M = Level at which a feature changes
New hit point calculation
Level 1
Spellcasting (Changed into Sorcery)
Sorcerous Origin (Changed)
Mage Armor (New)
Level 2
Font of Magic (Removed)
Level 3
Metamagic (Changed)
Level 11
Greater Spellcasting (New)
Level 18
Metamagic Conduit (New)
Level 20
Sorcerous Evolution (New)
Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 3d6 (or 12) + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st
Armor: None
Saving Throws: Constitution, Charisma
Skills (Choose 2): Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
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.
Sorcery Points
The Sorcerer Table shows how many Sorcery Points you have, and what level of spell they can be used to cast. To cast one of your Sorcerer spells of 1st-level through 5th-level, you must expend an amount of Sorcery Points based on the spell's level listed below:
1st-level - 2
2nd-level - 3
3rd-level - 5
4th-level - 6
5th-level - 7
You regain all expended Sorcery Points when you finish a Long Rest.
For example, when you are a 5th level Sorcerer, you have 27 Sorcery Points. To cast the 3rd-level spell Lightning Bolt, you expend 5 points, leaving you with 22 remaining. If you use a feature that requires a spell slot, you can spend Sorcery Points to use that feature based on the slot's level, using the chart.
Spells and Cantrips Known
At 1st level, you know four cantrips of your choice from the Sorcerer spell list.
Additionally, you know two 1st-level spells of your choice from the Sorcerer spell list.
The Sorcerer Table below shows when you learn more Sorcerer spells and cantrips of your choice. Each of these spells must be of a level for which you are able to cast or have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd-level.
Additionally, when you gain a level in this class, you can choose one of the Sorcerer spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you can cast.
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 Spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting ability modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Sorcerer spells.
lvl - cantrips known - spells known - sorc. points - spell level
1st - 4 - 2 - 6 - 1st
2nd - 4 - 3 - 8 - 1st
3rd - 4 - 4 - 14 - 2nd
4th - 5 - 5 - 17 - 2nd
5th - 5 - 6 - 27 - 3rd
6th - 5 - 7 - 32 - 3rd
7th - 5 - 8 - 38 - 4th
8th - 5 - 9 - 44 - 4th
9th - 5 - 10 - 57 - 5th
10th - 6 - 11 - 64 - 5th
11st - 6 - 12 - 64 - 5th
12nd - 6 - 13 - 64 - 5th
13rd - 6 - 14 - 64 - 5th
14th - 6 - 15 - 64 - 5th
15th - 6 - 16 - 64 - 5th
16th - 6 - 17 - 64 - 5th
17th - 6 - 18 - 64 - 5th
18th - 6 - 19 - 64 - 5th
19th - 6 - 20 - 64 - 5th
20th - 6 - 20 - 64 - 5th
You project a magical barrier around yourself to keep you from harm. you can choose to calculate your armor class using your spell save DC plus your Dexterity modifier (max +2). You cannot use this benefit if you are wielding a shield or weapon other than a quarterstaff or dagger.
Choose a sorcerous origin detailed below, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at later levels.
Origin Spells
Each sorcerous origin has a list of specialty spells, known as Origin spells, that you gain at the Sorcerer levels noted in the origin description. The origin spells don't count against the number of spells you know and cannot be replaced when you gain a level.
If you have an origin spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
At 2nd level, you gain the ability to twist your spells to your needs. You gain three of the following metamagic options of your choice. You gain three more options at 5th level, 9th level, and all options at 11th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted, and you can only use Metamagic on spells whose lowest castable level is 5th level or lower.
When you use Metamagic on one of your origin spells you may do so for 1 less sorcery point than normal (minimum 0).
Additionally, you have a number of Metamagic Points equal to half your Sorcerer Level (Rounded up). You can spend these points instead of Sorcery Points to use your Metamagics. You regain all spent Metamagic Points on a Short or Long Rest.
Whenever you gain a level in Sorcerer, you can replace one of your chosen Metamagics for another.
Careful Spell
When a spell you've cast forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s effects. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. If they would normally take half damage on success, you may expend an additional sorcery point to have them all take no damage instead.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Durable Spell (New)
When you fail a saving throw to maintain concentration on a spell you can spend a number of Sorcery Points equal to half that spells level (rounded up) to succeed instead.
You can use Durable Spell even if you have already used a different Metamagic option during the casting of the spell.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of 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 of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When a spell you've cast 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.
You can only use this metamagic on each spell once.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Scaled spell (New)
When you cast a spell that affects an area, you may expend 1 sorcery point to increase or decrease the size of the area by 5 ft.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Selfless Spell (New)
When you cast a spell that targets Self, you may spend 1 sorcery point to instead target a creature within 60ft of you as if they were the caster. The spell uses your Spellcasting ability modifier and if the spell requires concentration you must maintain it rather than the target. If the spell requires a certain trigger (such as a reaction spell) you can cast it if the target meets that trigger.
An unwilling creature may make a Wisdom saving throw, on a success the spell fails.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
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).
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 forgo taking this feature to take a feat of your choice instead.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the sorcerer spell list.
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.
When you reach 11th level, you tap into the greater powers of sorcery. You gain additional spell slots at certain levels listed on the Greater Spellcasting table below. These spell slots only recover on a long rest.
lvl - 6th - 7th - 8th - 9th
11th - 1 - - -
13th - 1 - 1 - -
15th - 1 - 1 - 1 -
17th - 1 - 1 - 1 - 1
19th - 2 - 1 - 1 - 1
20th - 2 - 2 - 1 - 1
Beginning at 18th level, your control over Metamagic grows immensely. You now have Metamagic points equal to your level rather than half.
At 20th level, your ability to mold your spells to fit your needs reaches it's peak. You can now apply your metamagics to spells of any level. Additionally when you cast a spell of 5th level or lower, you can apply two metamagic options to that casting, even if you cast it at a higher level.