Sorcerer
- Hit Die
- 1d6
- Primary Ability
- Constitution
- Saving Throw Proficiencies
- Constitution, Charisma
- Weapon Proficiencies
- daggers, darts, slings, quarterstaffs, light crossbows
- Skill Proficiencies
- Choose 2 from: Arcana, Deception, Insight, Intimidation, Persuasion, Religion
- Multiclassing Requirement
- Charisma 13
- Source
- PHB
Core Class Features
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
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 sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
Spellcasting
Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
Cantrips
You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots
The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells
Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Subclasses
Draconic Bloodline, Draconic Bloodline, Wild Magic, Wild Magic, Pyromancer (PSK), Pyromancer (PSK), Divine Soul, Divine Soul, Shadow Magic, Shadow Magic, Storm Sorcery, Storm Sorcery, Aberrant Mind, Aberrant Mind, Clockwork Soul, Clockwork Soul, Lunar Sorcery, Lunar Sorcery, Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, Wild Magic Sorcery, Spellfire Sorcery
Starting Equipment
- (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