:::warning
Some details are subject to change during the campaign, as we figure see how the changes work out. There will be a changelog at the base of this document.
:::
# Sorcerer
| | |
| -------------------------- | ------------------------------------------------------------------------------------------------------- |
| Hit Point Die | D6 per Sorcerer level |
| Saving Throw Proficiencies | Constitution and Charisma |
| Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
| Weapon Proficiencies | Simple Weapons |
| Armor Training | None |
| Starting Equipment | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP |
# Class Features
As a sorcerer, you gain the following class features.
| Level | Features | Sorcery Points | Cantrips | Spells Known | Max Spell Level |
|:-----:| ----------------------------------------------- |:--------------:|:--------:|:------------:|:---------------:|
| 1 | Spell-casting, Sorcerous Origin, Innate Sorcery | - | 4 | 2 | 1 |
| 2 | Font of Magic, Metamagic | 2 | 4 | 4 | 1 |
| 3 | | 3 | 4 | 6 | 2 |
| 4 | Feat | 4 | 5 | 7 | 2 |
| 5 | Sorcerous Restoration, Magical Guidance | 5 | 5 | 9 | 3 |
| 6 | Sorcerous Origin feature | 6 | 5 | 10 | 3 |
| 7 | Sorcery Incarnate | 7 | 5 | 11 | 4 |
| 8 | Feat | 8 | 5 | 12 | 4 |
| 9 | | 9 | 5 | 14 | 5 |
| 10 | Metamagic | 10 | 6 | 15 | 5 |
| 11 | | 11 | 6 | 16 | 6 |
| 12 | Feat | 12 | 6 | 16 | 6 |
| 13 | | 13 | 6 | 17 | 7 |
| 14 | Sorcerous Origin feature | 14 | 6 | 17 | 7 |
| 15 | | 15 | 6 | 18 | 8 |
| 16 | Feat | 16 | 6 | 18 | 8 |
| 17 | Metamagic | 17 | 6 | 19 | 9 |
| 18 | Sorcerous Origin feature | 18 | 6 | 20 | 9 |
| 19 | Epic Boon | 19 | 6 | 21 | 9 |
| 20 | Arcane Apothesis | 20 | 6 | 22 | 9 |
## 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
You know four Sorcerer cantrips of your choice. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
### Mana
### Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
### Changing Your Prepared Spells
Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
### Spellcasting Ability
Charisma is your spellcasting ability for your Sorcerer spells. You may use Constitution, Intelligence, or Wisdom instead with DM permission.
### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
## Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
| Origin | Original Source |
| ------------------ | --------------------------------------- |
| Aberrant Mind | Player's Handbook (2024) |
| Clockwork Soul | Player's Handbook (2024) |
| Draconic Bloodline | Player's Handbook (2024) |
| Wild Magic | Player's Handbook (2024) |
| Divine Soul | Xanathar's Guide to Everything |
| Shadow Magic | Xanathar's Guide to Everything |
| Storm Sorcery | Xanathar's Guide to Everything |
| Lunar Sorcery | Dragonlance: Shadow of the Dragon Queen |
If you would like to use a homebrew Subclass for 5e, it may need to be modified. See [this page](/OVG2bQM8Qiuih2O8LmVLkg) for details.
## 01: Innate Sorcery
As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
* The spell save DC of your Sorcerer spells increases by 1.
* You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
## 02: Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented 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 table. You can never have more Sorcery Points than the number shown on the table for your level. You regain all spent Sorcery Points when you finish a Long Rest.
***Converting Mana to Sorcery Points.***
***Creating Mana.***
### Creating Mana
| Column 1 | Column 2 | Column 3 |
| -------- | -------- | -------- |
| Text | Text | Text |
## 03: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
## 04: Feats
When you reach 4th level, and again at 8th, 12th, and 16th level, you gain one feat of your choice. You also gain an Ability Score Improvement Feat.
## 05: 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 (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.
## 05: Magical Guidance
You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
## 07: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
## 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
## 20: Arcane Apothesis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
# Change Log
* [time=Sat, Aug 31, 2024 10:58 PM]- Page created.
* [time=Mon, Sep 23, 2024 8:38 PM]- updated for the 2024 PHB release.