Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Sorcerous OriginĬhoose a sorcerous origin, which describes the source of your innate magical power. You can use an arcane focus as a spellcasting focus for your sorcerer spells. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spellcasting Focus In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. Spellcasting AbilityĬharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Each of these spells must be of a level for which you have spell slots. The Spells Known column of Table: The Sorcerer shows when you learn more sorcerer spells of your choice. You know two 1st-level spells of your choice from the sorcerer spell list. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. Table: The Sorcerer shows how many spell slots you have to cast your spells of 1st level and higher. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of Table: The Sorcerer. CantripsĪt 1st level, you know four cantrips of your choice from the sorcerer spell list. This font of magic, whatever its origin, fuels your spells. ( a) a dungeoneer’s pack or ( b) an explorer’s packĪn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic.( a) a component pouch or ( b) an arcane focus.( a) a light crossbow and 20 bolts or ( b) any simple weapon.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Hit Points at 1st Level: 6 + your Constitution modifier Class FeaturesĪs a sorcerer, you gain the following class features. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study it is life itself. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Nothing in the text should be interpreted as “rules” or “mechanics”. Note: The text in this shaded box was taken from a different Open Game License product.
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