Sorcerer Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. Raw Magic Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. Unexplained Powers Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. Sorcerers often have obscure or quixotic motivations drive them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

The Sorcerer Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — — 2nd +2 2 Font of Magic 4 3 3 — — — — — — — — 3rd +2 3 Metamagic 4 4 4 2 — — — — — — — 4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — — 5th +3 5 — 5 6 4 3 2 — — — — — — 6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — — 7th +3 7 — 5 8 4 3 3 1 — — — — — 8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 9 — 5 10 4 3 3 3 1 — — — — 10th +4 10 Metamagic, Sorcerous Restoration 6 11 4 3 3 3 2 — — — — 11th +4 11 — 6 12 4 3 3 3 2 1 — — — 12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 13 — 6 13 4 3 3 3 2 1 1 — — 14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — — 15th +5 15 — 6 14 4 3 3 3 2 1 1 1 — 16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 — 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1 18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 20th +6 20 Archsorcerer 6 15 4 3 3 3 3 2 2 1 1 Creating a Sorcerer The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? 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, Charisma

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background:

• (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

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 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 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 or 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. 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 Self Focus You are the source of your own magic, the blood running through your veins acts as an spellcasting focus for your sorcerer spells. Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: divine soul, draconic bloodline, psionic gift, shadow touched, storm born, or wild magic each detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Bonus Spells Each sorcerous origin has a list of spells that you gain at the sorcerer levels noted in the description. These spells don't count against the number of spells that you know and can't be replaced with other spells from the sorcerer spell list when you gain a level in this class. If you have a bonus spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points 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 shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your 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 in level than 5th. Any spell slot you create with this feature vanish 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 Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another two at 10th level and another one at 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more thanone creature at the spell's current level. For example, magic missle and scorching ray aren't eligible, but ray of frost and chromatic orb are. Ability Score Improvement 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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Sorcerous Restoration Starting at 10th level, you regain some of your magical energy when you rest. You regain 4 expended sorcery points whenever you finish a short rest. Archsorcerer At 20th level, powerful magic runs through your every fiber, allowing you to absorb, store, and unleash spells. When you are targeted by a spell attack or are in the radius of a spell effect, you can use your reaction to absorb the spell. Make a check using your spellcasting ability against a DC of 10 + the spell's level. On a success you absorb the spell and it has no effect on you. For the next minute, you can cast the spell as though it were a sorcerer spell, without expending a spell slot. The spell's level is the same as the original caster used. Once you use this feature, you must finish a long rest before you can use it again.

Sorcerous Origins Different sorcerers claim different origins for their innate magic. Many variations exist, such as a divine soul, draconic bloodline, psionic gift, shadow touched, storm born, or wild magic. 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 distant but powerful familial connection to a divine being. Perhaps your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. Origin Spells You gain origin spells at the sorcerer levels listed. Divine Soul Bonus Spells Sorcerer Level Spells 1st cure wounds 3rd lesser restoration 5th mass healing word 7th banishment 9th raise dead Divine Magic Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. At 3rd level, when you cast a healing spell you can add an additional die of the same type when determining the amount of healing for that spell. Favored by the Gods Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. Empowered Healing Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn. Otherworldly Tether Starting at 14th level, you can use an action to manifest a spectral bond between two creatures of your choice that you can see within 60 feet of you for 1 minute. While the bond lasts, any damage or healing recived by a bonded creature is split with the other creature. Unearthly Recovery At 18th level, you gain the ability to overcome grevious injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.

Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. Origin Spells You gain origin spells at the sorcerer levels listed. Draconic Bloodline Bonus Spells Sorcerer Level Spells 1st disquise self 3rd dragons breath 5th fear 7th polymorph 9th dominate person Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. When you cast a spell that deals the damage type associated with your dragon ancestry, add your Charisma modifier to one of the spell's damage rolls. This damage type is also used by features you gain later. Draconic Ancestry Dragon Damage Type Bronze or Blue Lightning Copper or Black Acid Gold or Red Fire Green or Brass Poison Silver or White Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. Elemental Affinity At 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. Additionally, you can spend 1 sorcery point to gain resistance to the damage type associated with your draconic ancestry for 1 hour. At 18th level, you gain immunity to that damage type instead. Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Draconic Presence Starting at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 3 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Once you use this feature, you can’t use it again unless you spend 5 sorcerery points or until you finish a long rest.

Awakened Mind Origin Spells You gain origin spells at the sorcerer levels listed. Awakened Mind Bonus Spells Sorcerer Level Spells 1st dissonant whispers 3rd detect thoughts 5th enemies abound 7th phantasmal killer 9th modify memory Telepathy Starting at 1st level, your mind awakens to the ability to comprehend psionics. You can communicate telepathically with any creature you can see or that you are familiar with within 30 feet of you. If it understands at least one language, it can respond to you telepathically. At 14th level, the range of this telepathy increases to 60 feet. Mental Manipulation At 1st level, you can briefly see what a target is thinking allowing you to better strike them. When you roll psychic or force damage for any of your sorcerer spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll. Strength of Mind At 6th level, your psionic abilities grant you the ability to split your focus. When you cast a spell that requires concentration while you are concentrating on another spell, you can spend 1 sorcery point to cast it and maintain concentration on both spells. Constitution saves made to maintain concentration are made separatly for each spell.













































Thoughtseize At 14th level, you gain the ability to break through the minds of others with ease. When you cast detect thoughts the spell gains the following benefits: The range of the spell's abilities increases to 60 feet

The spell now has a duration of 10 minutes and no longer ends when a creature succeeds on it's wisdom saving throw against this spell's effects and you cannot probe deeper on that creature until this spell ends.

If the target fails their wisdom saving throw, they do not know that their mind was invaded.

You can now probe deeper into a creatures's mind as a bonus action. Transcendance At 18th level, You can transend your psychical form and transform your body into pure psionic energy. You appear as a humanoid figure of luminous psychic energy. While in this form, any equipment you are wearing or carrying transforms with you and melds into your form. Using your action, You undergo a transformation. For 1 minute, until you use a bonus action to assume your normal form, or until you are incapacitated or die, you gain the following benefits: When you cast a spell, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.

You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You magically radiate a transparent, 20-foot-radius aura of rippling psychic energy. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you use this feature, you can choose any number of creatures you can see to be unaffected by the aura. Once you use this feature, you cant use it again until you finish a long rest.

Shadow Touched You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. Origin Spells You gain origin spells at the sorcerer levels listed. Shadow Touched Bonus Spells Sorcerer Level Spells 1st arms of hadar 3rd darkness 5th hunger of hadar 7th shadow of moil 9th negative energy flood Eyes of the Dark Starting at lst level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you can see through the darkness created by the darkness spell. Strength of the Grave Beginning at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can drop to 1 hit point instead. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. Once you use this feature, you must finish a long rest before you can use it again. Shadow of Ill Omen At 6th level, you gain the ability to turn a foes shadow against them. As a bonus action, you can spend 3 sorcery points to magically animate the shadow of one creature you can see within 120 feet of you for 5 minutes. At the end of each of your turns the shadow attacks the target, make an spell attack roll against the target. On a hit, deal (2d6 + your charisma modifier) piercing damage. In addition, while the shadow is animated the target has disadvattage on saving throws against any spell you cast. The target can use an action to make a wisdom saving throw to attempt to disperse the shadow. On a success, the shadow dissapears early. Shadow Walk At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.





































































Umbral Form Starting at 18th level, you can use a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you can’t use it again unless you spend 6 sorcerery points or until you finish a long rest.

Stormborn Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near- death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. Stormborn sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over winds and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin pirates, and other waterborne threats. Origin Spells You gain origin spells at the sorcerer levels listed. Stormborn Bonus Spells Sorcerer Level Spells 1st thunderwave 3rd gust of wind 5th call lightning 7th storm sphere 9th control winds Wind Speaker The arcane magic you commman is infused with elemental air. You can speak, read and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan and Terran. If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius sphere around you. The wind blows in that direction until the end of your next turn. This feature does not alter the speed of the wind.









































Tempestuous Magic At 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 15 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. You can also spend 1 sorcerery point to deal this damage again but with the type of damage you did not choose previously. Storm's Fury Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. Wind Soul At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.