Sorcerer
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 supernatural being, exposure to planar magic, a strange event at birth, or contact with the deeper workings of reality might awaken a Sorcerer’s gift. Whatever its origin, the result is an enduring magical power that has become part of the Sorcerer themselves.
Sorcerers don’t learn magic in the same way as Wizards. Their power already exists within them, and their craft lies in learning how to control, shape, and unleash it. As Sorcerers develop their abilities, they become increasingly attuned to the origin of their magic and manifest powers that reflect its nature.
Sorcerers are uncommon, and their abilities can appear unpredictably. Some inherit magic through a bloodline, while others are the first in their family to manifest such power. Whatever the cause, a Sorcerer’s magic rarely remains dormant forever.
This version of the Sorcerer combines the modern class progression with a known-spell casting model. Sorcerers maintain a focused repertoire of spells rather than preparing a new selection each day, with a maximum of seventeen normal Sorcerer spells known at 20th level.
The Sorcerous Origin is chosen at 1st level so that the source of the Sorcerer’s magic is established immediately. Each Origin also grants a fixed thematic spell list. These Origin spells are always known, don’t count against the Sorcerer’s normal Spells Known, and are gained according to Sorcerer level rather than total character level.
Font of Magic and Metamagic remain central to the class. Metamagic begins at 2nd level with two options, expands to four at 10th level and six at 17th level, and can be retrained as the Sorcerer gains levels. Innate Sorcery, Sorcerous Restoration, Sorcery Incarnate, and Arcane Apotheosis provide the stronger modern resource and spell-modification progression.
The aim is to preserve the focused spell selection associated with the older Sorcerer while giving each Origin enough additional magic to express its theme. The class remains defined by a smaller permanent spell repertoire, Sorcery Points, and the ability to reshape spells through Metamagic.
| Core Sorcerer Traits | |
| Primary Ability | Charisma |
| Hit Point 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 trait 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 Features
| Level | Proficiency Bonus | Features | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | +2 | Spellcasting, Sorcerer Subclass | - | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Font of Magic, Metamagic | 2 | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Innate Sorcery | 3 | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Sorcerous Restoration | 5 | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Subclass Feature | 6 | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | Sorcery Incarnate | 7 | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 8 | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | - | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Metamagic | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | - | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Subclass Feature | 14 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 16 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | Metamagic | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Subclass Feature | 18 | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Epic Boon | 19 | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Arcane Apotheosis | 20 | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
Your innate magic allows you to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below describes how you use those rules with Sorcerer spells.
Cantrips
You know four Sorcerer cantrips of your choice.
When you reach Sorcerer levels 4 and 10, you learn one additional Sorcerer cantrip of your choice, as shown in the Cantrips Known column of the Sorcerer Features table.
Whenever you gain a Sorcerer level, you can replace one Sorcerer cantrip you know from this feature with another Sorcerer cantrip of your choice.
Spell Slots
The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells.
You regain all expended spell slots when you finish a Long Rest.
Spells Known of Level 1+
You know two level 1 Sorcerer spells of your choice.
The number of Sorcerer spells you know 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 you know matches the number shown in the table. A spell you learn must be of a level for which you have spell slots.
Whenever you gain a Sorcerer level, you can replace one Sorcerer spell you know through this feature with another Sorcerer spell for which you have spell slots.
Spells granted by another Sorcerer feature, such as your Sorcerous Origin, don’t count against the number of spells you know through this feature unless that feature states otherwise.
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.
Your subclass represents the origin of the innate magic within you.
Your subclass grants features at Sorcerer levels 1, 6, 14, and 18.
Origin Spells
Each Sorcerer subclass grants additional thematic spells at specified Sorcerer levels.
These spells are always known, don’t count against the number of Sorcerer spells you know through your Spellcasting feature, and count as Sorcerer spells for you.
Origin Spells are gained according to your Sorcerer level, regardless of your total character level.
Unless a subclass feature specifically says otherwise, an Origin Spell can’t be replaced with another spell.
Level 2: Font of Magic
You can draw directly on the magical power within yourself.
This power is represented by Sorcery Points.
You have 2 Sorcery Points at 2nd level, and the number increases as you gain Sorcerer levels, as shown in the Sorcery Points column of the Sorcerer Features table.
You can never have more Sorcery Points than the maximum shown for your Sorcerer level.
You regain all expended Sorcery Points when you finish a Long Rest.
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 is required.
A spell slot granted by the Pact Magic feature can’t be converted into Sorcery Points.
Creating Spell Slots
As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot.
The Creating Spell Slots table shows the Sorcery Point cost and minimum Sorcerer level for each slot.
You can’t create a spell slot higher than level 5 with this feature.
A spell slot created with this feature disappears when you finish a Long Rest if you haven’t used it.
| Spell Slot Level | Sorcery Point Cost | Minimum Sorcerer Level |
| 1st | 2 | 2nd |
| 2nd | 3 | 3rd |
| 3rd | 5 | 5th |
| 4th | 6 | 7th |
| 5th | 7 | 9th |
Level 2: Metamagic
Your innate command of magic allows you to alter spells as you cast them.
Choose two Metamagic options from the Metamagic Options section below.
When you use a Metamagic option, you expend the number of Sorcery Points specified by that option.
You can normally use only one Metamagic option on a spell unless the option or another Sorcerer feature says otherwise.
Whenever you gain a Sorcerer level, you can replace one Metamagic option you know with another option you don’t know.
At Sorcerer level 10, you learn two additional Metamagic options.
At Sorcerer level 17, you learn two more, for a total of six.
Level 3: Innate Sorcery
You can draw more deeply on the magic within you.
As a Bonus Action, you unleash your innate power for 1 minute.
While Innate Sorcery is active, you gain the following benefits:
-
The spell save DC of your Sorcerer spells increases by 1.
-
You have Advantage on attack rolls you make for Sorcerer spells.
You can use this feature twice.
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.
You gain this feature again at Sorcerer levels 8, 12, and 16.
Level 5: Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points up to a number equal to half your Sorcerer level, rounded down.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 7: Sorcery Incarnate
Your innate magic and Metamagic become increasingly intertwined.
If you have no uses of Innate Sorcery remaining, you can expend 2 Sorcery Points when you take the Bonus Action to activate Innate Sorcery, allowing you to activate it despite having no remaining uses.
In addition, while Innate Sorcery is active, you can apply up to two Metamagic options to each spell you cast.
You must still pay the Sorcery Point cost of each option unless another feature says otherwise.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Arcane Apotheosis
Your command of innate magic has reached its height.
While Innate Sorcery is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on that option.
If you apply more than one Metamagic option to a spell through Sorcery Incarnate, only one of those options can have its Sorcery Point cost reduced to 0 by this feature.
Continue Reading
Metamagic Options
Sorcerers don’t merely cast spells. Their innate connection to magic allows them to reshape spells as they are being formed, altering their range, power, targets, components, and other properties through Metamagic. Each Metamagic option below lists the number of Sorcery...
Sorcerer Subclasses
The following subclasses are available for this class. Options marked (Player's Handbook) or (PHB) refer to the archetype present in both the 2014 and 2024 editions, potentially with minor name variations between versions; players can consult either PHB for the...
Chaos Sorcery
Bend Probability and Reshape Magic Chaos Sorcerers possess an unusually unstable connection to the Weave. Their magic can distort probability, disrupt the normal behavior of spells, and briefly alter space, time, or physical reality around them. No single origin for...
Storm Sorcery
Channel the Fury of the Storm Your innate magic comes from the power of elemental air and the violence of the storm. Many Sorcerers with this power trace its awakening to a near-death experience in a mighty tempest. Others were...
Psionic Sorcery
Awaken the Power of the Mind Your innate magic manifests as psionic power, allowing thought and will to exert influence beyond the limits of your body. As your abilities develop, you learn to communicate through thought, manipulate objects and creatures...