Sorcerer
Source: Player’s Handbook p. 99. Available in the SRD.
Feature progression
Level PB Features 1st +2 Spellcasting, Sorcerous Origin 2nd +2 Font of Magic 3rd +2 Metamagic, Metamagic Options 4th +2 Ability Score Improvement, Sorcerous Versatility 5th +3 Magical Guidance 6th +3 Sorcerous Origin feature 7th +3 ⏤ 8th +3 Ability Score Improvement (Level 8) 9th +4 ⏤ 10th +4 Metamagic (Level 10) 11th +4 ⏤ 12th +4 Ability Score Improvement (Level 12) 13th +5 ⏤ 14th +5 Sorcerous Origin feature (Level 14) 15th +5 ⏤ 16th +5 Ability Score Improvement (Level 16) 17th +6 Metamagic (Level 17) 18th +6 Sorcerous Origin feature (Level 18) 19th +6 Ability Score Improvement (Level 19) 20th +6 Sorcerous Restoration
- PB: Proficiency Bonus
Class progression
Level Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st ⏤ 4 2 2 ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ 2nd 2 4 3 3 ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ 3rd 3 4 4 4 2 ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ 4th 4 5 5 4 3 ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ 5th 5 5 6 4 3 2 ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ 6th 6 5 7 4 3 3 ⏤ ⏤ ⏤ ⏤ ⏤ ⏤ 7th 7 5 8 4 3 3 1 ⏤ ⏤ ⏤ ⏤ ⏤ 8th 8 5 9 4 3 3 2 ⏤ ⏤ ⏤ ⏤ ⏤ 9th 9 5 10 4 3 3 3 1 ⏤ ⏤ ⏤ ⏤ 10th 10 6 11 4 3 3 3 2 ⏤ ⏤ ⏤ ⏤ 11th 11 6 12 4 3 3 3 2 1 ⏤ ⏤ ⏤ 12th 12 6 12 4 3 3 3 2 1 ⏤ ⏤ ⏤ 13th 13 6 13 4 3 3 3 2 1 1 ⏤ ⏤ 14th 14 6 13 4 3 3 3 2 1 1 ⏤ ⏤ 15th 15 6 14 4 3 3 3 2 1 1 1 ⏤ 16th 16 6 14 4 3 3 3 2 1 1 1 ⏤ 17th 17 6 15 4 3 3 3 2 1 1 1 1 18th 18 6 15 4 3 3 3 3 1 1 1 1 19th 19 6 15 4 3 3 3 3 2 1 1 1 20th 20 6 15 4 3 3 3 3 2 2 1 1
- 1st-9th: Spell slots per level
Hit Points
- Hit Dice: 1d6 per Sorcerer level
- Hit Points at First Level: 6 + CON
- Hit Points at Higher Levels: add 4 OR 1d6 + CON (minimum of 1)
Starting a Sorcerer
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Saving Throws: Constitution, Charisma
- Armor: none
- Weapons: daggers, darts, slings, quarterstaffs, light crossbows
- Tools: none
- Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
You begin play with the following equipment, in addition to any equipment provided 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
- Two daggers
Alternatively, you may start with 3d4 × 10 gp and choose your own equipment.
Multiclassing Sorcerer
To multiclass as a Sorcerer, you must meet the following prerequisites:
- Charisma 13
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. See “chapter 10” for the general rules of spellcasting and “chapter 11” for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
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 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.
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.
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 one additional point every time you level up, to a maximum of 20 at level 20. 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 created spell slots vanish at the end of a long rest. 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.
Creating Spell Slots
| Spell Slot Level | Sorcery Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| ^creating-spell-slots |
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.
Options (choose 2):
-
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.
Metamagic Options
3rd-level sorcerer optional class features
When you choose Metamagic options, you have access to the following additional options.
Options:
-
Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
-
Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Source: Tasha’s Cauldron of Everything p. 65
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Sorcerous Versatility
4th-level sorcerer optional class features
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
- Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
- Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the sorcerer spell list.
Source: Tasha’s Cauldron of Everything p. 65
Magical Guidance
5th-level sorcerer optional class features
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Source: Tasha’s Cauldron of Everything p. 65
Sorcerous Origin feature
At 6th level, you gain a feature granted by your Sorcerous Origin.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Metamagic (Level 10)
At 10th level, you learn an additional metamagic option.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Sorcerous Origin feature (Level 14)
At 14th level, you gain a feature granted by your Sorcerous Origin.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Metamagic (Level 17)
At 17th level, you learn an additional metamagic option.
Sorcerous Origin feature (Level 18)
At 18th level, you gain a feature granted by your Sorcerous Origin.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.