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.Ĭharisma is your spellcasting ability for your sorcerer spells. Each of these spells must be of a level for which you have spell slots. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 spells, you must expend a slot of the spell's level or higher. The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. You learn additional sorcerer cantrips of your choice at higher levels, learning a 5th cantrip at 4th level and a 6th at 10th 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 packĪlternatively, you can ignore the equipment from your class and background, and start with 3d4 x 10 gp.Īn 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.Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Weapons: Darts, daggers, slings, quarterstaffs, light crossbows. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier (minimum of 1) per sorcerer level after 1st. Hit Points at 1st Level: 6 + your Constitution modifier. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. You can tap into your inner wellspring of magic to try to conjure success from failure. Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list. Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you. Whenever 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: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. When you choose Metamagic options, you have access to the following additional options. The list is organized by spell level, not character level. The spells in the following list expand the sorcerer spell list in the Player's Handbook. These features can be selected separately from one another you can use some, all, or none of them. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. Unlike the features in the Player's Handbook, you don't gain the features here automatically. This section offers additional features that you can gain as a sorcerer. You gain class features in the Player's Handbook when you reach certain levels in your class. Levels marked with an asterisk (*) have an optional class feature available. 3.3 Spells Known of 1st Level and Higher.