Skip to content
yoonmoonsik edited this page Jul 2, 2026 · 8 revisions

Subclasses

Your Subclass is chosen at Level 3 and defines the magical heritage that shaped your power.

Core Sorcerer Traits

TRAIT DETAIL
Primary Ability Charisma
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

Class Features

Progression Overview

LEVEL FEATURE
1 Innate Sorcery, Spellcasting
2 Font of Magic, Metamagic
3 Subclass
5 Sorcerous Restoration
7 Sorcery Incarnate

Level 1

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.

Level 2

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

Level 3

Subclass At Level 3, you choose a Subclass, which defines your bonus spell list and passive features. See Subclasses below.

Level 5

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).

Level 7

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.

Playstyle Notes

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

Clone this wiki locally