Sorcerers are spellcasters who acquire raw magic from unpredictable sources; whether from their bloodline, an ill omen at the time of their birth or simple luck, they are gifted with a reservoir of natural power. They require no spellbook or ancient tomes as a wizard does, nor a patron as warlocks do. They instead discover the ability to harness and channel their own inborn magic, which can develop in leaps and bounds as they experiment.
Strength is not important for sorcerers, but it can be helpful for saving throws.
Dexterity is important for sorcerers for the extra AC, and for using ranged or finesse weapons. It is also helpful for saving throws and for some skill checks.
Constitution is not important for sorcerers, but it can be helpful extra HP, for concentration checks and for saving throws.
Intelligence is not important for sorcerers, but it can be helpful for saving throws and for commonly associated skill checks (such as arcana).
Wisdom is not important for sorcerers, but it can be helpful for saving throws and for commonly associated skill checks (such as perception).
Charisma is vital for sorcerers, as it is their primary spellcasting attribute. It can also be helpful for saving throws or for commonly associated skill checks (such as persuasion).
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 Cast A Spell Action. 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. You regain all expended spell slots when you finish a long rest.
You may cast any spell at a higher level spell slot. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if you cast Light using a 3rd-level spell slot, that Light is considered to be 3rd level. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.
Spell save DC = 8 + Proficiency Bonus + Charisma modifier
Spell Attack modifier = Proficiency Bonus + Charisma modifier
Spellcasting Ability Score modifier = Charisma modifier
You can use an arcane focus as a Spellcasting focus for your Sorcerer Spells, but you don’t require one.
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. (See the dragon type table below.)
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.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st Level, your HP increases by 1 and increases by 1 again whenever you gain a level. 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. (Note: the HUD already accounts for these bonuses.)
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.
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 10 at level 10. You can never have more sorcery points than your level. You regain all spent sorcery points when you finish a Long Rest.
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.
Spell Slots 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 slot's level. These extra sorcery points will vanish at the end of a long rest.
Sorcery Points to Spell Slots
As a Bonus Action on your turn, you can expend a number of sorcery points according to the following table to create a spell slot. These extra spell slots will vanish at the end of a long rest.
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 level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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). A chosen creature automatically succeeds on its saving throw against the spell.
When you Cast a Spell that has a range of Close, you can spend 1 sorcery point to make the range of the spell Far. (If the spell has a Self AoE effect such as Thunderwave or Cone of Cold, the effect would apply from the new distant target instead.)
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.)
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.
When you Cast a Spell for a cantrip, you can spend 2 sorcery points to instead cast it as 1 Bonus Action.
When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. (Note: there are many subtle benefits to this. Spells that don’t require materials cannot be countered, can be cast while you are unable to breathe or speak, and can be cast while your hands are bound.)
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). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Scorching Ray isn’t eligible, but Ray of Frost is. This also excludes area of effect spells such as Fireball.
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.
Starting at 7th level, when you Cast a Spell that deals damage of a different type than associated with your Draconic ancestry, you can change the damage type to match your Draconic ancestry. The flavor and visual effect of the spell should be updated according to the damage type. (For example: a white dragon ancestor sorcerer casting a fireball may cast it as a cold damage type fireball (now a snowball) instead.)