
Sorcerer Class Details
Primary Ability | Charisma |
---|---|
Hit Point Die | D6 per Sorcerer level |
Saving Throw Proficiencies | Constitution and Charisma |
Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
Weapon Proficiencies | Simple weapons |
Armor Training | None |
Starting Equipment | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP |
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.
Becoming a Sorcerer...
As a Level 1 Character
- Gain all the traits in the Core Sorcerer Traits table.
- Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character
- Gain the Hit Point Die from the Core Sorcerer Traits table.
- Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine your available spell slots.
——Spell Slots per Spell Level—— | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | +2 | Spellcasting, Innate Sorcery | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
3 | +2 | Sorcerer Subclass | 3 | 4 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6 | +3 | Subclass feature | 6 | 5 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | +4 | — | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11 | +4 | — | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13 | +5 | — | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14 | +5 | Subclass feature | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15 | +5 | — | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Subclass feature | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Level 1: Spellcasting
Drawing from your innate magic, you can cast spells.
Cantrips. You know four Sorcerer cantrips of your choice. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2: Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
---|---|---|
1 | 2 | 2 |
2 | 3 | 3 |
3 | 5 | 5 |
4 | 6 | 7 |
5 | 7 | 9 |
Level 2: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3: Sorcerer Subclass
You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
Level 5: Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Careful Spell
Cost: 1 Sorcery Point
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, 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, and it takes no damage if it would normally take half damage on a successful save.
Distant Spell
Cost: 1 Sorcery Point
When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
Empowered Spell
Cost: 1 Sorcery Point
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), and you must use the new rolls.
You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Extended Spell
Cost: 1 Sorcery Point
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.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Heightened Spell
Cost: 2 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
Quickened Spell
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Seeking Spell
Cost: 1 Sorcery Point
If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Subtle Spell
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Transmuted Spell
Cost: 1 Sorcery Point
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.
Twinned Spell
Cost: 1 Sorcery Point
When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
Sorcerer Subclasses
A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass.
Draconic Sorcery
Breathe the Magic of Dragons
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
Level 3: Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level | Spells |
---|---|
3 | Alter Self, Chromatic Orb, Command, Dragon’s Breath |
5 | Fear, Fly |
7 | Arcane Eye, Charm Monster |
9 | Legend Lore, Summon Dragon |
Level 6: Elemental Affinity
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
Level 14: Dragon Wings
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Level 18: Dragon Companion
You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
Ah, I see Rick Sanchez, a canonical D&D character, has hacked the monetary system in your games to set 1 = 0. I'm sorry that your Galactic Goverment has torn itself apart. Good luck with the new Council of Ricks. I hear a Morty is running to join them...
A penny for your thoughts means a penny, and pennies have value in my world. Hence my Wizards don't use Spell Component pouches to become their own Federal Reserve and print their own fiat currency, a problem shared by the Gentle Repose spell which references Greek Mythology, among others. Although, one did discuss using a Magic Mouth computer to create a blockchain currency! 🤣
The real issue is that this was not a stipulation of the previous design of the ability, and because they added it without fully play testing it, like so many other features, WotC introduced yet another point of confusion for Adventurer's League DMs. Yet again, you can't get a consistent ruling on sanctioned play.
If we follow the new rule in the DMG, "The rules assume that everyone reading and interpreting the rules has the interests of the group’s fun at heart and is reading the rules in that light." then yes, as long as everyone *is* doing that, then you probably get to play a real Psion, as intended.
The problem with that rule is that no, not everyone is doing that. Look no further than the RPG Stack Exchange on this exact question and you will see 3 different answers on the cost of Detect Thoughts -
https://rpg.stackexchange.com/questions/122661/do-i-need-to-hold-an-actual-copper-piece-in-order-to-cast-the-detect-thoughts-sp
See, with that rule WotC forgets that, for some players, fun is legitimately reading the rules exactly and applying them as such. So even outside of AL sanctioned play, getting it right in the text is a big part of the game for some players!
So here, what is supposed to be a pun, has become a problem of ambiguous interpretation that causes friction at the table, and that's not fun.
Just drop the material component, or change the material component to "a piece of copper, or a deck of cards with symbols on them, or a head band with two rigid wires" and now you have more puns and make it clear that there is no need for a costly material component. Win-win!
This isn't rocket surgery, it's telepathy, and if it's easy enough for Dr. Venkman to study it, it should be easy enough for any table to grasp. Just my 2 "a copper pieces."
All components should technically have a "cost" because nothing is free (you presumably at some point would have had to buy the bat guano and sulfur to cast fireball for example) but unless that cost is explicitly stated it doesn't matter. "1 copper piece" is not the same rules-wise as "worth 1 CP".
So... now there's this Aberrant Sorcerer issue -
Psionic Spells has Detect Thoughts.
Psionic Sorcery says "If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components *unless they are consumed by the spell or have a cost specified in it*." 🪙
Detect Thoughts has a material component of "a copper piece" which, as it turns out, costs 1 copper piece. Ummm...
This means that you can't make Detect Thoughts a purely Psionic action. That is... that's pretty messed up, because it's one of the *most* Psionic things in the game! 🤣
@WotC, how about an errata here, maybe? 🤦♂️
anyone else not seeing the metamagic options? or is that just a really weird place to put a paywall
Font of Magic specifically states this:
The only workaround to this is the Metamagic Adept feat from Tasha's, but the bonus sorcery points you get from this feat can only be spent on Metamagic.
YES I AGREE
do you know if sorcery points stack?
I hate the new class page layouts. Why don't the ability headings include a level number? It's impossible to read.
Totally Agree - I would paid 20$ more for the book then I get a barcode/serial number... some unique identifier ... that I can enter anywhere and get access to the content of the book- Physical, DDB, ANY and ALL VTTs... It's Bull otherwise because you have to keep re-purchasing books if you play on different VTTs with different groups or even to have access on DDB.
yes but keep in mind that, as a bonus action, you can use the dragon wings feat and if you play as a dragonborn you effectively are a small dragon. now I'm going off of the 2014 version of the handbook but it should work
YES! THE BARCODE THING WOULD MAKE THIS SOO MUCH BETTER!
Why did you remove the "Level X:" part from each feature's title? It makes it INSANELY annoying to figure out what level each feature comes online now!
Why do I have Wild Magic when I haven't bought PHB'24 yet?
You can expend sorcery points to use it more. That's technically more uses.
The fact you never get more Innate sorcery uses ever is stupid
idk why they nerfed paliden to only having 1 smite per turn, but kept the warlock-sorcerer Quickened double Eldridge blast exploit. a paladin needs to burn all their 4th level slots just to feel glory for a turn, while a sorlock just needs to burn 2 sorcery points. even a fighter needs to burn their very few action surges just to even grasp what a warlock can do regularly, if the warlock casts hex they are doin even more damage from 88 damage to 112 damage on average per turn, add in repelling and grasping and they control the whole map.
its one of those where they should of let the paladins have multi-smites, or nerfed quickened spell to disallow double cantrips so sorlocks are balanced with the other classes max damage.
100% agree. Born with it doesn't mean wait till later to manifest... it manifested at 1, with spells.
What’s the deal with the complaining? This seems like an improvement to me.
Wow, they made Aberrant Sorcerer gross...
Yeah, the Draconic Sorcerer not having the ability to turn into a dragon but all Wizards, Druids, Bards, and Warlocks do is one of the biggest fails of the new book.