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                        Returning 35 results for 'sorcerer points 5e'.
                    
                
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells
                                                
                                            
                                                
                                                    . The bonus is determined by the vial’s rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Essence Shard, Good;Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
4
Outer Essence Shard, Evil;Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     with spell attacks). The Pudding King knows the following sorcerer spells:
Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
1st level (4 slots): false life, mage armor
                                                
                                            
                                                
                                                     equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Malevolence
The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work
                                                
                                            
                                                
                                                     in a 40-foot radius and dim light for an additional 40 feet.
Second Wind (Recharges after a Short or Long Rest). Warduke regains 13 hit points.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     an extra 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage if the target is a creature and Zarak has at least 18 hit points
                                                
                                            
                                                
                                                    : the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.Assassin’s Whim. Zarak takes the Dash, Disengage, or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
Legendary Resistance (2/Day). If
                                                
                                            
                                                
                                                    ","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Vanifer knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, friends, mage hand, message
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Cling to Life (Recharges after a Long Rest). The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point.
Special Equipment. Zargash wears a bat
                                                
                                            
                                                
                                                     united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    , speak with animals
Regeneration. Lhammaruntosz regains 5 hit points at the start of her turn.
Spellcasting. Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save
                                                
                                            
                                                
                                                     DC 17; +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): light, mage hand
                                                
                                            
                                        
                                                    Kobold Scale Sorcerer
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, mending, poison spray
1st level (4 slots): charm person, chromatic orb, expeditious retreat
2nd
                                                
                                            
                                                
                                                     level (2 slots): scorching ray
Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
Heightened Spell: When it
                                                
                                            
                                        
                                                     Feats
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
                                                
                                            
                                                
                                                    You’ve learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option
                                                
                                            
                                        
                                                    Skull Lord
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Master of the Grave"} hit points whenever it starts its turn there.
Evasion. If the
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks). The skull lord knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp
1st
                                                
                                            
                                        
                                                     feats
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    .
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you
                                                
                                            
                                                
                                                     mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    , you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from
                                                
                                            
                                                
                                                     the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Kobold Scale Sorcerer (p. 167) In the Sorcery Points trait, the second sentence is changed to: “It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Chill Touch Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S
 Duration: Instantaneous
 Channeling the chill of the grave, make a melee spell
                                                
                                            
                                                
                                                     attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     a bit of magic for itself in case it needs to flee or take advantage of a captor. Kobold Scale Sorcerer
 Small humanoid (kobold), lawful evil
 Armor Class 15 (natural armor)
 Hit Points 27 (5d6
                                                
                                            
                                                
                                                    Kobold Scale Sorcerer Scale Sorcerers. A kobold scale sorcerer has an innate talent for arcane magic. When its tribe is threatened, the kobold lashes out with fire and poison against enemies, saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     spell, not the same option more than once. For instance, a Sorcerer can’t quadruple the duration of a spell by spending 2 Sorcery Points on Extended Spell. In Draconic Sorcery, Elemental Affinity improves
                                                
                                            
                                                
                                                    Sorcerer Metamagic rules state you can’t use multiple Metamagic options on a single spell. Can you use one option multiple times? A Sorcerer can use one Metamagic option once in the casting of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    False Life Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a drop of alcohol)
 Duration: Instantaneous
 You gain 2d4 + 4 Temporary Hit Points. Using
                                                
                                            
                                                
                                                     a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Divine Soul Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a
                                                
                                            
                                                
                                                     arbitrary. There should be a bat angel!
 Divine Soul Features  Sorcerer Level Feature   1st Divine Magic, Favored by the Gods 6th Empowered Healing 14th Otherworldly Wings 18th Unearthly Recovery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    False Life Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a drop of alcohol)
 Duration: Instantaneous
 You gain 2d4 + 4 Temporary Hit Points. Using
                                                
                                            
                                                
                                                     a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Bloodwell Vial Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can’t be
                                                
                                            
                                                
                                                     it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     sorcerer use Twinned Spell on a spell duplicated by the casting of a wish spell? And if so, how many sorcery points does it cost? Yes, you can. It costs the number of sorcery points appropriate for the
                                                
                                            
                                                
                                                    Sorcerer If a sorcerer casts a spell with only verbal or somatic components using Subtle Spell, can an opponent use counterspell against it? If a spell that’s altered by Subtle Spell has no material
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Power Word Kill Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Component: V
 Duration: Instantaneous
 You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Power Word Kill Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Component: V
 Duration: Instantaneous
 You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Sorcerer Subclass A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. This section presents the Draconic Sorcery subclass
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Power Word Stun Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Components: V
 Duration: Instantaneous
 You overwhelm the mind of one creature you can
                                                
                                            
                                                
                                                     see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Metamagic Options  A Sorcerer uses transmuted spell 3rd-level sorcerer feature When you choose Metamagic options, you have access to the following additional options. Seeking Spell If you make an
                                                
                                            
                                                
                                                     attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points
                                                
                                            
                                                
                                                     monstrosity, not a beast. It appears with a number of temporary hit points equal to half your sorcerer level. It can move through other creatures and objects as if they were difficult terrain. The hound
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? As an Aberrant Mind sorcerer, you decide how you
                                                
                                            
                                                
                                                     levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Power Word Stun Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Components: V
 Duration: Instantaneous
 You overwhelm the mind of one creature you can
                                                
                                            
                                                
                                                     see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Chill Touch Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S
 Duration: Instantaneous
 Channeling the chill of the grave, make a melee spell
                                                
                                            
                                                
                                                     attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
                                                
                                            
                                        





