The Sorcerer, Revised - Table Resource 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 elfspreads 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. Crouching behind a stalagmite, a bathing points a linger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. 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. Unexpained 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 driving 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. 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? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lick who created you as an experiment, or the deity who chose you to carry this power. Quick Build You can make a sorcerer quickly by following these suggestions. First. Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile. Sorcerous Origins Draconic Bloodline

The Sorcerer Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Metamagic Known 1st +2 — Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — — — 2nd +2 2 Font of Magic, Metamagic 4 3 3 — — — — — — — — 2 3rd +2 3 — 4 4 4 2 — — — — — — — 2 4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — — 2 5th +3 5 — 5 6 4 3 2 — — — — — — 3 6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — — 3 7th +3 7 — 5 8 4 3 3 1 — — — — — 3 8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — — 3 9th +4 9 — 5 10 4 3 3 3 1 — — — — 4 10th +4 10 Sorcerous Origin feature 6 11 4 3 3 3 2 — — — — 4 11th +4 11 — 6 12 4 3 3 3 2 1 — — — 4 12th +4 12 Ability Score Improvement 6 13 4 3 3 3 2 1 — — — 4 13th +5 13 — 6 13 4 3 3 3 2 1 1 — — 5 14th +5 14 Sorcerous Origin feature 6 14 4 3 3 3 2 1 1 — — 5 15th +5 15 — 6 14 4 3 3 3 2 1 1 1 — 5 16th +5 16 Ability Score Improvement 6 15 4 3 3 3 2 1 1 1 — 5 17th +6 17 — 6 15 4 3 3 3 2 1 1 1 1 6 18th +6 18 Master of Sorcery 6 15 4 3 3 3 3 1 1 1 1 6 19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 6 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1 6 Hit Points Hit Dice: 1d6 per sorcerer level

1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Armor: None

None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Daggers, darts, slings, quarterstaffs, light crossbows Tools: None

None Saving Throws: Constitution, Charisma

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 arcane 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 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 that 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 arcane 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. Spellcasting Focus You can use an arcane focus (found in chapter 5) 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 origin spells and other features when you choose it at first level. It also grants you an additional metamagic option when you gain that feature at 2nd level, and additional benefits at 6th, 10th, and 14th level. Origin Spells Each origin has a list of origin spells that you automatically learn when you gain sorcerer levels noted in the origin description. You automatically learn this spell, and it does not count against your spells known. If an origin spell is not on the arcane spell list, it 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 fuel your metamagic, as well as allowing you to cast more spells. 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. Casting Spells with Sorcery Points. You can choose to expend sorcery points instead of a spell slot when casting a spell you know. The Sorcery Spell table shows the cost of casting a spell slot of a given level. You can cast spells no higher of a level than 5th in this way. Creating Spell Slots Spell Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Converting a Spell Slot to Sorcery Points. As an action or 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 2nd level, you gain the ability to twist your spells to suit your needs. You gain two metamagic options of your choice. Your metamagic options are detailed at the end of the end of your class description. When you gain certain sorcerer levels, you gain additional metamagic options of your choice, as shown in the metamagic known in the Sorcerer Table. Additionally, when you gain a level in this class, you can choose one of the metamagic you know and replace it with another metamagic that you could learn at that level. 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. Master of Sorcery At 17th level, when you use a metamagic that requires you spend sorcery points, you can reduce the amount of sorcery points required by 1. Sorcerous Restoration At 20th level, you supply of magic is nearly inexhaustable. If you roll initiative with less than 3 sorcery points, you have 3 sorcery points.

Sorcerous Origins Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. 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, hut 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. Draconic Magic The draconic blood in your veins grants you additional magical options. You have an additional option when choosing metamagic options, and when you reach certain sorcerer levels, you automatically certain spells. If a spell on this list does acid, cold, fire, lightning, or poison damage, you can replace it with the damage type associated with your draconic ancesty without needing the Elemental Affinity metamagic. Draconic Bloodline Spells Sorcerer Level Spells 1st chromatic orb 3rd dragon breath 5th fireball 7th elemental bane 9th cone of cold Passive Metamagic: Elemental Affinity When you cast a spell that deals acid, cold, fire, lightning, or poison damage, you can instead deal the damage type associated with your draconic ancestry. If the spell causes additional effects (such as lighting objects on fire) you can work with your DM to reflavor the additional effects to better suit your element. Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. 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 Ancestry Dragon Damage Type Black, Copper Acid Blue, Bronze Lightning Brass, Gold, Red Fire Green Poison Silver, White Cold Elemental Power Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell. Additionally, when you take damage of the type associated with your draconic ancestry, you reduce that damage by an amount equal to your charisma modifier. Dragon Wings At 10th 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 Beginning at 14th 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 5 sorcery point 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.