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Class Sorcerer
Your Subclass is chosen at Level 3 and defines the magical heritage that shaped your power.
- Aberrant Sorcery — Psionic Spells, Psionic Sorcery, Psychic Defenses
- Clockwork Sorcery — Clockwork Spells, Restore Balance, Bastion of Law
- Draconic Sorcery — Draconic Resilience, Elemental Affinity, Dragon Wings
- Frost Sorcery — Create Ice, Frozen Body, Cold-Hearted
- Shadow Magic — Shadow Spells, Power of Shadow, Beasts of Ill Omen
- Spellfire Sorcery — Spellfire Burst, Spellfire Spells, Absorb Spells
- Storm Sorcery — Tempestuous Magic, Heart of the Storm, Storm's Fury
- Wild Magic Sorcery — Wild Magic Surge, Tides of Chaos, Bend Luck, Controlled Chaos
| TRAIT | DETAIL |
|---|---|
| Primary Ability | Charisma |
| Hit Point Die |
|
| Saving Throw Proficiencies | Constitution and Charisma |
| Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Armor Training | None |
| LEVEL | FEATURE |
|---|---|
| 1 | Innate Sorcery, Spellcasting |
| 2 | Font of Magic, Metamagic |
| 3 | Subclass |
| 5 | Sorcerous Restoration |
| 7 | Sorcery Incarnate |
Innate Sorcery As a Bonus Action, you can activate Innate Sorcery. For 1 minute, the spell save DC of your Sorcerer spells increases by 1, and 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.
Spellcasting You cast spells using Charisma as your spellcasting ability. You know a fixed number of Sorcerer spells and can cast them with spell slots that increase with your level.
Font of Magic You have Sorcery Points equal to your Sorcerer level. You can use Sorcery Points to create spell slots, and you can convert spell slots into Sorcery Points.
Creating a spell slot costs: 2 Points (Lv1), 3 (Lv2), 5 (Lv3). Converting a spell slot gives: 1 Point (Lv1), 2 (Lv2), 3 (Lv3).
Metamagic You gain two Metamagic options. You gain additional options as you level.
| METAMAGIC | COST | EFFECT |
|---|---|---|
| Careful | 1 SP | Chosen creatures automatically succeed on spell saves |
| Distant | 1 SP | Double a spell's range |
| Empowered | 1 SP | Reroll damage dice up to Cha mod times |
| Extended | 1 SP | Double the duration of a concentration spell |
| Heightened | 2 SP | Target has Disadvantage on first save against the spell |
| Quickened | 2 SP | Cast a spell that normally uses an Action with a Bonus Action |
| Subtle | 1 SP | Cast without Verbal or Somatic components |
| Twinned | 1 SP | Target a second creature with a single-target spell |
Subclass At Level 3, you choose a Subclass, which defines your bonus spell list and passive features. See Subclasses below.
Sorcerous Restoration When you finish a Short Rest, you regain a number of expended Sorcery Points equal to your Sorcerer level divided by five (rounded down, minimum 1).
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.
The Sorcerer's defining advantage is Metamagic — Quickened (Bonus Action cast), Twinned (second target), Heightened (Disadvantage on saves), Empowered (reroll damage dice) — each reshaping a spell's output at Sorcery Point cost. Innate Sorcery's +1 DC and attack Advantage run for a full minute per activation; the key window is Heightened save-or-suck spells like Hold Person or Banishment, where DC+1 plus Disadvantage compounds into near-guaranteed control.
Sorcerous Restoration at Level 5 extends effective capacity: Short Rest partial SP recovery, and since slots convert to SP and back, this functionally grants partial spell recovery between Long Rests.
Subclass defines the secondary identity:
- Draconic — Natural armor without a shield; elemental affinity adds Cha mod to matching damage
- Wild Magic — Controlled chaos; Tides of Chaos gives guaranteed Advantage once per rest
- Clockwork — Balanced defensive/control; Restore Balance denies Advantage/Disadvantage
- Aberrant — Psionic spells cast without Verbal/Somatic for zero-cost Sorcery Point cost
- Shadow — Dark-themed spell list + death resistance + Hound of Ill Omen
- Spellfire — Metamagic-triggered damage bonus; regain Sorcery Points from Counterspell
- Frost — Cold-identity subclass; Cold damage bonus + Resistance + icy terrain control
- Storm — Lightning/Thunder identity with mobility and reactive damage