
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.
Sorcery points can only be used for metamagic, flexible spell casting, or any uses that come from a sorcerer subclass. The closest thing to another attack action would be casting Haste or dipping fighter for Action Surge
Can I use sorcery points to gain another attack action?
You can also spend slightly under 2$ to just buy the Wild Magic section of the player handbook :D
Fun concept. But pretty much everything here has been stolen from something else. There's almost nothing truly original here.
The origin of the power is the same as a Fiend Warlock
Infernal Mark is almost Word-for-Word copied from the Draconic Sorcerer, just with Draconic changed to Infernal and Dragons changed to Devils.
Devils Sight is just the Warlock Invocation of the same name given to this sorcerer for free at level 1.
Hellfire Invocation is a combination of the Charisma damage addition of the Draconic Sorcerer, and the Elemental Adept feat at the cost of a sorcery point.
Black Pinions is also basically Word-for-Word copied from the Draconic Sorcerers Dragon Wings, but with the flavor changed.
Blasphemous Activity is original as far as I can tell, but it mimics most of the summoning spells that can be gotten at lower levels so it's not quite "Unique " either.
While the idea itself is fun (and one I'm surprised they haven't touched already), it feels less like a fleshed out idea and more "draconic sorcerer but Devil".
Here's a way you can achieve the same features (And get more!)
Race: Custom Lineage (just say it's a lesser devil or something)
Subclass: Red Draconic Sorcerer (But re-flavored to be from a Devil instead)
Level 1:
From your Custom Lineage, take the Eldritch adept feat and gain Devils Sight
Ask your DM very nicely to edit your Dragon Ancestors trait to instead work on Devils
Level 4:
Take the Elemental Adept feat and choose fire.
Level 6:
Get your extra charisma damage through Elemental Affinity (and save a point while doing it)
Level 11:
Choose Summon Fiendish Spirit as your new spell, and Upcast the ever-loving crap out of it.
Level 14:
Bust down your DM's door and rudely demand for your wings to look like Black Feathers or Bat Wings. (to offset your niceness from level 1)
While this might look like an awkward solution, I guarantee that most DM's are 100x more likely to accept a re-flavoring with some feats, rather than an entirely new homebrew subclass. (and if they deny both than they're probably a bit too serious for my liking)
Finally, from one home-brewer to another (I just don't usually post it on here because It's a little clunky), instead of copying things from other abilities, try looking at those abilities to find out what makes them cool to begin with, and making your own way of achieving that. If the image of someone sprouting wings is cool (and lets face it, it's rad as hell), why not lean into the fiendish flavor and make the sprout when the Sorcerer goes into a sort of bloodlust fueled rage state, with all of their spells dealing extra damage (perhaps with a bit of life steal as well). There's so many possibilities for the abilities of a Devil Sorcerer, much more than just Draconic 2.0
Even then, it's ok to copy and paste every now and again when it fits. I thought the Level 1 Devils Sight was a clever addition until I realized everything else was straight from the Draconic sorcerer. I do think however if you were to think out the abilities, you'd have a high-value idea right here. "Son of a devil" is such a common fantasy that there's a genuine niche for this idea. Besides, you have to get through dirt before you strike gold, and I do think you have the capability of making something amazing if you give the copy/paste button a break :)
I second this. Weird that it's not here.
Thank you (:
Buy the player handbook
Does anyone know how I can get the 'Wild Magic' Origin on d&d beyond? (So I can be able to add it to my online character sheet)
isn't that just warlock roleplay wise. It says that the pact can be passed down through generations
You can just say "You determine the appearance of the wings." Things like this don't need DM approval.
It's just some extra spells you get by choosing the aberrant mind subclass. Several of the subclass just give you extra known spell.
In the Player's Handbook you only get two options in Barbarian, and Bard as well.
:)
Can somebody explain psionic spells to me
Yeah basic rules don't give alot
Wow, the base sourcebooks really don't like sorcerer. You get a whole TWO subclasses to choose from, and one of them comes from the basic rules. Yikes.
IMO, It's really good for what it's meant to be (a darkness based infiltrator/assassin), but all of it's abilities have downsides or work arounds for not having them.
1st level: Darkvision+ Pro Max
Useful, and makes sense with the class, but most races get darkvision anyways, and 60ft is usually enough to spot someone following you, or you could cast Light on a coin and throw it if you need to sea somewhere farther. Again, useful, but has workarounds if you don't take it.
Also 1st level: Dying? Just Say No!
An extremely useful ability that adds a good bit of survivability to the sorcerer, with a small issue. If your playing your sorcerer well (Being the Face/Backline caster), and have chosen a few defensive spells (*cough* shield) then you shouldn't be getting hit too much anyways, plus another enemy could then deal any damage to knock you out still. Even then, this ability helps make up for your d6 hit die and acts as a good security blanket.
3rd level: Darkness spell get
Good for getting away from tough situations, but hard to use offensively. Using a normal spell slot is almost always cheaper than 2 sorcery points, and only you can see through the darkness, of that 1 spell you cast using said sorcery points, so you'll only really use it that way in a particularly tense 1v1.
6th level: Dog :D
The hound is a good tool for assassination (or just general action economy), but scales horribly meaning it'll probably die before you can do much in higher level battles. The disadvantage against spells effect is great (plus with the 3 sorcery point cost, it becomes a cheaper if jankier Heightened spell), but if you try and use it with (or anyone else casts) any AOE spell, then the dog will probably die in that spell. Overall, a great ability that gets weaker as you progress, but has a few uses even at higher levels.
14th level: Teleportation: The Sequel to Walking
Great for mobility, but being restricted to dark areas drastically cuts down on the use cases for this. Turns you into a teleporting menace in dark areas, but unless your fighting at night or in somewhere like a cave you'll probably only use this in your own darkness, in where Misty Step would suffice (but hey, this is free so...)
18th level: Just Say No 2: Electric Boogaloo
Has the same problem as the level 1 ability, but magnified; your d6 hit die still can't really take hits even with the damage halved. While you can phase through stuff with this active, it doesn't include walls in the description so this part is more of ribbon tbh. Again, a very helpful ability, but it eats through your sorcery points and you shouldn't need to use it often.
While I do agree it's powerful, all of it's abilities have nuances or caveats, meaning there won't always be a situation in where you can use them well. It also still suffers from the core issue of the Sorcerer class, namely the small spell amount of spell choices making it hard for you to take too many utility options without harming your damage capabilities. It's powerful, but not so meta-changingly good to be OP as hell
Sorcerous Origin : Infernal Bloodline
Your innate magic comes from Infernal power, mingled with your blood or that of an ancestor. Perhaps one of your ancestors (or even yourself) made a pact with a powerful denizen of the Nine Hells, or maybe a powerful devil lurks somewhere in the shadowed branches of your family tree. Tieflings are the most common sorcerers of this type, their innately fiendish natures providing a natural conduit for the dark might of the Pit. No matter the source of this taint however it allows you to draw upon the infernal powers of the Nine Hells to destroy and subjugate any who stand before you.
Infernal Mark
At 1st level you gain the ability to speak, read and write Infernal. Additionally whenever you make a Charisma check when interacting with Devils your proficiency bonus is doubled if it applies to the check.
Devils Sight
At 1st level you gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120ft.
Hellfire Invocation
At 6th level and higher whenever you cast a spell that deals Fire damage you may spend 1 Sorcery point, this has the following effects depending on the subjects resistance or immunity to Fire damage.
If the target has Immunity to Fire damage, they are treated as having Resistance to Fire damage.
If the target has Resistance to Fire damage, this Resistance is ignored.
If the target has no Immunity or Resistance to fire damage they take additional Fire damage equal to your Charisma modifier.
Black Pinions
At 14th level you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current ground speed. You can create these wings as a bonus action on your turn and they last until dismissed as a bonus action on your turn.
You may not manifest these wings whilst wearing armour unless it is designed to accommodate them, and likewise clothing may be damaged or destroyed by their manifestation. Aesthetically these wings may take any form at the DM's discretion, most commonly they are either batlike or birdlike with black feathers though they may take any form you desire so long as the DM agrees to allow it.
Blasphemous Authority
At 18th level you gain the ability to summon Devils to aid you in battle. You may spend a standard action to summon either a single Bone Devil or 2d4 Bearded Devils. These fiends appear in unoccupied spaces within 60ft and line of sight and serve you for up to 1 hour or until slain, banished, or dismissed (which may be done as an action on your turn).
These creatures are controlled by the DM though they will obey your orders to the letter, though not necessarily the spirit. The DM may at their discretion allow you to directly control them should he believe them sufficiently intimidated by you or bound to your will (which may require additional skill checks, ability checks or the use of bribery).
Once you have used this ability you must undergo a long rest before it can be used again.
very useful for tiefling sorceres
Mert cem Bir ateist ve yarramı yiyor...
Not: O bir obez
You would only get 3 sorcery points, because you only gain an additional sorcery point for every level in sorcerer, as shown on the Sorcerer Advancement table.