As a sorcerer, you gain the following class features.
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
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
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
• (a) a component pouch or (b) an arcane focus
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Two daggers
An event in your past, or in the life o f 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 here for the Sorcerer Spell List.
At 1st level, you know four cantrips of your choice from
the Sorcerer Spell List. You learn additional sorcerer
cantrips o f your choice at higher levels, as shown in the
Cantrips Known column o f the Sorcerer table.
The Sorcerer table shows how many spell slots you
have to cast your spells of 1st level and higher. To cast
one o f 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 o f your choice from the
sorcerer spell list.
The Spells Known column o f the Sorcerer table
shows when you learn more sorcerer spells o f 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 o f 1st
or 2nd level.
Additionally, when you gain a level in this class,
you can choose one o f the sorcerer spells you know
and replace it with another spell from the sorcerer
spell list, which also must be o f a level for which you
have spell slots.
Charisma is your spellcasting ability for your sorcerer
spells, since the power o f your magic relies on your
ability to project your w ill 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
You can use an arcane focus (found in chapter 5) as a
spellcasting focus for your sorcerer spells.
Choose a sorcerous origin, which describes the
source o f your innate magical power: Draconic
Bloodline or Wild Magic, both detailed at the end o f the
Your choice grants you features when you choose it at
1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring o f magic
within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety o f
You have 2 sorcery points, and you gain more as you
reach higher levels, as shown in the Sorcery Points
column o f 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.
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
o f creating a spell slot o f a given level. You can create
spell slots no higher in level than 5th.
Creating Spell Slots
Spell Slot Sorcery
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
At 3rd level, you gain the ability to twist your spells
to suit your needs. You gain two of the following
Metamagic options o f 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.
When you cast a spell that forces other creatures to make
a saving throw, you can protect some o f those creatures
from the spell’s full force. To do so, you spend 1 sorcery
point and choose a number o f those creatures up to your
Charisma modifier (minimum o f one creature). A chosen
creature automatically succeeds on its saving throw
against the spell.
When you cast a spell that has a range o f 5 feet or
greater, you can spend 1 sorcery point to double the
range o f the spell.
When you cast a spell that has a range o f touch, you
can spend 1 sorcery point to make the range o f the
spell 30 feet.
When you roll damage for a spell, you can spend 1
sorcery point to reroll a number o f 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 o f the spell.
When you cast a spell that has a duration o f 1 minute
or longer, you can spend 1 sorcery point to double its
duration, to a maximum duration o f 24 hours.
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.
When you cast a spell that has a casting time o f 1 action,
you can spend 2 sorcery points to change the casting
time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 sorcery point to
cast it without any somatic or verbal components.
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).
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.
At 20th level, you regain 4 expended sorcery points
whenever you finish a short rest.