{"name":"Sorcerer","overview":"[h2]Raw Magic[\/h2]\r\nMagic 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.\r\n\r\nThe 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\u2019t 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\u2019s 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.\r\n\r\nSorcerers 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.\r\n\r\n[h2]Unexplained Powers[\/h2]\r\nSorcerers are rare in the world, and it\u2019s 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\u2019t like to stay quiet. A sorcerer\u2019s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn\u2019t called on.\r\n\r\nSorcerers 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.","hitdice":"d6","hitpointsfirstlevel":"6 + your Constitution modifier","hitpointsathigherlevels":"1d6 + your Constitution modifier per sorcerer level after 1st","armorproficiencies":"None","weaponproficiences":"Daggers, darts, slings, quarterstaffs, light crossbows","tools":"None","savingthrows":"Constitution, Charisma","skills":"Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li](a) a component pouch or (b) an arcane focus[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[li]Two daggers[\/li]\r\n[\/ul]\r\n","spellcasting":"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.\r\n\r\n[b]Cantrips.[\/b] At 1st 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.\r\n\r\n[b]Spell Slots.[\/b] The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\nFor 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.\r\n\r\n[b]Spells Known of 1st Level and Higher.[\/b] You know two 1st-level spells of your choice from the sorcerer spell list.\r\nThe 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.\r\nAdditionally, 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.\r\n\r\n[b]Spellcasting Ability. [\/b]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.\r\n\r\n[b]Spell save DC [\/b]= 8 + your proficiency bonus + your Charisma modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Charisma modifier","features":"[h2]Sorcerous Origin[\/h2]\r\nChoose a sorcerous origin, which describes the source of your innate magical power.\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.\r\n\r\n[h2]Font of Magic[\/h2]\r\nAt 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.\r\n\r\n[b]Sorcery Points.[\/b] 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.\r\n\r\n[b]Flexible Casting.[\/b] 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.\r\n\r\n[b]Creating Spell Slots.[\/b] 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.\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n[table]\r\n[tr]\r\n[th]Spell Slot Level[\/th]\r\n[th]Sorcery Point Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Converting a Spell Slot to Sorcery Points.[\/b] As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot\u2019s level.\r\n\r\n[h2]Metamagic[\/h2]\r\nAt 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.\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n[b]Careful Spell.[\/b] When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell\u2019s 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.\r\n\r\n[b]Distant Spell.[\/b] 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.\r\nWhen 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.\r\n\r\n[b]Empowered Spell.[\/b] 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.\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n[b]Extended Spell.[\/b] 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.\r\n\r\n[b]Heightened Spell.[\/b] 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.\r\n\r\n[b]Quickened Spell.[\/b] 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.\r\n\r\n[b]Subtle Spell.[\/b] When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n[b]Twinned Spell.[\/b] When you cast a spell that targets only one creature and doesn\u2019t have a range of self, you can spend a number of sorcery points equal to the spell\u2019s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell\u2019s current level. For example, magic missile and scorching ray aren\u2019t eligible, but ray of frost and chromatic orb are.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2]Sorcerous Restoration[\/h2]\r\nAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest.","subclasses":"","tabledata":"Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th| 8th | 9th\r\n1 | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | -\r\n2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | -\r\n3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | -\r\n4 | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | -\r\n5 | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | -\r\n6 | +3 | 6 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | -\r\n7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | -\r\n8 | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | -\r\n9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | -\r\n10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | -\r\n11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n12 | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n14 | +5 | 14 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n16 | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18 | +6 | 18 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19 | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","tags":"Sorcerer","isShared":"on","templateId":"25","blockId":"676480","world":"5518f369-dd1f-427e-b992-4a63a47d2fa9","folder":""}