
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.
Also you can only cast one spell per turn.
Does anybody have tips for a new D&D player? Thanks.
Shield isn't eligible. Even then you'd only get +5 till the start of your next turn. See PHB, Chapter 10: Spellcasting
Also, it allow you to TARGET another creature, it doesn't guarantee a hit when you attack, or a failed save. It gives you a CHANCE to attack another target.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, to target a second creature in range with the same spell
Combining Magical Effects
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
Charmed shuts down all AoEs unless they have a spell or ability that lets them pick and choose who is affected. But a Hag that is charmed can't fireball the party because if it would include the caster in the target radius. As an example and the most stereotypical AoE. Or a Dragon couldn't use it's breath weapon if it's target would include the caster. No repeat save, for 1 minute.
For 1 vs 1 Wis Save or Disadvantage on attack rolls for 1 minute, no repeat save.
Neither of those are "Weak" It shuts down AoE, and it shuts down being singled out. The fact you can choose *on use* makes it better.
I agree that it's honestly pretty weak. Almost every other subclass (including the Storm Sorcerer) has a better capstone.
Is it just me or is Draconic Presence (Draconic Bloodline Sorcerer 18th level feature) not as powerful as it should be? It requires concentration, and if they succeed on the saving throw, it is immune to it for 24 hours. Does anyone else think that it is not as good as it should be?
Huh... they haven't added the Tasha's optional features to this class description yet?
Wild Magic does have a theme: Manipulating the odds. Many abilities give advantage, a bonus, or a penalty. Using a feywild shard from Tasha's cauldron of everything lets you roll on the wild magic table whenever you use metamagic. This means that you can constantly use Tides of Chaos to get advantage on attack rolls, ability checks, and saving throws. The 14th level ability not only decreases the chances of disaster, but also increases the chance for a potential advantage. Spell Bombardment is a generic damage ability, but is still useful in combat.
Draconic Bloodline shores up on a sorcerer's weaknesses. It gives you extra hit points, and some dragon scale armor. Sorcerers don't have much hit points or much options for armor. With Draconic Bloodline, you basically have a permanent mage armor, allowing you to learn a different spell, and not having to use one of your spells known on mage armor. Also, elemental affinity is useful if you want to focus on a particular element. It makes all spells that deal damage related to your draconic ancestry more potent.
If you like collateral damage, Draconic Bloodline also isn't a bad pick, since it empowers spells of a specific element. The place where it really shines is Draconic Resilience, permanent mage armor and half of the Tough feat. I heard a lot of people complain about the hit dice, and sorcerers being very fragile. Draconic Bloodline fixes this problem.
Draconic Bloodline is definitely the best choice in the PHB. If you still think it is bland, buy XGtE or TCoE, and choose Storm Sorcery, Shadow Magic, Clockwork Soul, or Aberrant Mind.
You cant Twin Cast fireball though: "
True, but cantrips max at 17th level on every spellcaster. Action surge (fighter multiclass)+ Quickened spell will end up doing 12d10 + 180 damage. Or you could go full sorcerer and just deal 8d10 + 120 theoretical damage, in force. Give or take 80 feet of push. Maybe sprinkle in a range of 600 ft. Even if a fighter at level 20 can deal that much damage, that is restricted to melee and with heavy weapons.
Level 20 fighter with GWM can do 18d6 + 135 in one turn with Action Surge and the GWM bonus action attack
Cool, but there is a problem and it's name is eldritch blast. So in theory, one could do 4d10 + 60 damage with it.
THANKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Spells that sorcerers get from their subclass are automatically known (meaning you can choose spells already on their list). If you have any other questions, I'm happy to help.
I am making a sorcerer subclass. Should I say it knows all of its spells, or that it has to learn them? I've never made a sorcerer subclass before and I don't know what I should put for that.
I have an idea for a new Metamagic option. Volatile Spell, Chaotic Spell, or Reckless Spell, any one of those names works. It would basically be like Sharpshooter or Great Weapon Master for spellcasting. It would look something like this:
When you cast a spell that requires an attack roll, you can spend 1 sorcery point to impose a -5 penalty to the attack roll. If the spell attack still manages to hit, you gain a +10 bonus to the spell's damage roll. You don't need to spend a sorcery point if the spell is a cantrip.
That would be cool. Trading precision for more destructive firepower. Making Wild Magic Sorcerers even more unpredictable and dangerous than they already are. Causing magic to be more chaotic and explosive.
You can cast as many spells as you have actions. The rule that limits spells specifically states that if your BONUS action is a spell (whether a cantrip or leveled spell) THEN your action(s) can at max be a cantrip.
Twinned spell: Casts fireball, The proceeds to roll a 81-82 on a wild magic table, getting a second action. for the cost of 6 points you have 4 fireballs in one turn. GG boss man, you finna dead. B)
When u realise that goblins and allways roll on the wild magic tabel when casting spells