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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.

This version of the Sorcerer uses the 2024 class progression while keeping the 2014 approach to spellcasting. The class continues to use Spells Known rather than prepared spells, giving each Sorcerer a more focused and permanent selection of magic.

Font of Magic remains at Level 2, while newer features such as Innate Sorcery, Sorcery Incarnate, and Arcane Apotheosis are incorporated into the progression. Subclass selection moves to Level 1 so that the source of a Sorcerer's magic is established from the beginning.

Each subclass also grants additional thematic spells. For spell levels 1 through 5, the subclass presents a pair of spells and the player chooses one from each pair. These spells are always known and do not count against the Sorcerer's normal number of spells, giving each subclass a broader spell selection without turning the class into a prepared caster.

The goal was to preserve the more focused spell choices of the 2014 Sorcerer while using the smoother feature progression of the 2024 version. Early subclass selection and the additional subclass spells help establish the Sorcerer's magical origin without removing the limitations that distinguish its spellcasting from other full casters.

Core Sorcerer Traits
Primary Ability Charisma
Hit Dice Die D6 per Sorcerer level
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Armor Training None
Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP

Becoming a Sorcerer...

As a Level 1 Character

  • 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 Character

  • Gain the Hit Point Die from the Core Sorcerer Traits table.

  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine your available spell slots.

Sorcerer Class Features Spell Slots per Spell Level
Level Proficiency Bonus Sorcery POints Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerer Subclass 4 2 2 - - - - - - - -
2nd +2 2 Font of Magic, Metamagic 4 3 3 - - - - - - - -
3rd +2 3 Innate Sorcery 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement, Sorcerous Versatility 5 5 4 3 - - - - - - -
5th +3 5 Sorcerous Restoration 5 6 4 3 2 - - - - - -
6th +3 6 Subclass feature 5 7 4 3 3 - - - - - -
7th +3 7 Sorcery Incarnate 5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement, Sorcerous Versatility 5 9 4 3 3 2 - - - - -
9th +4 9   5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11   6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement, Sorcerous Versatility 6 12 4 3 3 3 2 1 - - -
13th +5 13   6 13 4 3 3 3 2 1 1 - -
14th +5 14 Subclass feature 6 14 4 3 3 3 2 1 1 - -
15th +5 15   6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement, Sorcerous Versatility 6 15 4 3 3 3 2 1 1 1 -
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Subclass feature 6 16 4 3 3 3 3 1 1 1 1
19th +6 19 Epic Boon 6 16 4 3 3 3 3 2 1 1 1
20th +6 20 Arcane Apotheosis 6 17 4 3 3 3 3 2 2 1 1  

As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Sorcerer spells.

Cantrips. You know four Sorcerer cantrips of your choice from the sorcerer spell list. 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.

Spells Known of Level 1+. You know two 1st-level spells of your choice from the sorcerer spell list.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Spells Known 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 instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

If another Sorcerer feature gives additional spells, those spells don’t count against the number of your known spells, but those spells otherwise count as Sorcerer spells for you. 

Changing Your Spells Known. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots. However, additional spells granted from a Sorcerer feature can only be replaced by another appearing in said feature (such as in the case of Expanded Spell Lists from subclasses).

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 1: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.

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 in level than 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots

Spell Slot
Level
Sorcery Point
Cost
Min. Sorcerer
Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9

Level 2: 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 the “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.

You gain two more when at Sorcerer level 10 and two more at Sorcerer level 17.

Level 3: Innate Sorcery

Tapping deep into your potential, you infuse yourself with a simmering magic. As a Bonus Action, you can unleash your potential 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.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

Level 4: Sorcerous Versatility

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

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 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 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.

Continue Reading

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