Sorcerer
Firestarters, magical experiments, and magical children. Sorcerers were born with magical abilities they often don't understand. They can shape spells to be more powerful than other spellcasters.
The sorcerer class here has more flexibility and a greater ability to recuperate resources than the original 5e sorcerer. We also present two new abilities. Existing 5e subclasses will all work mechanically with this form of the sorcerer class. Click here for a summary of changes.

Level 1 Sorcerers
When you create a level 1 sorcerer, follow these steps to add the following to your character:
Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).
Strength: 8 Dexterity:14 Constitution: 14 Intelligence: 12 Wisdom: 12 Charisma: 16
Strength: 8 Dexterity:15 Constitution: 14 Intelligence: 10 Wisdom: 10 Charisma: 17
Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.
Hit Points
At First Level: 6 + Constitution Modifier
At Higher Levels: 1d6 (or 4) + Constitution Modifier
Hit Dice: 1d6 per sorcerer level
Proficiencies
Armor: none
Weapons: Clubs, Daggers, Darts, Light Hammers, Slings, Quarterstaffs
Saving Throws: Constitution and Charisma
Skill Proficiencies: two of: Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Items
Multiclass Characters
Instead of leveling up in your original class, you can take a sorcerer level when you level up. When you do, you gain only a portion of what first level sorcerers gain.
Class Features
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level Sorcerers gain the Sorcerous Origin and Sorcerer Spellcasting abilities.
Sorcerer Spellcasting
Most sorcerers are born with powerful magical abilities that allow them to cast spells. You might have had your powers awakened later, but your powers are part of you whether you like it or not. You use charisma as your spellcasting ability for sorcerer spells, since you draw upon your force of personality to shape the magical forces that empower you.
Sorcerers are known spellcasters. The Sorcerer Progression Table shows how many spell slots you have, as well as how many cantrips and spells you know. You can search the list of sorcerer spells here or see full spell descriptions here.
Spellcasting Focuses
You can use an arcane focus or component pouch as a spellcasting focus for casting sorcerer spells.
Sorcerous Origin
Choose a Sorcerous Origin. This represents the source of your sorcerer's innate magical abilities. Some sorcerers inherit their power from a magical ancestor, and some sorcerers develop magical abilities as a result of some event, spell, or curse. The specific Sorcerous Origin you choose affects what you can do with your powers. Your Sorcerous Origin gives you new abilities at this level and at levels 3, 6, 10, and 14, also listed below.
Sorcerous Origins available elsewhere are compatible with this version of the sorcerer class.

Sorcery Points
You gain a resource called Sorcery Points, which can be used to create more spell slots or fuel certain sorcerer abilities. Your sorcery point maximum is equal to your sorcerer level, and you can never have more sorcery points than this maximum. When you finish a long rest, you regain all your sorcery points.
Flexible Casting
Crush Spell Slot: You can crush a spell slot, gaining a number of sorcery points equal to the level of the spell slot you crushed.
Restore Spell Slot: You can expend sorcery points to regain an expended spell slot. The Restored Spell Slots Table, pictured here, lists the cost in sorcery points to regain a spell slot of a given level.
Restored Spell Slots
Magic Coalescence
You pull on magic around you to restore your magical power.
During a Short Rest - Self - 1/Long Rest - Magical
You regain a number of sorcery points equal to half your level (rounded down).

Metamagic
You gain the ability to empower, change, and warp your spells. You gain three of the following metamagic options, which allow you to expend sorcery points to alter spells you cast. You gain one more metamagic option at both levels 7 and 15.
Careful Spell
No Action Cost - 1 Sorcery Point - Magical
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). All chosen creatures automatically succeed on their saving throws against the spell and take no damage, even if they would normally take half damage.
Distant Spell
No Action Cost - 0 to 1 Sorcery Points - Magical
When you cast a spell that has a range of touch, you can make the range of the spell 30 feet (which does not cost sorcery points). Alternatively, when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
Empowered Spell
No Action Cost - 1 Sorcery Point - Magical
When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
Extended Spell
No Action Cost - 2 Sorcery Points - Magical
When you cast a spell that requires you to concentrate on its ongoing effects, you can double its duration or increase the duration to 1 hour. You also gain advantage on concentration checks for the given spell.
Heightened Spell
No Action Cost - 3 Sorcery Points - Magical
Once when you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can force one of the targets to reroll a successful saving throw made against the spell.
Quickened Spell
No Action Cost - 2 Sorcery Points - Magical
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. A quickened spell cannot benefit from any other metamagic abilities.
Raw Spell
No Action Cost - 1 to 5 Sorcery Points - Magical
When you cast a spell that deals damage, you can expend a number of sorcery points equal to half the spell's level, rounded up (minimum of 1). This makes the spell deal force damage instead of whatever type(s) of damage the spell did previously.
Seeking Spell
No Action Cost - 1 Sorcery Points - Magical
When miss with a spell attack roll, you can reroll the attack. If you are casting a spell that requires multiple attack rolls and you missed more than once, you reroll all misses with that spell.
Subtle Spell
No Action Cost - 0 to 1 Sorcery Points - Magical
When you cast a spell, you can choose to cast that spell without the normal verbal components or without the normal somatic components (which does not cost sorcery points). Alternatively, you can spend 1 sorcery point to cast it without either somatic or verbal components.
Regarding Subtle Spell: If you cast a spell without verbal components, you don't have to speak for the spell or make noise, and if you cast a spell without somatic components, you don't have to move, meaning you can cast a spell even if restrained. The spell itself will still be visible and make sound, and may give you away if it originates from you, like a Magic Missile shooting from your hands.
Twinned Spell
No Action Cost - 1 to 9 Sorcery Points - Magical
When you cast a spell that has a casting time of 1 action or 1 bonus action that targets only one target other than yourself, you can spend a number of sorcery points equal to the spell’s level (1 if the spell is a cantrip) to target a second target in range with the same spell. To be eligible, a spell must not have an area of effect, and must only be capable of targeting one target. A twinned spell cannot benefit from any other metamagic abilities.
Regarding Twinned Spell: You may twin a spell if the spell is only capable of targeting one target and is not an area of effect spell. Here's some examples.
Fire Bolt, which only targets one creature (or object), may be twinned.
Hold Creature using a level 2 spell slot, which only targets one creature, may be twinned.
Hold Creature using a level 3 spell slot, which targets two creatures, cannot be twinned.
Fireball, targeting an area with three creatures inside, cannot be twinned.
Fireball, targeting an area with only one creature inside, cannot be twinned.
Magic Missile, whether or not all the missiles target the same creature, cannot be twinned.
Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
You gain no new class features at this level. As always, see the Sorcerer Progression Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.

Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.

Metamagic Improvement
You learn another Metamagic option of your choice.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
Shield of Will
Your innate mastery of magic and the power flowing through you has given you the ability to shield your own mind.
Reaction - Self - 2 Sorcery Points - Magical
Trigger: When you roll an intelligence, wisdom, or charisma saving throw, you are not proficient with the save, and you fail.
You can add your proficiency bonus to your roll if that would allow you to succeed.

Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.

You gain no new class features at this level. As always, see the Sorcerer Progression Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
Metamagic Improvement
You learn another Metamagic option of your choice.

Sorcerous Origin Feature
Your chosen Sorcerous Origin grants you a new feature.

You gain no new class features at this level. As always, see the Sorcerer Progression Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
You gain no new class features at this level. As always, see the Sorcerer Progression Table to see new spell slots and spells known. As usual, you gain a sorcerer point at this level.

Metamagic Improvement
You learn another Metamagic option of your choice.


Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.
Effortless Metamagic
You gain the ability to bolster your less powerful spells using minimal magical power. When you cast a spell of 3rd level or lower, including cantrips, you can use one of your metamagic options for free.
