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 chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips At 1st level, you know four Cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Sorcery Points The Sorcerer table shows how many Sorcery Points you have to cast your Spells of 1st level and higher. To cast one of your sorcerer spells, you must expend a number of sorcery points as shown in the table below. Your Sorcerer level determines the maximum level you can cast a spell at as Shown in the Maximum Spell Level column of the Sorcerer table. You regain all expended Sorcery Points when you finish a Long Rest. Spell Level Cost Spell Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 9th 13

Casting Spells of 6th level and higher Spells of 6th level and higher are particularly taxing to cast. You can use sorcery points to cast one spell of each level of 6th level and higher. You can’t cast another spell of the same level until you finish a long rest.

Spells Known of 1st Level and Higher You know two 1st level Spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level equal to or lower than the level shown in the Maximum Spell Level column of the Sorcerer table. 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 can cast Sorcerer spells at.

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