\section{Sorcerer}\label{sorcerer}

Golden eyes flashing, a human stretches out her hand and unleashes the
dragonfire that burns in her veins. As an inferno rages around her foes,
leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind. a half---elf spreads his arms Wide
and throws his head back. Lifting him momentarily off the ground, a wave
of magic surges up in him, through him, and out from him in a mighty
blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging
troglodyte. A blast of fire springs from her finger to strike the
creature. She ducks back behind the rock formation With a grin, unaware
that he wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic
bloodline, some otherworldly influence, or exposure to unknown cosmic
forces. One can't study sorcery as one learns a language, any more than
one can learn to live a legendary life. No one chooses sorcery; the
power chooses the sorcerer.

\subsection{Background}\label{background}

\subsubsection{Raw Magic}\label{raw-magic}

Magic is a part of every sorcerer, suffusing body, mind. and spirit with
a latent power that waits to be tapped. Some sorcerers wield magic that
springs from an ancient bloodline infused with the magic of dragons.
Others carry a raw, uncontrolled magic within them, a chaotic storm that
manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some
draconic bloodlines produce exactly one sorcerer in every generation.
but in other lines of descent every individual is a sorcerer. Most of
the time, the talents of sorcery appear as apparent flukes. Some
sorcerers can't name the origin of their power, while others trace it to
strange events in their own lives. The touch of a demon. the blessing of
a dryad at a baby's birth, or a taste of the water from a mysterious
spring might spark the gift of sorcery. So too might the gift of a deity
of magic, exposure to the elemental forces of the Inner Planes or the
maddening chaos of Limbo, or a glimpse into the inner workings of
reality.

Sorcerers have no use for the spellbooks and ancient tomes of magic lore
that Wizards rely on, nor do they rely on a patron to grant their spells
as warlocks do. By learning to harness and channel their own inborn
magic, they can discover new and staggering ways to unleash that power.

\subsubsection{Unexplained Powers}\label{unexplained-powers}

Sorcerers are rare in the world, and it's unusual to find a sorcerer Who
is not involved in the adventuring life in some way. People with magical
power seething in their veins soon discover that the power doesn't like
to stay quiet. A sorcerer's magic wants to be wielded, and it has a
tendency to spill out in unpredictable ways if it isn't called on.

Sorcerers often have obscure or quixotic motivations driving them to
adventure. Some seek a greater understanding of the magical force that
infuses them, or the answer to the mystery of its origin. Others hope to
find a way to get rid of it, or to unleash its full potential. Whatever
their goals, sorcerers are every bit as useful to an adventuring party
as Wizards, making up for a comparative lack of breadth in their magical
knowledge with enormous flexibility in using the spells they know.

\subsubsection{Creating a Sorcerer}\label{creating-a-sorcerer}

The most important question to consider when creating your sorcerer is
the origin of your power. As a starting character, you'll choose an
origin that ties to a draconic bloodline or the influence of wild magic.
but the exact source of your power is up to you to decide. Is it a
family curse. passed down to you from distant ancestors? Or did some
extraordinary event leave you blessed with inherent magic but perhaps
scarred as well?

How do you feel about the magical power coursing through you? Do you
embrace it, try to master it. or revel in its unpredictable nature? Is
it a blessing or a curse? Did you seek it out, or did it find you? Did
you have the option to refuse it, and do you wish you had? What do you
intend to do with it? Perhaps you feel like you've been given this power
for some lofty purpose. Or you might decide that the power gives you the
right to do what you want, to take What you want from those who lack
such power. Perhaps your power links you to a powerful individual in the
world---the fey creature that blessed you at birth, the dragon who put a
drop of its blood into your veins, the lich who created you as an
experiment, or the deity who chose you to carry this power.

\paragraph{Quick Build}\label{quick-build}

You can make a sorcerer quickly by following these suggestions. First,
Charisma should be your highest ability score, followed by Constitution.
Second, choose the hermit background. Third, choose the light,
prestidigitation, ray of frost, and shocking grasp cantrips, along with
the lst-level spells shield and magic missile.

\subsection{Class Features}\label{class-features}

As a sorcerer, you gain the following class features.

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}

\textbf{Hit Dice:} 1d6 per sorcerer level

\textbf{Hit Points at lst Level:} 6 + your Constitution modifier

\textbf{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution
modifier per sorcerer level after lst

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} None

\textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows

\textbf{Tools:} None

\textbf{Saving Throws:} Constitution, Charisma

\textbf{Skills:} Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion

\paragraph{Equipment}\label{equipment}

You start with the following equipment. in addition to the equipment
granted by your background:

\begin{itemize}
\tightlist
\item
  \emph{(a)} a light crossbow and 20 bolts or \emph{(b)} any simple
  weapon
\item
  \emph{(a)} a component pouch or \emph{(b)} an arcane focus
\item
  \emph{(a)} a dungeoneer's pack or \emph{(b)} an explorer's pack
\item
  Two daggers
\end{itemize}

\subsubsection{Spellcasting}\label{spellcasting}

An event in your past, or in the life of a parent or ancestor, left an
indelible mark on you, infusing you wit arcane magic. This font of
magic, whatever its origin, fuels your spells. See chapter 10 for the
general rules of spellcasting and chapter 11 for the sorcerer spell
list.

\paragraph{Cantrips}\label{cantrips}

At lst level, you know four cantrips of your choice from the sorcerer
spell list. You learn additional sorcerer cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the Sorcerer
table.

\paragraph{Spell Slots}\label{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 sorcerer 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 burning hands and have a
1st---level and a 2nd---level spell slot available. you can cast burning
hands using either slot.

\paragraph{Spells Known of 1st Level and
Higher}\label{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 instance. when you reach 3rd level
in this class, you can learn one new spell of 1st or 2nd level.

Additionally, 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.

\paragraph{Spellcasting Ability}\label{spellcasting-ability}

Charisma 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. You use your Charisma whenever a 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.

\begin{quote}
\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma
modifier

\textbf{Spell attack modifier} = your proficiency bonus + your Charisma
modifier
\end{quote}

\paragraph{Spellcasting Focus}\label{spellcasting-focus}

You can use an arcane focus (found in chapter 5) as a spellcasting focus
for your sorcerer spells.

\subsubsection{Sorcerous Origin}\label{sorcerous-origin}

Choose a sorcerous origin, which describes the source of your innate
magical power: Draconic Bloodline or Wild Magic. both detailed at the
end of the class description.

Your choice grants you features when you choose it at 1st level and
again at 6th, 14th. and 18th level.

\subsubsection{Font of Magic}\label{font-of-magic}

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.

\paragraph{Sorcery Points}\label{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.

\paragraph{Flexible Casting}\label{flexible-casting}

You can use your sorcery points to gain additional spell slots, or
sacrifice spell slots to gain additional sorcery points. You learn other
ways to use your sorcery points as you reach higher levels.

\textbf{Creating Spell Slots.} 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.

\begin{longtable}[c]{@{}ll@{}}
\toprule
Spell Slot Level & Sorcery Point Cost\tabularnewline
\midrule
\endhead
1st & 2\tabularnewline
2nd & 3\tabularnewline
3rd & 5\tabularnewline
4th & 6\tabularnewline
5th & 7\tabularnewline
\bottomrule
\end{longtable}

\textbf{Converting a Spell Slot to Sorcery Points.} As a bonus action on
your turn, you can expend one spell slot and gain a number of sorcery
points equal to the slots level.

\subsubsection{Metamagic}\label{metamagic}

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.

\paragraph{Careful Spell}\label{careful-spell}

When you cast a spell that forces other creatures to mak 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). A chosen
creature automatically succeeds on its saving throw against the spell.

\paragraph{Distant Spell}\label{distant-spell}

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.

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.

\paragraph{Empowered Spell}\label{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.

You can use Empowered Spell even if you have already used a different
Metamagic option during the casting of the spell.

\paragraph{Extended Spell}\label{extended-spell}

When you cast a spell that has a duration of 1 minute or longer, you can
spend 1 sorcery point to double its duration, to a maximum duration of
24 hours.

\paragraph{Heightened Spell}\label{heightened-spell}

When you cast a spell that forces a creature to make a saving throw to
resist its effects, you can spend 3 sorcery points to give one target of
the spell disadvantage on its first saving throw made against the spell.

\paragraph{Quickened Spell}\label{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.

\paragraph{Subtle Spell}\label{subtle-spell}

When you cast a spell, you can spend 1 sorcery point to cast it without
any somatic or verbal components.

\paragraph{Twinned Spell}\label{twinned-spell}

When you cast a spell that targets only one creature and doesn't have a
range of self, you can spend a number of sorcery points equal to the
spell's level to target a second creature in range with the same spell
(1 sorcery point if the spell is a cantrip).

\subsubsection{Ability Score
Improvement}\label{ability-score-improvement}

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

\subsubsection{Sorcerous Restoration}\label{sorcerous-restoration}

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

\subsection{Sorcerous Origins}\label{sorcerous-origins}

Different sorcerers claim different origins for their innate magic.
Although many variations exist, most of these origins fall into two
categories: a draconic bloodline and wild magic.

\subsubsection{Draconic Bloodline}\label{draconic-bloodline}

Your innate magic comes from draconic magic that was mingled with your
blood or that of your ancestors. Most often, sorcerers with this origin
trace their descent back to a mighty sorcerer of ancient times who made
a bargain with a dragon or who might even have claimed a dragon parent.
Some of these bloodlines are well established in the world, but most are
obscure. Any given sorcerer could be the first of a new bloodline, as a
result of a pact or some other exceptional circumstance.

\paragraph{Dragon Ancestor}\label{dragon-ancestor}

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.

\begin{longtable}[c]{@{}ll@{}}
\toprule
Dragon & Damage Type\tabularnewline
\midrule
\endhead
Black & Acid\tabularnewline
Blue & Lightning\tabularnewline
Brass & Fire\tabularnewline
Bronze & Lightning\tabularnewline
Copper & Acid\tabularnewline
Gold & Fire\tabularnewline
Green & Poison\tabularnewline
Red & Fire\tabularnewline
Silver & Cold\tabularnewline
White & Cold\tabularnewline
\bottomrule
\end{longtable}

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.

\paragraph{Draconic Resilience}\label{draconic-resilience}

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.

\paragraph{Elemental Affinity}\label{elemental-affinity}

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

\paragraph{Dragon Wings}\label{dragon-wings}

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.

\paragraph{Draconic Presence}\label{draconic-presence}

Beginning at 18th level, you can channel the dread presence of your
dragon ancestor, causing those aroun 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.

\subsubsection{Wild Magic}\label{wild-magic}

Your innate magic comes from the wild forces of chaos that underlie the
order of creation. You might have endured exposure to some form of raw
magic, perhaps through a planar portal leading to Limbo, the Elemental
Planes, or the mysterious Far Realm. Perhaps you were blessed by a
powerful fey creature or marked by a demon. Or your magic could be a
fluke of your birth. with no apparent cause or reason. However it came
to be, this chaotic magic churns within you, waiting for any outlet.

\paragraph{Wild Magic Surge}\label{wild-magic-surge}

Starting when you choose this origin at 1st level, your spellcasting can
unleash surges of untamed magic. Immediately after you cast a sorcerer
spell of 1st level or higher, the DM can have you roll a d20. If you
roll a 1, roll on the Wild Magic Surge table to create a random magical
effect.

\paragraph{Tides of Chaos}\label{tides-of-chaos}

Starting at 1st level, you can manipulate the forces of chance and chaos
to gain advantage on one attack roll, ability check, or saving throw.
Once you do so, you must finish a long rest before you can use this
feature again. Any time before you regain the use of this feature, the
DM can have you roll on the Wild Magic Surge table immediately after you
cast a sorcerer spell of lst level or higher. You then regain the use of
this feature.

\paragraph{Bend Luck}\label{bend-luck}

Starting at 6th level, you have the ability to twist fate using your
wild magic. When another creature you can see makes an attack roll, an
ability check, or a saving throw, you can use your reaction and spend 2
sorcery points to roll 1d4 and apply the number rolled as a bonus or
penalty (your choice) to the creature's roll. You can do so after the
creature rolls but before any effects of the roll occur.

\paragraph{Controlled Chaos}\label{controlled-chaos}

At 14th level, you gain a modicum of control over the surges of your
Wild magic. Whenever you roll on the Wild Magic Surge table, you can
roll twice and use either number.

\paragraph{Spell Bombardment}\label{spell-bombardment}

Beginning at 18th level. the harmful energy of your spells intensifies.
When you roll damage for a spell and roll the highest number possible on
any of the dice, choose one of those dice, roll it again and add that
roll to the damage. You can use the feature only once per turn.

\subsection{Progression Summary}\label{progression-summary}

\subsection{Wild Magic}\label{wild-magic-1}
