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The 5e Sorcerer Class
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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.

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Navigation

Sorcerer Progression Table

Ability Scores

Hit Points

Proficiencies

Items

Class Features by Level*

1: Sorcerous Origin

1: Sorcerer Spellcasting

2: Sorcery Points

2: Flexible Casting

3: Metamagic

4: Ability Score Improvement

4: Feat

6: Sorcerous Origin Feature

9: Shield of Will

10: Sorcerous Origin Feature

14: Sorcerous Origin Feature

19: Superior Ability

20: Effortless Metamagic

Notes and Examples

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*For abilities that appear at multiple levels, only the first case is listed.

eg. Ability Score Improvement is only listed at level 4.

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Progression Table

Spell Slots

Hit Points
Ability Scores
Proficiencies
Items
Class Features

Recommended Ability Scores

When you make a level 1 character, you can take these recommended ability scores rather than 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 

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Strength: 8   Dexterity:15   Constitution: 14   Intelligence: 10  Wisdom: 10   Charisma: 17  

 

Hit Points

At First Level: 6 + Constitution Modifier

At Higher Levels: 1d6 (or 4) + Constitution Modifier

Hit Dice: 1d6 per sorcerer level

 

 

When you create a level 1 sorcerer, you gain the following:

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Proficiencies

Armor: none
Weapons: Clubs, Daggers, Darts, Light Hammers, Slings, Quarterstaffs
Saving Throws: Constitution and Charisma

Skills: two of: Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

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Items

  • a sling and 20 bullets -OR- a quarterstaff

  • 2 daggers

  • a component pouch -OR- an arcane focus

  • a dungeoneer's pack -OR- an explorer's pack

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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.

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Sorceous Origin
Spellcasting
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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.

 

Spell Slots

The Sorcerer Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

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Cantrips

Cantrips are the simplest and weakest of spells, and can be casted without expending Spell Slots. You know four cantrips of your choice from the sorcerer spell list. You learn more cantrips at higher levels, as shown in the Sorcerer Table.

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Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
sorcerer spell list. The spells known column of the Sorcerer Table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For example, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 

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Switching Spells

When you gain a level in this class, you can choose one of the cantrips or 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.

 

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you draw upon your force of personality to shape the magical forces that empower you. 

 

You use your charisma score whenever a sorcerer spell refers to your spellcasting ability. 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.

 

Spell Save DC = 8 + your proficiency bonus + your charisma modifier

 

Spell Attack Modifier = your proficiency bonus + your charisma modifier

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Spellcasting Focus

You can use an arcane focus or component pouch for casting sorcerer spells. To do so, you need a free hand to hold your focus or access your components. Your arcane focus or component pouch replaces the need for you to have specific material components to cast spells, unless that material component costs 1 gold or more, in which case you must use the specific component instead.

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Unlike most other spellcasting classes, you cannot cast spells as a ritual unless you have that ability from somewhere else.

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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 6, 10, and 14, also listed below.

Sorcerous Origins available elsewhere are compatible with this version of the sorcerer class.

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Sorcerous Origin

Draconic Origin

Sorcerers with the draconic origin are almost always descended from dragons. Since dragons can change shape and take mortal form, it's not unheard of for mortal bloodlines to have a draconic ancestor. In some, the power of the draconic bloodline manifests as powerful magical abilities that only grow with use.

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In the world of Elkan, being part of a draconic Bloodline means you cannot be part of another, and you will forever have impulses to act similarly to the personalities of your Bloodlines. While you can control these impulses, it is a lifelong struggle. For more information, see dragonborn​.

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Draconic: Extra Spells Known

When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know. 

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Draconic Toughness

Physical traits of your dragon ancestors begin to emerge. You're tougher, and parts of your skin grow dragon-like scales.

  • Your hit point maximum increases by 1 for every sorcerer level you have.

  • While you are not wearing any armor, you can choose to calculate your armor class as 14 + your Dexterity modifier. You can use a shield and still gain this benefit.

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Breath Weapon

You gain a breath weapon, corresponding to the dragon bloodline you are descended from. If you are a dragonborn and already have their breath weapon, you gain the Draconic Breath Control feat instead.

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Chromatic Bloodlines (Click to Expand)

Metallic Bloodlines

Black Bloodline

Breath Weapon (1/Long Rest)

You spew a jet of acid.​

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1 Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical

Dexterity Saving Throw

  • Failure: 3d6 acid damage*

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).

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The black dragons of Elkan live in the swamps of Ananua, where they mercilessly hunt whatever intelligent prey they can find. They enjoy inflicting horrible pain upon sentient creatures. Members of the Black Bloodline feel an intrusive sense of satisfaction from watching creatures in physical pain.

Blue Bloodline

Breath Weapon (1/Long Rest)

You breathe a stream of forking lightning.​

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1 Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical

Dexterity Saving Throw

  • Failure: 3d6 lightning damage*

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).

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The blue dragons of Elkan live in the Sands of Nad, where they compete with each other for fame and status. They enjoy wielding their power over lesser creatures to mock or even ruin them. Members of the Blue Bloodline feel an intrusive desire to force weaker creatures to do things against their will.

Green Bloodline

Breath Weapon (1/Long Rest)

You breathe noxious green gas.

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1 Action - 20 ft. cone - 1/Long Rest - Magical

Constitution Saving Throw

  • Failure: 3d6 poison damage*

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).

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The green dragons of Elkan live in the Roots, where they run wild with twisted fey courts. They are narcissists, and create elaborate schemes to stroke their own egos. Members of the Green Bloodline have difficulty realizing that they are less than perfect, and find it comes naturally to blame others for their failures.

Red Bloodline

Breath Weapon (1/Long Rest)

You breath a great blast of fire.

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1 Action - 20 ft. cone - 1/Long Rest - Magical

Dexterity Saving Throw

  • Failure: 3d6 fire damage*

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).

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The red dragons of Elkan live in the Ashen Mountains, where they rule over their dragonborn, dwarf, and kobold slaves. They are tyrants, and will destroy any who get in the way of their domination. Members of the Red Bloodline feel an intrusive desire to dominate weaker creatures and suffer no insult.​

White Bloodline

Breath Weapon (1/Long Rest)

You breathe a powerful blast of cold air.

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1 Action - 20 ft. cone - 1/Long Rest - Magical

Constitution Saving Throw

  • Failure: 3d6 cold damage*

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), and 17th level (12d6).

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The white dragons of Elkan live in remote tundras, hiding from their many draconic enemies. They are bullies, taking out their anger on whoever is smaller than them. Members of the White Bloodline have intrusive thoughts that the only way to overcome their own weaknesses is to victimize others.

Brass Bloodline

Breath Weapon (1/Long Rest)

You breathe a colorful cloud of stars.

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1 Action - 20 ft. cone - 1/Long Rest - Magical

A creature that is already asleep or unconscious has disadvantage on this save

Wisdom Saving Throw

  • Failure: 2d6 psychic damage*

  • Success: half damage

If a creature is reduced to 0 hit points with this breath weapon, the creature falls unconscious, does not roll death saving throws or die as a result of this damage, and cannot wake for 1 hour. 

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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

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The brass dragons of Elkan live in the desert known as the Dreamscape, living much of their lives in a collective lucid dream. They are thoughtful dreamers, withdrawn from the world around them. Members of the Brass Bloodline struggle not to lose focus and drift into daydreaming, sometimes even in reverie for hours at a time.

Bronze Bloodline

Breath Weapon (1/Long Rest)

You roar, blasting enemies backwards with sonic force.

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1 Action - 20 ft. cone - 1/Long Rest - Magical

Strength Saving Throw

  • Failure: 2d6 sonic damage*, and the target is pushed up to 10 ft. away from you.

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

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The bronze dragons of Elkan live in coastal reefs near the Blasted Steppes. They are proud vigilantes and bounty hunters. Members of the Bronze Bloodline find it difficult not to start fights with those they consider evil or even just amoral.

Copper Bloodline

Breath Weapon (1/Long Rest)

You spew heavy caustic globs which stick to enemies and hinder them.

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1 Action - 20 ft. cone - 1/Long Rest - Magical

Dexterity Saving Throw

  • Failure: 2d6 acid damage*, and the target is slowed until the end of your next turn.

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

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The copper dragons of Elkan live in secret, hiding throughout the world. They are kind, but unreliable guides to remote places. Members of the Copper Bloodline find it hard not to play petty pranks on those they don't like.

Gold Bloodline

Breath Weapon (1/Long Rest)

You breathe a twisting white gas which cripples enemies.

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1 Action - 20 ft. cone - 1/Long Rest - Magical

Constitution Saving Throw

  • Failure: 2d6 poison damage*, and the target is poisoned for 1 minute (save ends)

  • Success: half damage

If a creature is reduced to 0 hit points with this breath weapon, the creature falls unconscious, does not roll death saving throws or die as a result of this damage.

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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

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The gold dragons of Elkan live on the Untouchable Shores, the magical mists preventing travelers from getting close. They often intervene to prevent tyrants from rising to power nearby. Members of the Gold Bloodline often feel they know what's best for others, even those they barely know.

Silver Bloodline

Breath Weapon (1/Long Rest)

You breathe a beam of ice crystals which attempt to fix to your target.

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1 Action - 30 ft. line (5 ft. wide) - 1/Long Rest - Magical

Constitution Saving Throw

  • Failure: 2d6 cold damage*,  and the target is restrained until the end of your next turn

  • Success: half damage

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*At Higher Levels: This ability's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

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The silver dragons of Elkan live in Alfand, where they protect high elven communities. They are staunch protectors, but tend to only care about their own. Members of the Silver Bloodline often struggle to look beyond their own community or social circle's problems.

Other Origin: Level 1 Feature

Choose this option if you'd like to use a Sorcerous Origin that comes from a source that isn't Elkan 5e. Your chosen origin grants you one or more features at this level. 

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Sorcery Points
Flexible Castng

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.  Once per day, when you finish a short rest, you regain a number of sorcery points equal to half your level (rounded down). When you finish a long rest, you regain all your sorcery points. 

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Flexible Casting

You gain the ability to exchange sorcery points for spell slots on a whim. â€‹

  • Crush Spell Slot: As a bonus action, 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: As a bonus action, 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.

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Restored Spell Slots

Metamagic

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.

  • Accurate Spell: When miss with a spell attack roll, you can spend 2 sorcery points after you roll to reroll the attack. If you are casting a spell that requires multiple attack rolls, like Scorching Ray, and you missed more than once, you reroll all misses with that spell.

  • Careful Spell: 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. To do so, you spend 1 sorcery point and 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.

  • Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell (which does not cost sorcery points). Alternatively, when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

  • Extended Spell: When you cast a spell that requires you to concentrate on its ongoing effects, you can spend 2 sorcery points to double its duration or increase the duration to 1 hour.

  • Heightened Spell: Once when you cast a spell that forces one or more creatures to make a saving throw to resist its effects, you can spend 3 sorcery points to force one of the targets to reroll a successful saving throw made against the spell. 

  • Raw Spell: 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.

  • Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. A quickened spell cannot benefit from any other metamagic abilities.

  • Subtle Spell: 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. Click here for further explanation (1).

  • Twinned Spell: 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. Click here for a breakdown of which spells can be twinned as per Elkan 5e rules (2). 

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Ability Score Improvement

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.

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Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice. You are eligible for general feats and sorcerer feats by default.

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

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Sorcerous Origin Feature

Your chosen Sorcerous Origin grants you a new feature.

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Sorcerer 6

Draconic: Frightful Gaze

Your gaze falls upon a lesser creature as you attempt to strike fear into their soul.

Bonus Action - 1 Creature (60 ft.) - 1 Minute

Costs 1 Sorcery Point.

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Wisdom Save

  • Failure: Target is frightened (save ends).

  • Success: No effect.

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Other Origin: Level 6 Feature

Your chosen Sorcerous Origin grants you one or more features at this level. 

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Metamagic Improvement

You learn another Metamagic option of your choice.

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Ability Score Improvement

You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of  20.

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Feat

You gain a feat of your choice.

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Shield of Will
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Shield of Will

Your innate mastery of magic and the power flowing through you has given you the ability to shield your own mind. When you roll an intelligence, wisdom, or charisma saving throw, you are not proficient with the save, and you fail, you can expend 2 sorcery points to add your proficiency bonus to your roll if that would allow you to succeed.

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Sorcerer 10
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Sorcerous Origin Feature

Your chosen Sorcerous Origin grants you a new feature.

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Draconic: Draconic Resistance

You gain resistance to the type of damage that your breath weapon deals. If you already have resistance to this damage type, then you can gain resistance to necrotic or poison damage, or one of the damage resistances offered by other bloodlines.

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Draconic: Blindsight

You gain blindsight with a radius of 30 ft.

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Other Origin: Level 10 Feature

Your chosen Sorcerous Origin grants you one or more features at this level. If using an origin not from Elkan 5e, your origin's feature is likely listed at level 14.

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

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Ability Score Improvement

You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of  20.

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Feat

You gain a feat of your choice.

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Metamagic Improvement

You learn another Metamagic option of your choice.

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Sorcerous Origin Feature

Your chosen Sorcerous Origin grants you a new feature.

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Sorcerer 14

Draconic: Dragon Wings

You grow draconic wings from your back. You have a fly speed of 60.

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Other Origin: Level 14 Feature

Your chosen Sorcerous Origin grants you one or more features at this level. If using an origin not from Elkan 5e, your origin's feature is likely listed at level 18.

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

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Ability Score Improvement

You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of  20.

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Feat

You gain a feat of your choice.

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

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Metamagic Improvement

You learn another Metamagic option of your choice.

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Superior Ability

You increase one ability score of your choice by 2, to a maximum of 22.

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Superior Ability
Effortless Metamagic
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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 that costs 1 sorcery point for free. If you use a metamagic option that costs more than 1 sorcery point, you gain no benefit from this feature. 

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Note 1

Notes and Examples

 

(1) 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.

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(2) 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.

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Note 2
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