What the class is, and what it becomes as the levels pass.
The Sorcerer's power is not learned, but carried — in the blood, in an early brush with raw arcane, in a pact no ritual could fully explain. Their magic answers to instinct and force of personality more than to study, and it can be bent, twisted, and reshaped on the spot in ways no grimoire teaches. What they lack in breadth, they make up for in how far a single spell can be pushed.
Hit die
d6
Primary ability
CHA
Saving throws
CON · CHA
Armor proficiencies
None
Weapon proficiencies
Simple Weapons
Progression tree
Build your character: the tree then shows only the chosen branches. Tap a level to read its details.
Hover an item to read its description; expand a level to see everything at once. TS / SS = Technique / Spell Slots, by degree.
LevelClassOriginArchetypePaths
SpellcastingSpellcastingYou cast spells using Charisma as your spellcasting ability. You have Spell Slots as given by the Full Caster Slots rule for your level.GrimoireGrimoireWhenever new spells become available to you, you learn a share of them equal to what a sorcerer devoted to a single path would learn, divided evenly across the paths open to you (with at least one spell from each). Spells already known are never lost, even if a later choice (such as an archetype) changes which paths you draw from.MemoryMemoryEach time you finish a Long Rest, choose from your grimoire a number of spells equal to 1.5 times your Charisma modifier (rounded up) plus your sorcerer level, minimum 1: these are your memorized spells for the day, the only ones you can cast until your next Long Rest (subject to your available Spell Slots).Innate SorceryInnate SorceryAs a bonus action, usable twice per Long Rest, for 1 minute your Saving Throw DC increases by 1 and you have advantage on Spell Attack Rolls.
Origin — choose 1 of 3Origin — choose 1 of 3Choose one of the origins: Wild Magic, Embryonic Overexposure, Ancestral Heritage.
Paths — 2 of 4Paths — 2 of 4Choose 2 paths among: Path of the Oracle, Path of the Enthraller, Path of the Illusionist, Path of the Summoner.
Select 1 to 2 paths to show their techniques and spells.
Font of MagicFont of MagicYou have a number of Sorcery Points equal to your sorcerer level (minimum 2). As a bonus action, you can convert a Spell Slot into Sorcery Points equal to its level, or spend Sorcery Points to create a Spell Slot: 2 points for level 1, 3 for level 2, 5 for level 3, 6 for level 4, 7 for level 5 (you cannot create a Spell Slot of level 6 or higher this way). All spent Sorcery Points are regained on a Long Rest.MetamagicMetamagicChoose two Metamagic options. You gain one additional option at level 10, and another at level 17. Whenever you cast a spell, you can apply one Metamagic option to it (two, starting at level 7, while Innate Sorcery is active) by spending its cost in Sorcery Points:
- Careful Spell (1 point): when you cast a spell that forces a saving throw, you can protect a number of creatures up to your Charisma modifier (minimum 1) from it; they automatically succeed on their saving throw.
- Distant Spell (1 point): double the range of a spell, or extend a spell with a range of Touch to 9 meters.
- Empowered Spell (1 point): reroll a number of the spell's damage dice up to your Charisma modifier (minimum 1); you must use the new rolls.
- Extended Spell (1 point): double the duration of a spell that has one, to a maximum of 24 hours.
- Heightened Spell (3 points): one target of your choice has disadvantage on its first saving throw against the spell.
- Quickened Spell (2 points): change a spell's casting time from an action to a bonus action.
- Subtle Spell (1 point): cast a spell without any of its normal components.
- Twinned Spell (cost equal to the spell's level, minimum 1): when you cast a spell that targets only one creature, you can target a second creature within range with the same spell.
Archetype — choose 1 of 3Archetype — choose 1 of 3Choose one of the archetypes: Pactbinder, Arcane Choir, Veil Virtuoso.Pactbinder · Sealed PactPactbinder — Sealed PactThe sorcerer chooses a single path of magic and a patron entity when they gain this archetype; whenever new spells become available in that path, the sorcerer automatically learns them.Arcane Choir · Chorus of PatronsArcane Choir — Chorus of PatronsThe sorcerer may learn spells from any path without restriction. Whenever new spells become available to a sorcerer's grimoire, the Arcane Choir learns the same number as a sorcerer devoted to a single path would, but may draw them from any path of their choosing.Veil Virtuoso · Blade of the ArcaneVeil Virtuoso — Blade of the ArcaneThe sorcerer gains proficiency with the rapier and the short sword, in addition to the sorcerer's normal weapons, and with light armor.Veil Virtuoso · Divided FocusVeil Virtuoso — Divided FocusAt the same level, the sorcerer chooses either the Pactbinder's Sealed Pact or the Arcane Choir's Chorus of Patrons, but learns only half as many spells as that archetype would normally grant (rounded up), reflecting a focus divided between blade and arcane.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Sorcerous RestorationSorcerous RestorationOnce per Long Rest, when you finish a Short Rest, you regain a number of spent Sorcery Points up to half your sorcerer level (rounded up).
Pactbinder · Patron's FavorPactbinder — Patron's FavorSpells the sorcerer casts from their chosen path deal or restore more (the GM sets the exact bonus per spell, flavored after the patron).Arcane Choir · Watchful BenefactorsArcane Choir — Watchful BenefactorsOnce per rest, when the sorcerer fails a saving throw or ability check tied to their sorcery, one of their unseen benefactors intervenes to grant a reroll (at a subtle cost or consequence the GM decides).Veil Virtuoso · Practiced EleganceVeil Virtuoso — Practiced EleganceWhile wielding a rapier or a short sword, the sorcerer gains a small bonus to Defense or to attack rolls (the GM sets the exact value).
Sorcery IncarnateSorcery IncarnateIf you have no uses of Innate Sorcery left, you can spend 2 Sorcery Points to use it anyway. While Innate Sorcery is active, you can apply up to two Metamagic options to the same spell.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
MetamagicMetamagicChoose two Metamagic options. You gain one additional option at level 10, and another at level 17. Whenever you cast a spell, you can apply one Metamagic option to it (two, starting at level 7, while Innate Sorcery is active) by spending its cost in Sorcery Points:
- Careful Spell (1 point): when you cast a spell that forces a saving throw, you can protect a number of creatures up to your Charisma modifier (minimum 1) from it; they automatically succeed on their saving throw.
- Distant Spell (1 point): double the range of a spell, or extend a spell with a range of Touch to 9 meters.
- Empowered Spell (1 point): reroll a number of the spell's damage dice up to your Charisma modifier (minimum 1); you must use the new rolls.
- Extended Spell (1 point): double the duration of a spell that has one, to a maximum of 24 hours.
- Heightened Spell (3 points): one target of your choice has disadvantage on its first saving throw against the spell.
- Quickened Spell (2 points): change a spell's casting time from an action to a bonus action.
- Subtle Spell (1 point): cast a spell without any of its normal components.
- Twinned Spell (cost equal to the spell's level, minimum 1): when you cast a spell that targets only one creature, you can target a second creature within range with the same spell.
Pactbinder · Bound PowerPactbinder — Bound PowerOnce per rest, the sorcerer can call upon their patron to cast a spell from their chosen path without expending the resource that would normally be spent.Arcane Choir · Full ChorusArcane Choir — Full ChorusThe reroll granted by Watchful Benefactors becomes available a number of times per rest equal to the sorcerer's Charisma modifier (minimum 1), instead of once.Veil Virtuoso · Arcane Second WindVeil Virtuoso — Arcane Second WindOnce per rest, when the sorcerer hits with a rapier or short sword, they regain one expended Spell Slot, of a level up to half their highest accessible spell level (rounded up).
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
MetamagicMetamagicChoose two Metamagic options. You gain one additional option at level 10, and another at level 17. Whenever you cast a spell, you can apply one Metamagic option to it (two, starting at level 7, while Innate Sorcery is active) by spending its cost in Sorcery Points:
- Careful Spell (1 point): when you cast a spell that forces a saving throw, you can protect a number of creatures up to your Charisma modifier (minimum 1) from it; they automatically succeed on their saving throw.
- Distant Spell (1 point): double the range of a spell, or extend a spell with a range of Touch to 9 meters.
- Empowered Spell (1 point): reroll a number of the spell's damage dice up to your Charisma modifier (minimum 1); you must use the new rolls.
- Extended Spell (1 point): double the duration of a spell that has one, to a maximum of 24 hours.
- Heightened Spell (3 points): one target of your choice has disadvantage on its first saving throw against the spell.
- Quickened Spell (2 points): change a spell's casting time from an action to a bonus action.
- Subtle Spell (1 point): cast a spell without any of its normal components.
- Twinned Spell (cost equal to the spell's level, minimum 1): when you cast a spell that targets only one creature, you can target a second creature within range with the same spell.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Arcane ApotheosisArcane ApotheosisWhile Innate Sorcery is active, you can apply one Metamagic option to each spell you cast without spending Sorcery Points.