Sorcerer
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Sorcerous Origin (Level 1)

You are infused with an innate spark of arcane magic. At 1st level, you choose one Sorcerous Origin, the source of your magical powers, listed on the "Subclasses" tab.

Your Sorcerous Origin grants you features at 1st level, and again when you reach 6th, 14th, and 18th level in this class.


Spellcasting (Level 1)

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.

Sorcery Points

The Sorcerer table shows the number spell slots you have to cast spells at different levels. You can also use Sorcery Points that you have to cast the Sorcerer spells you know of 1st-level and higher. The amount of Sorcery Points required to cast a spell is indicated in the table below:

Spell Level

Points Cost

1

2

2

3

3

5

4

6

5

7

You regain all expended Sorcery Points each time you finish a long rest.

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. Whenever you gain a Sorcerer level, you can replace one of your known cantrips with another cantrip of your choice.

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.

Origin Spells

Each Sorcerous Origin has a list of Origin Spells that you learn at the Sorcerer levels noted in your Origin's description. Your Origin Spells count as Sorcerer spells for you, but they do not count against your total number of Spells Known.

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

Your body itself can be used as a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed by a spell or have a gold cost.


Metamagic (Level 2)

You can draw upon your intimate connection to the arcane to manipulate magic in ways only possible for Sorcerers. At 2nd level, you learn two Metamagic abilities of your choice from the list of Metamagic abilities. You can only use one Metamagic ability per spell, reaction, ability check, or saving throw unless its description says otherwise.

As you gain Sorcerer levels, you gain additional Metamagic abilities, as shown in the Metamagics Known column of the Sorcerer table. When you gain a Sorcerer level, you can alter your magical nature and replace one Metamagic ability you know with another Metamagic ability of your choice.


Magical Surge (Level 3)

Magic is a wild and unpredictable force, dangerous to those that cannot control its volatility.

Starting at 3rd level, you gain a charge of Untapped Magic, which you can expend to activate a variety of abilities within this class or its Origin subclasses.

Whenever you activate an ability using a charge of Untapped Magic, at any time you cast a sorcerer spell of 1st-level or higher, the DM can have you roll on the Sorcerer's Magical Surge table. You then regain a charge of this feature.

Your maximum charges of Untapped Magic increases by 1 at level 7 and at level 11.


Magical Regeneration (Level 3)

You have learned to draw upon the innate magic presence in all things to restore your own arcane power.

Also at 3rd level, when you finish a short rest you can choose to regain expended Sorcery Points equal to your Sorcerer level.

Once you use this feature to regain Sorcery Points, you must finish a long rest or use a charge of Untapped Magic to use it again.


Ability Score Improvement (level 4)

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 any two ability scores of your choice by 1. As normal, you can't increase one of your ability scores above 20 using this feature.


Tides of Chaos (Level 5)

At level 5, you can start manipulating the chaotic magic within yourself to gain advantage on or reroll one attack roll, ability check, or saving throw by expending a charge of your Untapped Magic.


Metamagic Initiate (Level 11)

Starting at level 11, you can use two Metamagic abilities on a spell at once, provided you can afford the Sorcery Point cost of both. Once you do this once you need to finish a long rest before you can do so gain, or expend a charge of Untapped Magic instead.


Magic Master (Level 20)

You have realized the full potential of your innate magic, and the Aether itself bends to your will. Upon reaching 20th level, each Metamagic ability you know has its Sorcery Point cost reduced by 1 (to a minimum of 1 Sorcery Point).

Also, you can apply an unlimited number of Metamagic abilities to each spell you cast, provided that you have the Sorcery Points to do so, and the spell you cast meets all the requirements for the Metamagic abilities you wish to apply.