Talewrite

Sorcerer

5e class · 2014 rules, SRD 5.1

Hit die
d6
Saving throws
Constitution, Charisma
Skills
Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
Armor
None
Weapons
Daggers, Darts, Slings, Quarterstaffs, Crossbows, light
Subclass at
1st level
Ability Score Improvements
4th, 8th, 12th, 16th, 19th

The Sorcerer table

LevelProficiency bonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting: Sorcerer, Sorcerous Origin42————————
2nd+2Font of Magic, Flexible Casting: Creating Spell Slots, Flexible Casting: Converting Spell Slot43————————
3rd+2Metamagic442———————
4th+2—543———————
5th+3—5432——————
6th+3Sorcerous Origin feature5433——————
7th+3—54331—————
8th+3—54332—————
9th+4—543331————
10th+4Metamagic643332————
11th+4—6433321———
12th+4—6433321———
13th+5—64333211——
14th+5Sorcerous Origin feature64333211——
15th+5—643332111—
16th+5—643332111—
17th+6Metamagic6433321111
18th+6Sorcerous Origin feature6433331111
19th+6—6433332111
20th+6Sorcerous Restoration6433332211

Class features

Spellcasting: Sorcerer (1st level)

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Sorcerous Origin (1st level)

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic (2nd level)

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting: Creating Spell Slots (2nd level)

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.

Flexible Casting: Converting Spell Slot (2nd level)

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level..

Metamagic (3rd level)

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Sorcerous Origin feature (6th level)

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcerous Restoration (20th level)

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Subclass in the SRD 5.1

Draconic

Dragon Ancestor (1st level)

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience (1st level)

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity (6th level)

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings (14th level)

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence (18th level)

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Also in the 2024 rules.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). Talewrite is not affiliated with or endorsed by Wizards of the Coast.