Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

LevelSorcery
Points
FeaturesCantrips
Known
Spells
Known
1st2nd3rd4th5th6th7th8th9th
1stSpellcasting,
Sorcerous Origin
422
2nd2Font of Magic433
3rd3Metamagic4442
4th4Ability Score
Improvement
5543
5th556432
6th6Sorcerous Origin
feature
57433
7th7584331
8th8Ability Score
Improvement
594332
9th951043331
10th10Metamagic61143332
11th11612433321
12th12Ability Score
Improvement
612433321
13th136134333211
14th14Sorcerous Origin
feature
6134333211
15th1561443332111
16th16Ability Score
Improvement
61443332111
17th17Metamagic615433321111
18th18Sorcerous Origin
feature
615433331111
19th19Ability Score
Improvement
615433332111
20th20Sorcerous
Restoration
615433332211

Class Base 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

Class Feature

Level 01: 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.

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

Level 01 / 06 / 14 / 18: Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power:
Aberrant Mind (TCoE)
Clockwork Soul (TCoE)
• Draconic Bloodline (PHB)
• Divine Soul (XGE)
• Phoenix (UA)
Runechild (MM)
• Shadow (XGE)
• Storm (SCAG)/(XGE)
Wild Magic (PHB)
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Level 02: 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. The created spell slots vanish at the end of a long rest.

Creating Spell Slots
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7

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.

Empowering Reserves (*)

When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.

Sorcerous Fortitude (*)

As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Level 03 / 10 / 17: 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 one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Level 04 / 08 / 12 / 16 / 19: 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.

You can also choose to aquire a feat instead of an ability score improvement.

Level 05: Magical Guidance

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Level 20: Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.