmutation 1 action Touch V, S, M None
gust of wind 2 Evocation 1 action Self (60-foot line) V, S, M Strength negates
suggestion 2 Enchantment 1 action 30 feet V, M Wisdom negates
web 2 Conjuration 1 action 60 feet V, S, M Dexterity
alter self 2 Transmutation 1 action Self V, S None
fireball 3 Evocation 1 action 150 feet V, S, M Dexterity half
fly 3 Transmutation 1 action Touch V, S, M None
blink 3 Transmutation 1 action Self V, S None
major image 3 Illusion 1 action 120 feet V, S, M Intelligence (Investigation) disbelief
gaseous form 3 Transmutation 1 action Touch V, S, M None
water walk 3 Transmutation 1 action 30 feet V, S, M None
water breathing 3 Transmutation 1 action 30 feet V, S, M None
daylight 3 Evocation 1 action 60 feet V, S None
clairvoyance 3 Divination 10 minutes 1 mile V, S, M None
fear 3 Illusion 1 action Self (30-foot cone) V, S, M Wisdom negates
sleet storm 3 Conjuration 1 action 150 feet V, S, M Dexterity negates or Constitution negates
slow 3 Transmutation 1 action 120 feet V, S, M Wisdom negates
haste 3 Transmutation 1 action 30 feet V, S, M None
lightning bolt 3 Evocation 1 action Self (100-foot line) V, S, M Dexterity half
dispel magic 3 Abjuration 1 action 120 feet V, S None
tongues 3 Divination 1 action Touch V, M None
protection from energy 3 Abjuration 1 action Touch V, S None
hypnotic pattern 3 Illusion 1 action 120 feet S, M Wisdom negates
stinking cloud 3 Conjuration 1 action 90 feet V, S, M Constitution negates
wall of fire 4 Evocation 1 action 120 feet V, S, M Dexterity half
ice storm 4 Evocation 1 action 300 feet V, S, M Dexterity half
invisibility, greater 4 Illusion 1 action Touch V, S None
stoneskin 4 Abjuration 1 action Touch V, S, M None
dominate beast 4 Enchantment 1 action 60 feet V, S Wisdom negates
polymorph 4 Transmutation 1 action 60 feet V, S, M Wisdom negates
confusion 4 Enchantment 1 action 90 feet V, S, M Wisdom negates
dimension door 4 Conjuration 1 action 500 feet V None
banishment 4 Abjuration 1 action 60 feet V, S, M Charisma negates
blight 4 Necromancy 1 action 30 feet V, S Constitution half, or none (object)
seeming 5 Illusion 1 action 30 feet V, S Intelligence (Investigation) disbelief
creation 5 Illusion 1 minute 30 feet V, S, M None
teleportation circle 5 Conjuration 1 minute 10 feet V, M None
telekinesis 5 Transmutation 1 action 60 feet None
cloudkill 5 Conjuration 1 action 120 feet V, S Constitution half
wall of stone 5 Evocation 1 action 120 feet V, S, M Dexterity negates
insect plague 5 Conjuration 1 action 300 feet V, S, M Constitution half (recurring)
dominate person 5 Enchantment 1 action 60 feet V, S Wisdom negates
animate objects 5 Transmutation 1 action 120 feet V, S None
cone of cold 5 Evocation 1 action Self (60-foot cone) V, S, M Constitution half
hold monster 5 Enchantment 1 action 90 feet V, S, M Wisdom negates
eyebite 6 Necromancy 1 action Self V, S Wisdom negates
true seeing 6 Divination 1 action Touch V, S, M None
sunbeam 6 Evocation 1 action Self (60-foot line) V, S, M Constitution half
disintegrate 6 Transmutation 1 action 60 feet V, S, M Dexterity negates
move earth 6 Transmutation 1 action 120 feet V, S, M None
circle of death 6 Necromancy 1 action 150 feet V, S, M Constitution half
globe of invulnerability 6 Abjuration 1 action Self (10-foot radius) V, S, M None
chain lightning 6 Evocation 1 action 150 feet V, S, M Dexterity half
mass suggestion 6 Enchantment 1 action 60 feet V, M Wisdom negates
fire storm 7 Evocation 1 action 150 feet V, S Dexterity half
reverse gravity 7 Transmutation 1 action 100 feet V, S, M Dexterity negates
finger of death 7 Necromancy 1 action 60 feet V, S Constitution half
etherealness 7 Transmutation 1 action Self V, S None
prismatic spray 7 Evocation 1 action Self (60-foot cone) V, S Varies
teleport 7 Conjuration 1 action 10 feet V None
plane shift 7 Conjuration 1 action Touch V, S, M None
fireball, delayed blast 7 Evocation 1 action 150 feet V, S, M Dexterity half or special
sunburst 8 Evocation 1 action 150 feet V, S, M Constitution half, then Constitution negates
power word stun 8 Enchantment 1 action 60 feet Constitution partial
earthquake 8 Evocation 1 action 500 feet V, S, M Constitution negates or Dexterity negates or Dexterity half
dominate monster 8 Enchantment 1 action 60 feet Wisdom negates
incendiary cloud 8 Conjuration 1 action 150 feet Dexterity half
meteor swarm 9 Evocation 1 action 1 mile V, S Dexterity half
time stop 9 Transmutation 1 action Self V None
power word kill 9 Enchantment 1 action 60 feet V None
gate 9 Conjuration 1 action 60 feet V, S, M None
wish 9 Conjuration 1 action Self V Varies
Sorcerer-Exclusive Spells
Spell Level School Casting Time Range Components Saving Throw