Sorcerer
Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.
- Hit Die: d6
- Saving Throws: CON, CHA
- Proficiencies: Daggers, Darts, Slings, Quarterstaffs, Crossbows, light, Saving Throw: CON, Saving Throw: CHA
- Skill choices: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Starting Equipment
- 2 × Dagger
- Choose: (a) a light crossbow and 20 bolts or (b) any simple weapon
- Choose: (a) a component pouch or (b) an arcane focus
- Choose: (a) a dungeoneer’s pack or (b) an explorer’s pack
Class Progression
| Level | Proficiency Bonus | Features | Sorcery Points | Metamagic Known |
|---|---|---|---|---|
| 1 | +2 | Spellcasting: Sorcerer, Sorcerous Origin | 0 | 0 |
| 2 | +2 | Font of Magic, Flexible Casting: Creating Spell Slots, Flexible Casting: Converting Spell Slot | 2 | 0 |
| 3 | +2 | Metamagic | 3 | 2 |
| 4 | +2 | Ability Score Improvement | 4 | 2 |
| 5 | +3 | None | 5 | 2 |
| 6 | +3 | Sorcerous Origin feature | 6 | 2 |
| 7 | +3 | None | 7 | 2 |
| 8 | +3 | Ability Score Improvement | 8 | 2 |
| 9 | +4 | None | 9 | 2 |
| 10 | +4 | Metamagic | 10 | 3 |
| 11 | +4 | None | 11 | 3 |
| 12 | +4 | Ability Score Improvement | 12 | 3 |
| 13 | +5 | None | 13 | 3 |
| 14 | +5 | Sorcerous Origin feature | 14 | 3 |
| 15 | +5 | None | 15 | 3 |
| 16 | +5 | Ability Score Improvement | 16 | 4 |
| 17 | +6 | Metamagic | 17 | 4 |
| 18 | +6 | Sorcerous Origin feature | 18 | 4 |
| 19 | +6 | Ability Score Improvement | 19 | 4 |
| 20 | +6 | Sorcerous Restoration | 20 | 4 |
Spellcasting Progression
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | 4 | 4 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | 5 | 5 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | 5 | 6 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | 5 | 7 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | 5 | 8 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | 5 | 9 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
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
Spellcasting: Sorcerer
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.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.
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: 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.
Flexible Casting: Converting Spell Slot
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 is.
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.
Subclasses
- Aberrant Mind — Aberrant Mind (TCE)
- Clockwork Soul — Clockwork Soul (TCE)
- Divine Soul — Divine Soul (XGE)
- Draconic — Draconic Bloodline (PHB)
- Lunar — Lunar Sorcery (DSotDQ)
- Shadow — Shadow Magic (XGE)
- Storm — Storm Sorcery (XGE)
- Wild — Wild Magic (PHB)
Epic Levels 21-40
The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.
The character editor presents levels 1-40 as one Sorcerer class. When synchronized to Avrae, levels above 20 are automatically stored under ESorcerer while retaining the same subclass.
| Level | Proficiency Bonus | Sorcery Points | Features |
|---|---|---|---|
| 21st | +7 | 21 | Extra Attack, Second Cast, Second Sorcerous Origin |
| 22nd | +7 | 22 | Marks of the Font |
| 23rd | +7 | 23 | Metamagic Improvement |
| 24th | +7 | 24 | Ability Score Improvement |
| 25th | +8 | 25 | Cantrip Improvement, Chaotic Versatility |
| 26th | +8 | 26 | Second Sorcerous Origin Feature |
| 27th | +8 | 27 | -- |
| 28th | +8 | 28 | Ability Score Improvement |
| 29th | +9 | 29 | -- |
| 30th | +9 | 30 | Cantrip Improvement, Metamagic |
| 31st | +9 | 31 | Chaotic Versatility |
| 32nd | +9 | 32 | Ability Score Improvement |
| 33rd | +10 | 33 | -- |
| 34th | +10 | 34 | Second Sorcerous Origin Feature |
| 35th | +10 | 35 | Cantrip Improvement |
| 36th | +10 | 36 | Ability Score Improvement |
| 37th | +11 | 37 | Chaotic Versatility |
| 38th | +11 | 38 | Second Sorcerous Origin |
| 39th | +11 | 39 | -- |
| 40th | +12 | 40 | Cantrip Improvement, Endless Magical Well |
Epic spell progression
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 21st | 7 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | - |
| 22nd | 7 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | - |
| 23rd | 7 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | - |
| 24th | 7 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | - |
| 25th | 8 | 23 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | - |
| 26th | 8 | 24 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | - |
| 27th | 8 | 25 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | - |
| 28th | 8 | 26 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | - |
| 29th | 8 | 28 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | - |
| 30th | 8 | 29 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | - |
| 31st | 9 | 30 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 1 | - |
| 32nd | 9 | 31 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 1 | - |
| 33rd | 9 | 33 | 7 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 34th | 9 | 34 | 7 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 1 |
| 35th | 9 | 35 | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 1 |
| 36th | 9 | 36 | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 1 |
| 37th | 9 | 38 | 8 | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 |
| 38th | 9 | 39 | 8 | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 |
| 39th | 10 | 40 | 8 | 7 | 7 | 6 | 6 | 5 | 4 | 3 | 2 | 1 |
| 40th | 10 | 42 | 8 | 7 | 7 | 6 | 6 | 5 | 4 | 3 | 2 | 1 |
Epic feature rules
Extra Attack
Attack twice whenever you take the Attack action.
Second Cast
After casting a leveled spell, cast a cantrip or another spell as part of the same action: 1st level at 21, 2nd at 25, 3rd at 29, 4th at 32, and 5th at 37.
Second Sorcerous Origin
Choose another Sorcerous Origin at level 21 and gain its corresponding features at levels 21, 26, 34, and 38.
Marks of the Font
At level 22, your maximum sorcery points equals your sorcerer level and all spent points return after a long rest.
Flexible Casting Improvement
Creating a spell slot costs sorcery points equal to its level, and converting a slot returns the same number of points. Sixth- and seventh-level slots can now be created or converted.
Metamagic Improvement
Reduce the cost of normal metamagic options by 1 point. Options that reach 0 cost may be used free once per round. Learn standard metamagic at 23, 30, and 37 and Greater Metamagic at 23 and 30.
Greater Metamagic - Chained
After a single-target spell hits, spend 3 sorcery points per spell level for each additional jump. It can chain to new targets within range up to your Charisma modifier.
Greater Metamagic - Under-Cast
Raise the spell level permitted by Second Cast by spending 8 sorcery points for every level above its normal limit.
Ability Score Improvement
Gain 3 ability-score points. No score can exceed the character's total level. Instead, take a feat and increase one ability score by 1.
Cantrip Improvement
Cantrip damage gains one additional die or attack at levels 25, 30, 35, and 40, for four additional dice or attacks at level 40.
Chaotic Versatility
Choose off-list spells whose combined levels do not exceed your proficiency bonus; cantrips cost 1 and no chosen spell may exceed 3rd level. They do not count against spells known, and one may change after a long rest.
Endless Magical Well
At level 40, a short rest restores all sorcery points. You may create 8th-, 9th-, and 10th-level slots as a bonus action for twice the slot's level in sorcery points.
Sorcerous Restoration Update
The level-20 feature restores sorcery points equal to your proficiency bonus after a short rest.
Epic progression credited to Adalwolf's Epic Level Handbook: Players.