
Sorcerer Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
Creating a Sorcerer
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
QUICK BUILD
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.
The Sorcerer Table
Level | Proficiency | Sorcery | Features | Cantrips | Spells | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | 2 | 4 | 3 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | 3 | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | 4 | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 6 | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 8 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 14 | 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 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a sorcerer, you gain the following class features.
Hit Points
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
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
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
- Two daggers
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 Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
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 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.
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 (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
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.
Creating Spell Slots
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Sorcerous Origins
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.
Draconic Bloodline Legacy This doesn't reflect the latest rules and lore. Learn More
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 Ancestor
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.
Draconic Ancestry
Dragon | Damage Type |
---|---|
Black |
Acid |
Blue |
Lightning |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Gold |
Fire |
Green |
Poison |
Red |
Fire |
Silver |
Cold |
White |
Cold |
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.
Draconic Resilience
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
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
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
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.
How does a Divine Soul sorcerer handle spellcasting ability? Is it Cha all around, does it vary for each spell, does the player pick?
Those are class features both the upgrades as well as the aesthetic....so I would say "Yes". If you don't want to have dragon features then don't have dragon blood.
I'm playing a chaotic good female half elf and have a very specific image for the character concept that im very partial too. My question is for a draconic bloodline do I have to adhere to the scales and eventual wings🙄? Asthetics are a major part of my character creations and the overall storyline that is heavily human based and outsiders are viewed with suspicion and contemp. Should I select my second and less favored option of divine or move on to another character concept?
Also tagging on that ‘losing power’ doesn’t really fit the image of chaos the spell is supposed to give.
Honestly that kind of makes it worse in terms of balance and disregards a key feature of how the spell works. Chain Lightning is objectively better. Chaos bolt *needs* the attack roll every time it can jump but it's damage diminishes. It doesn't reward high level casting since, for example Chain Lightning is objectively better. You don't need an attack roll, your opponent is more likely to fail the reflex save vs your attack roll and there are more variables to be added to it (vulnerability to Lightning) and it can hit more targets for more damage more reliably.
At best 8d8 that *needs* matching facings and an attack roll to chain damage with diminishing returns, vs 10d8 that is a Reflex damage and up to 4 targets are automatically hit at 6th level. 8d8 that will be 7 with an attack roll, then 6 and an attack roll, and then 5 and an attack roll, and each roll you *have to roll matching faces or it stops* and if you miss at any point the spell ends, will never compete with Chain Lightning.
Which I think was where I was going. In this case it's entirely DM Ruling. If you want to be strict RAW there is probably less support than even RAI, but you *can* make the decision since it's such an edge case it works to be disgusting *if* it works. However Crawford's opinions are kind of questionable at best in my opinion, and further of my opinion worth less than Sage Advice which a lot of people view as iffy at all.
But Rules as Interpreted/Written with how auto crits work, it doesn't chain until you choose for it to stop. Ultimately in this case it depends on your DM there won't be an answer that makes you happy from an official view.
I suppose you're right. I'll stick this under 'DM's interpretation' though, since when this was brought up at our table he agreed that would be what happened.
In my game, I've sort of altered chaos bolt to make it have a bit more of that mutation:
The spell works pretty much the same, but starts at 2d8 and scales 1d8 per level. In addition, the spell loses one damage dice each time it jumps to another target.
This increases the chance of jumping the higher you cast it, and creates the feel that it is losing energy the more it jumps. It also creates more options for choosing a damage type. The spell introduced in Xanathars has a 1/8 chance in jumping constantly, making it a 1/64 chance to jump twice. My rendition of the spell increases the chance for upcasting and decreases when jumping. Cast at 3rd level, the spell would deal 4d8 damage. It has a 3/8 chance of jumping to another target. If it does, the next bolt deals 3d8 damage and has a 1/4 chance of jumping. This would continue until the bolt does 1d8 and can't jump, losing its energy.
In addition, many sorcerers have an ability that allows them to reroll or add damage dice. The constant influxing and altering of the spell's damage type can be taken advantage of by storm sorcerers and draconic bloodlines. Finally, this isn't even taking into account empowered spell, transmuted spell, twined spell, distant spell, and seeking spell, all of which can increase the range, attack rolls, and damage rolls to improve their odds.
I don't know if this is overpowered or not. What do you guys think?
Crawford also said Magic Missile is one die roll, so every missile is that damage which...makes no sense for how the spell works, and arguably makes it awful because it's way too swingy for a first level spell. Crawford's random interpretation of "RAW for Magic Missile" which doesn't really have a basis due to the wording of the spell's effects. So his interpretations can subjectively be wrong because his basis of "RAW" is using the AoE spell rules which have Fireball and Lightning Bolt as examples of how you don't roll damage for each target hit, which isn't really supported with Magic Missile since it isn't an AoE in that sense.
But a minimum of 22 thunder damage to every enemy until you choose to end Chaos Bolt stopping chaining, because you *choose* if it leaps to a new "target" which would start hitting friends seems far from intended. Of course I am not saying that you can't rule it that if you wild surge chaos bolt and get that result it can't do 22 thunder damage to every enemy, but there is far less support for that in the rules because it specified "damage" while the spell effect is for the most part damage independent.
Edit: A specific edge case for a specific subclass for a specific spell shouldn't be used for intent.
I suppose that’s true, though you could argue that reasoning is against the intention of Chaos Bolt in the first place. Crawford tweeted they specifically targeted the spell towards sorcerers because of their connection to chaotic energies. Plus, considering there’s only a 2% chance of rolling that option, and then afterwards there’s supposed to only be a 67% chance you hit with each attack, it seems like an unnecessary one given how unlikely this scenario is to do any major harm. You’re not wrong, I’d just argue that it’s against what it’s meant to be.
I would argue you aren't rolling d8s, you are maximizing the damage but not the roll and those are two different things. Chaos Bolt chaining is not dependent on damage. You can roll two 1s on a d8 doing 2 +1d6 damage, and it still chains. Similarly a maxed Chaos Bolt won't automatically do Thunder damage.
Edit: For Example, getting an auto-crit from something like a helpless target isn't going to have Vorpal trigger unless you *actually* still roll the Nat 20. This is the same thing, you would do max damage, but you still need to roll to see if it chains, and what kind of damage it deals.
It's really bad on it's own unfortunately because as you say, most of the features are melee. It's really best multiclassed with a Tempest Cleric for some much needed defense. Even a Storm Sorc X/Tempest 2 greatly increases survivability so that you can actually use the features. I play a Storm 10/Tempest 6 right now and I mostly stand on the front line crowd controlling by hurling everything away from me with Heart of the Storm (Storm) and Thunderbolt Strike (Tempest). Tempest' maximize damage also works great when combine with transmute metamagic. Overall, though I like the flavor it would be very difficult to play a pure storm sorcerer.
Can someone help me figure out Storm sorcerer? I want to play one so bad, but the idea of only being able to use so many features while in melee sounds like such a terrible idea for a class with a d6 hit dice. Plus, someone told me that the subclass isn't about melee, it's punishing those who get too close, and that's something I can't really wrap my head around when your best 'punish' feature comes at 14th level.
I hadn't realized that. That's incredible, and it would Thunder damage, and not much resists thar
Fun fact about Wild Magic sorcerer- Magic Surge #33-34 maximize the damage of your next damaging spell within 1 minute. Chaos Bolt qualifies, so if you cast Chaos Bolt next, all you need is to hit people and you auto-max damage everything you’re fighting, since the spell jumps every time you roll the same number on the d8s and you’re automatically rolling 8 on both of the die.
It seems like a lot of people forget that when Tides of Chaos isn’t available your DM can make you have a wild magic surge without rolling the funny die and if they do this you also get back your use of Tides of Chaos.
So if you and your DM agree to have the wild magic go off immediately after you use it you can use it many times a day and also trigger tons of wild magic surges.
~ Note the target requirements of Twinned Spell. They prevent doubling a spell's affect on a single given target. There is also the limitation of only one metamagic being used for a given spell unless that metamagic specifically says otherwise. Empowered Spell & Seeking Spell meet this caveat.
-♪♫- Ioseph de Guise -♫♪-
I am playing a Gold Draconic Bloodline Sorcerer in an Eberron campaign currently. I was originally a forever DM, and this has been an exciting experience so far! Clockwork Soul was never too appealing for me, so I just chose DB because it gave me an excuse to have a Dragonmark. I’ve found the Mark of Passage to be the most appealing, because of the useful bonus to DEX, and its also quite cool to have all the teleportation spells.
No, it's fine. Just wanted to clear it up. Sorcerers are quite possibly my favorite spellcaster, wizards annoy me that you need to learn spells before preparing them, and warlocks I usually use for multiclass builds. I'm glad that someone also plays sorcerer. Out of curiosity, what subclass and or campaign is it?
Nope. It’s just flavor. My DM just handed out at the start that my sorcerer’s ancestor was Metallic, (Part of my backstory) but as far as game mechanics wise they are completely identical in effect. Although certainly some damage types are more optimal than others.