Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby's birth or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don't learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn't like to stay quiet. A Sorcerer's magic wants to be wielded.
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it's part of a vast and glorious system.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast Sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Bend Doom and Darkness to Your Will. Your innate magic comes from the most nebulous and inscrutable forces of the Shadowfell or from other regions of supernatural darkness. You might trace your lineage to an entity from such a place, or perhaps you were exposed to the sinister energy of a shadow dragon and were transformed by it. Your shadowy magic allows you to command darkness, undeath, and woe.
Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.
Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
Core Sorcerer Traits
| Primary Ability | Charisma |
|---|---|
| Hit Point Die | d6 per Sorcerer level |
| Saving Throw Proficiencies | Constitution, Charisma |
| Skill Proficiencies | Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion |
| Weapon Proficiencies | Simple weapons |
| Starting Equipment | Choose A or B: (A) Spear, Dagger (2), Arcane Focus (Crystal), Dungeoneer's Pack, 28 GP or (B) 50 GP |
Becoming a Sorcerer...
As a Level 1 Sorcerer
- Gain all the traits in the Core Sorcerer Traits table.
- Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Sorcerer
- Gain the Hit Point Die trait from the Core Sorcerer Traits table.
- Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Sorcerer Subclass | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Subclass Feature | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Subclass Feature | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Subclass Feature | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Sorcerer Subclass
You gain a Sorcerer subclass of your choice.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Subclass Feature
You gain a feature from your Sorcerer subclass.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Subclass Feature
You gain a feature from your Sorcerer subclass.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Subclass Feature
You gain a feature from your Sorcerer subclass.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Psionic Spells, Telepathic Speech | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Psionic Sorcery, Psychic Defenses | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Revelation in Flesh | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Warping Implosion | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Psionic Spells
When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver |
| 5th | Hunger of Hadar, Sending |
| 7th | Evard's Black Tentacles, Summon Aberration |
| 9th | Rary's Telepathic Bond, Telekinesis |
Telepathic Speech
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Psionic Sorcery
When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.
Psychic Defenses
You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Revelation in Flesh
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
- Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.
- Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
- See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
- Wormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Warping Implosion
You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.
Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Clockwork Spells, Restore Balance | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Bastion of Law | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Trance of Order | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Clockwork Cavalcade | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Clockwork Spells
When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Aid, Alarm, Lesser Restoration, Protection from Evil and Good |
| 5th | Dispel Magic, Protection from Energy |
| 7th | Freedom of Movement, Summon Construct |
| 9th | Greater Restoration, Wall of Force |
| 1d6 | Manifestation |
|---|---|
| 1 | Spectral cogwheels hover behind you. |
| 2 | The hands of a clock spin in your eyes. |
| 3 | Your skin glows with a brassy sheen. |
| 4 | Floating equations and geometric objects overlay your body. |
| 5 | Your Spellcasting Focus temporarily takes the form of a Tiny clockwork mechanism. |
| 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
Restore Balance
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Bastion of Law
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
The ward lasts until you finish a Long Rest or until you use this feature again.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Trance of Order
You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Clockwork Cavalcade
You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can't use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.
- Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.
- Repair. Any damaged objects entirely in the Cube are repaired instantly.
- Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Divine Magic, Favored by the Gods | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Empowered Healing | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Otherworldly Wings | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Unearthly Recovery | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Divine Magic
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|---|---|
| Good | Cure Wounds |
| Evil | Inflict Wounds |
| Lawful | Bless |
| Chaos | Bane |
| Neutral | Protection from Evil and Good |
Favored by the Gods
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Empowered Healing
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Otherworldly Wings
You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Unearthly Recovery
You gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Draconic Resilience, Draconic Spells | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Elemental Affinity | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Dragon Wings | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Dragon Companion | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Alter Self, Chromatic Orb, Command, Dragon's Breath |
| 5th | Fear, Fly |
| 7th | Arcane Eye, Charm Monster |
| 9th | Legend Lore, Summon Dragon |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Elemental Affinity
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Dragon Wings
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Dragon Companion
You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Lunar Embodiment, Moon Fire | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Lunar Boons, Waxing and Waning | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Lunar Empowerment | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Lunar Phenomenon | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Lunar Embodiment
You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know.
Whenever you finish a Long Rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a Long Rest.
| Sorcerer Level | Full Moon Spell | New Moon Spell | Crescent Moon Spell |
|---|---|---|---|
| 3rd | Shield | Ray of Sickness | Color Spray |
| 5th | Lesser Restoration | Blindness/Deafness | Alter Self |
| 7th | Dispel Magic | Vampiric Touch | Phantom Steed |
| 9th | Death Ward | Confusion | Hallucinatory Terrain |
| 11th | Rary's Telepathic Bond | Hold Monster | Mislead |
Moon Fire
You can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn't count against the number of Sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Lunar Boons
The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
Full Moon. Abjuration and divination spells
New Moon. Enchantment and necromancy spells
Crescent Moon. Illusion and transmutation spells
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Waxing and Waning
You gain greater control over the phases of your lunar magic. As a Bonus Action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.
You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a Long Rest.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Lunar Empowerment
The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
Full Moon. You can use a Bonus Action to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to douse the light. In addition, you and creatures of your choice have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the Bright Light you shed.
New Moon. You have Advantage on Dexterity (Stealth) checks. In addition, while you are entirely in Darkness, attack rolls have Disadvantage against you.
Crescent Moon. You have Resistance to Necrotic and Radiant damage.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Lunar Phenomenon
As a Bonus Action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the Bonus Action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
Full Moon. You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 Hit Points.
New Moon. You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 Necrotic damage and have its Speed reduced to 0 until the end of its next turn. In addition, you become Invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
Crescent Moon. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain Resistance to all damage until the start of your next turn.
Once you use one of these Bonus Action benefits, you can't use that benefit again until you finish a Long Rest, unless you spend 5 sorcery points to use it again.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Power of Shadow, Shadow Spells | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Hound of Ill Omen | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Shadow Walk | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Umbral Form | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Power of Shadow
You gain the following benefits:
- Eyes of the Dark. You have Darkvision with a range of 120 feet and Blindsight with a range of 10 feet. In addition, if a spell you cast creates an area of Darkness, you can see normally through that spell's Darkness.
- Strength of the Grave. If you would drop to 0 Hit Points and not die outright, you can make a Charisma saving throw (DC 5 plus the damage taken). On a successful save, your Hit Points instead change to a number equal to your Charisma modifier plus your Sorcerer level. After you succeed on this save, you can't use this benefit again until you finish a Long Rest.
Shadow Spells
When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Darkness, Inflict Wounds, Pass without Trace |
| 5 | Hunger of Hadar, Nondetection |
| 7 | Greater Invisibility, Phantasmal Killer |
| 9 | Contagion, Creation |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Hound of Ill Omen
You can call forth a howling creature of shadow to hound your foes. You can spend 3 Sorcery Points to cast Summon Beast as a Bonus Action without expending a spell slot, without preparing the spell, and without Material components. The summoned creature appears as a beast made of shadow, and enemies within 5 feet of the summoned creature have Disadvantage on saving throws against spells you cast.
Whenever you cast the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the spell ends early if you cast the spell again.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Shadow Walk
While you are in Dim Light or Darkness, you can take a Bonus Action to teleport up to 120 feet to an unoccupied space you can see that is also in Dim Light or Darkness.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Umbral Form
When you use Innate Sorcery, you can adopt a shadowy form, gaining the benefits below while your Innate Sorcery is active or until you end the form (no action required). Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.
- Incorporeal Movement. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
- Shadow Resilience. You have Resistance to all damage except Force and Radiant damage.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Spellfire Burst, Spellfire Spells | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Absorb Spells | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Honed Spellfire | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Crown of Spellfire | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Spellfire Burst
When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.
- Bolstering Flames. You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.
- Radiant Fire. One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).
Spellfire Spells
When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray |
| 5th | Aura of Vitality, Dispel Magic |
| 7th | Fire Shield, Wall of Fire |
| 9th | Greater Restoration, Flame Strike |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Absorb Spells
You always have the Counterspell spell prepared.
Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Honed Spellfire
Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of your Radiant Fire increases to 1d8.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Crown of Spellfire
When you use Innate Sorcery, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
- Burning Life Force. Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.
- Flight. You gain a Fly Speed of 60 feet and can hover.
- Spell Avoidance. When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail. You can't use this benefit if you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Tempestuous Magic, Wind Speaker | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Heart of the Storm, Storm Guide | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Storm's Fury | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Wind Soul | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Tempestuous Magic
You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Heart of the Storm
You gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide
You gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Storm's Fury
When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Wind Soul
You gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Sorcerer Features
| Level | Proficiency Bonus | Class Features | Sorcery Points | Cantrips | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +2 | Innate Sorcery, Spellcasting | - | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | Tides of Chaos, Wild Magic Surge | 3 | 4 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | Bend Luck | 6 | 5 | 10 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | - | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | - | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | - | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | Controlled Chaos | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | - | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Tamed Surge | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
Level 1
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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Spellcasting
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells:
- 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.
Level 2
Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
- You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
- You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
- Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3
Tides of Chaos
You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.
If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.
Wild Magic Surge
Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.
If the magical effect is a spell, it is too wild to be affected by your Metamagic.
| 1d100 | Effect |
|---|---|
| 01-04 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 05-08 | A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM's control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature's stat block. |
| 09-12 | For the next minute, you regain 5 Hit Points at the start of each of your turns. |
| 13-16 | Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 17-20 | You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you're surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on a 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell. |
| 21-24 | For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action. |
| 25-28 | You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 29-32 | The next time you cast a spell that deals damage within the next minute, don't roll the spell's damage dice for the damage. Instead use the highest number possible for each damage die. |
| 33-36 | You have Resistance to all damage for the next minute. |
| 37-40 | You turn into a potted plant until the start of your next turn. While you're a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts. |
| 41-44 | For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns. |
| 45-48 | You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell. |
| 49-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
| 53-56 | You can take one extra action on this turn. |
| 57-60 | You cast a random spell. If the spell normally requires Concentration, it doesn't require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat (see appendix B); on a 10, See Invisibility. |
| 61-64 | For the next minute, any flammable, nonmagical object you touch that isn't being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning. |
| 65-68 | If you die within the next hour, you immediately revive as if by the Reincarnate spell. |
| 69-72 | You have the Frightened condition until the end of your next turn. The DM determines the source of your fear. |
| 73-76 | You teleport up to 60 feet to an unoccupied space you can see. |
| 77-80 | A random creature within 60 feet of you has the Poisoned condition for 1d4 hours. |
| 81-84 | You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. |
| 85-88 | Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt. |
| 89-92 | Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage. |
| 93-96 | You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute. |
| 97-00 | Roll 1d6. On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously. |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Level 6
Bend Luck
You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
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.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14
Controlled Chaos
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Metamagic
Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the "Metamagic Options" section later in this class's description. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know.
Level 18
Tamed Surge
Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.
Once you use this feature, you can't do so again until you finish a Long Rest.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.