Sorcerer

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st+2-Spellcasting, Sorcerous Origin422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24Ability Score Improvement, Sorcerous Versatility (Optional)5543-------
5th+35Magical Guidance (Optional)56432------
6th+36Sorcerous Origin feature57433------
7th+37-584331-----
8th+38Ability Score Improvement, Sorcerous Versatility (Optional)594332-----
9th+49-51043331----
10th+410Metamagic61143332----
11th+411-612433321---
12th+412Ability Score Improvement, Sorcerous Versatility (Optional)612433321---
13th+513-6134333211--
14th+514Sorcerous Origin feature6134333211--
15th+515-61443332111-
16th+516Ability Score Improvement, Sorcerous Versatility (Optional)61443332111-
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement, Sorcerous Versatility (Optional)615433332111
20th+620Sorcerous Restoration615433332211
Sorcerer Subclasses
Aberrant Clockwork
Divine Draconic
Lunar Shadow
Storm Wild Magic


Class Resources
Spell List
Meta Magic


Starting Class features

Hit Dice Hit Points at 1st Level Hit Points at Higher Levels
1d6 per sorcerer level 6 + your Constitution modifier 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
None Daggers, darts, slings, quarterstaffs, light crossbows None

Saving Throws Skills
Constitution, Charisma Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

(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

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Sorcerous Origin Choose a sorcerous origin, which describes the source of your magical power. Features are granted at 1st, 6th, 14th, and 18th levels. 1st, 6th, 14th, 18th
Font of Magic At 2nd level, you gain sorcery points to create magical effects. You can use these points to create or convert spell slots. 2nd
Metamagic At 3rd level, gain two Metamagic options to modify your spells. You gain additional options at 10th and 17th levels. 3rd, 10th, 17th
Ability Score Improvement Increase one ability score by 2, or two by 1, at 4th, 8th, 12th, 16th, and 19th levels. Maximum increase to 20. 4th, 8th, 12th, 16th, 19th
Sorcerous Versatility (Optional) At levels granting Ability Score Improvement, replace one Metamagic option with another or replace one cantrip with another from the sorcerer list. 4th, 8th, 12th, 16th, 19th
Magical Guidance (Optional) At 5th level, you can spend 1 sorcery point to reroll a failed ability check, using the new roll. 5th
Sorcerous Restoration At 20th level, regain 4 expended sorcery points whenever you finish a short rest. 20th

Sorcery Points & Flexible Casting
Sorcery Points You have 2 sorcery points at 1st level, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You regain all spent sorcery points when you finish a long rest.
Flexible Casting You can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use 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 than 5th level. 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

Feature Description
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.
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 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.
Example of Spell Slot Usage 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. As you gain levels, you learn more spells of higher levels, as shown in the Sorcerer table. For instance, when you reach 3rd level, you can learn one new spell of 1st or 2nd level.
Replacing Known Spells When you gain a level in this class, you can replace one of the sorcerer spells you know with another spell from the sorcerer spell list of an appropriate level.
Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, as the power of your magic relies on your ability to project your will into the world. You use your Charisma modifier for spellcasting ability checks, saving throw DCs, and attack rolls with sorcerer spells.
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 as a spellcasting focus for your sorcerer spells.