The Sorcerer Revised
The Sorcerer Revised
M
agic is a part of every sorcerer, Sorcerous Spellcasting
suffusing body, mind, and spirit with a
latent power that waits to be tapped. An event in your past, or in the life of a parent or ancestor, left
Some sorcerers wield magic that an indelible mark on you, infusing you with arcane magic.
springs from an ancient bloodline This wellspring of magic, whatever its origin, allows you to
infused with the magic of dragons. cast spells in a unique way. Your power is represented by a
Others carry a raw, uncontrolled magic pool of sorcery points, which you use to fuel your spellcasting
within them, a chaotic storm that surges and manifests in and create a variety of other magical effects.
unexpected ways.
The appearance of sorcerous powers is wildly Cantrips
unpredictable. Some sorcerers can't name the origin of their At 1st level, you know four cantrips of your choice from the
power, while others trace it to strange events in their own sorcerer spell list. You learn additional sorcerer cantrips of
lives. The touch of a demon, the blessing of a dryad at a your choice at higher levels, as shown in the Cantrips Known
baby's birth, or a taste of the water from a mysterious spring column of the Sorcerer table.
might spark the gift of sorcery. So too might the gift of a deity
of magic, exposure to the elemental forces of the Inner Sorcery Points
Planes or the maddening chaos of Limbo, or a glimpse into You have a pool of sorcery points, which increases as you
the inner workings of reality. reach higher levels in this class as shown in the Sorcery
This revision emulates the distinctive magic of sorcerers by Points column of the Sorcerer table.
reworking their spellcasting methodology. Sorcerers are by You can never have more sorcery points than shown on the
their nature infinitely flexible. The magic within their bodies table for your level. You can't reduce your sorcery point total
does not follow the strict rules of other casters, allowing to less than 0, and you regain all expended sorcery points
them to twist and shape their magic in ways that wizards or when you finish a long rest.
warlocks can only dream of, though sometimes this can be to
the sorcerer's peril. Spell Slots
To cast a sorcerer spell of 1st-level or higher (or use a feature
Quick Build which requires you to spend a spell slot), you must expend a
You can make a sorcerer quickly by following these number of sorcery points to create a spell slot and then use
suggestions. First, Charisma should be your highest ability that slot to cast the spell. Doing so requires no action, and is
score, followed by Constitution. Second, choose the hermit done as part of the casting of the spell. Cantrips don't require
background. Third, choose the light, prestidigitation, ray of slots and therefore don't require sorcery points to be cast.
frost, and shocking grasp cantrips, along with the 1st-level The cost of creating a spell slot is equal to the level of the
spells shield and magic missile. spell slot you are creating. Your sorcerer level determines the
maximum-level spell slot you can create, as shown in the Slot
Level column of the Sorcerer table. You cannot create a spell
Class Features slot above this maximum, even though you might have
As a sorcerer, you gain the following class features. enough points to do so.
For example, if you know the 1st-level spell burning hands
Hit Points and are high enough level to create 2nd-level spell slots, you
Hit Dice: 1d6 per sorcerer level can cast burning hands by expending 1 sorcery point to cast
Hit Points at 1st Level: 6 + your Constitution modifier it at 1st-level, or 2 sorcery points to cast it at 2nd-level.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Spells of 6th level and higher are particularly taxing to cast.
modifier per sorcerer level after 1st You can use sorcery points to create one spell slot of each
level of 6th or higher, but you can't create another slot of the
Proficiencies same level until you finish a long rest.
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light Spells Known of 1st Level and Higher
crossbows You know two 1st-level spells of your choice from the
Tools: None sorcerer spell list.
The Spells Known column of the Sorcerer table shows
Saving Throws: Constitution, Charisma when you learn more sorcerer spells of your choice. Each of
Skills: Choose two from Arcana, Deception, Insight, these spells must be of a level for which you can create spell
Intimidation, Persuasion, and Religion slots through your sorcery points. For instance, when you
Equipment reach 3rd level in this c1ass, you can create spell slots of 1st
You start with the following equipment, in addition to the or 2nd level, so you can learn a new 1st or 2nd level spell.
equipment granted by your background: Additionally, when you gain a level in this c1ass, you can
choose one of the sorcerer spells you know and replace it
(a) a light crossbow and 20 bolts or (b) any simple weapon with another spell from the sorcerer spell list, which also
(a) a component pouch or (b) an arcane focus must be of a level for which you can create spell slots.
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
Sorcerer v1.1
1 The Arcane Athenaeum
The Sorcerer
Proficiency Sorcery Cantrips Spells Slot
Level Bonus Points Features Known Known Level
1st +2 2 Sorcerous Spellcasting, Sorcerous 4 2 1st
Origin
2nd +2 5 Font of Magic 4 3 1st
3rd +2 9 Metamagic 4 4 2nd
4th +2 14 Ability Score Improvement 5 5 2nd
5th +3 18 — 5 6 3rd
6th +3 23 Sorcerous Origin feature 5 7 3rd
7th +3 27 — 5 8 4th
8th +3 32 Ability Score Improvement 5 9 4th
9th +4 36 — 5 10 5th
10th +4 41 Metamagic 6 11 5th
11th +4 45 — 6 12 6th
12th +4 50 Ability Score Improvement 6 12 6th
13th +5 54 — 6 13 7th
14th +5 59 Sorcerous Origin feature 6 13 7th
15th +5 63 — 6 14 8th
16th +5 68 Ability Score Improvement 6 14 8th
17th +6 72 Metamagic 6 15 9th
18th +6 73 Sorcerous Origin feature 6 15 9th
19th +6 74 Ability Score Improvement 6 15 9th
20th +6 75 Unbound Power 6 15 9th
Bend Luck
Starting at 6th level, you have the ability to twist fate using Shadow Magic
your wild magic. When another creature you can see makes 1st-level Shadow Magic feature
an attack roll, an ability check, or a saving throw, you can use Starting at 1st level, you learn an additional spell when you
your reaction and spend 2 sorcery points to roll 1d4 and reach certain levels in this class, as shown in the Shadow
apply the number rolled as a bonus or penalty (your choice) Magic Spells table. The spell counts as a sorcerer spell for
to the creature's roll. You can do so after the creature rolls but you, but it doesn’t count against the number of sorcerer spells
before any effects of the roll occur. you know.
Shadow Magic Spells
Controlled Chaos
At 14th level, you gain a modicum of control over the surges Sorcerer Level Spell
of your wild magic. Whenever you roll on the Wild Magic 1st false life, hex
Surge table, you can roll twice and use either number. 3rd pass without trace, shadow blade
Spell Bombardment 5th summon shadowspawn, vampiric touch
Beginning at 18th level, the harmful energy of your spells 7th greater invisibility, shadow of moil
intensifies. When you roll damage for a spell and roll the
highest number possible on any of the dice, roll each of those 9th enervation, negative energy flood
dice again and add those rolls to the damage. You can use
this feature only once per turn.
Storm Magic
1st-level Storm Sorcery feature
Starting at 1st level, you learn an additional spell when you
Multiclassing Notes reach certain levels in this class, as shown in the Storm
Like a warlock, if you multiclass and gain the Sorcery Spells table. The spell counts as a sorcerer spell for
Spellcasting feature, your levels in sorcerer do not you, but it doesn’t count against the number of sorcerer spells
count toward determining how many spell slots you know.
you have. You determine what spell slots you have
based on your other classes as described in Storm Sorcery Spells
Chapter 6 of the Player's Handbook. Sorcerer Level Spell
When you use your sorcery points to create a
spell slot with the Sorcerous Spellcasting feature, 1st fog cloud, thunderwave
you can use that spell slot to cast spells you know 3rd skywrite, warding wind
or have prepared from classes with the Spellcasting
class feature or Pact Magic feature. Likewise, you 5th call lightning, wind wall
can use the spell slots you gain from classes with 7th storm sphere, summon elemental (air only)
the Spellcasting class feature or Pact Magic feature
to cast sorcerer spells you know. You can use your 9th control winds, conjure elemental (air only)
sorcery points to create a spell slot of any level that
you have in your other classes, though you still
cannot create more than one spell slot of 6th level
or higher.
Sorcerer v1.1
5 The Arcane Athenaeum
Sorcerer Spells
Cantrips (0 Level) Thunderwave Gaseous Form Wall of Stone
Acid Splash Witch Bolt Haste
Blade Ward Hypnotic Pattern 6th Level
Booming Blade 2nd Level Intellect Fortress Arcane Gate
Chill Touch Aganazzar's Scorcher Lightning Bolt Chain Lightning
Control Flames Alter Self Melf's Minute Meteors Circle of Death
Create Bonfire Blindness/Deafness Major Image Disintegrate
Dancing Lights Blur Protection from Energy Eyebite
Green-Flame Blade Cloud of Daggers Sleet Storm Flesh to Stone
Fire Bolt Crown of Madness Slow Globe of Invulnerability
Friends Darkness Stinking Cloud Investiture of Flame
Frostbite Darkvision Thunderstep Investiture of Ice
Gust Detect Thoughts Tidal Wave Investiture of Stone
Infestation Dragon's Breath Tongues Investiture of Wind
Light Dust Devil Vampiric Touch Otiluke's Freezing Sphere
Lightning Lure Earthbind Wall of Water Mass Suggestion
Mage Hand Enhance Ability Water Breathing Mental Prison
Mending Enlarge/Reduce Water Walk Move Earth
Message Flame Blade Scatter
Mind Sliver Flaming Sphere 4th Level Sunbeam
Minor Illusion Gust of Wind Banishment Tasha's Otherworldly Guise
Mold Earth Hold Person Blight True Seeing
Poison Spray Invisibility Charm Monster
Prestidigitation Knock Confusion 7th Level
Ray of Frost Levitate Dimension Door Crown of Stars
Shape Water Magic Weapon Dominate Beast Delayed Blast Fireball
Shocking Grasp Maximilian's Earthen Grasp Fire Shield Dream of the Blue Veil
Sword Burst Mind Spike Greater Invisibility Etherealness
Thunderclap Mirror Image Ice Storm Finger of Death
True Strike Misty Step Polymorph Fire Storm
Phantasmal Force Sickening Radiance Plane Shift
1st Level Pyrotechnics Stoneskin Power Word Pain
Absorb Elements Scorching Ray Storm Sphere Prismatic Spray
Burning Hands See Invisibility Vitriolic Sphere Reverse Gravity
Catapult Shadow Blade Wall of Fire Teleport
Chaos Bolt Shatter Watery Sphere Whirlwind
Chromatic Orb Snilloc's Snowball Swarm
Color Spray Spider Climb 5th Level 8th Level
Comprehend Languages Suggestion Animate Objects Abi-Dalzim's Horrid Wilting
Detect Magic Tasha's Mind Whip Bigby's Hand Demiplane
Disguise Self Warding Wind Cloudkill Dominate Monster
Earth Tremor Web Cone of Cold Earthquake
Expeditious Retreat Control Winds Incendiary Cloud
False Life 3rd Level Creation Power Word Stun
Feather Fall Blink Dominate Person Sunburst
Fog Cloud Catnap Enervation
Grease Clairvoyance Far Step 9th Level
Ice Knife Counterspell Hold Monster Blade of Disaster
Jump Daylight Immolation Gate
Mage Armor Dispel Magic Insect Plague Mass Polymorph
Magic Missile Enemies Abound Seeming Meteor Swarm
Ray of Sickness Erupting Earth Skill Empowerment Power Word Kil
Shield Fear Synaptic Static Psychic Scream
Silent Image Fireball Telekinesis Time Stop
Sleep Flame Arrows Teleportation Circle Wish
Tasha's Caustic Brew Fly Wall of Light
6
In light of recent statements made by certain individuals, the Athenæum would
like to make it clear that a sorcerer is not just a wizard without a hat.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat
31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Sorcerer v1.1
7 The Arcane Athenaeum