Sorcerer

The might of the blood, the spark of the soul, the authority of raw magic—all these are wielded by the Sorcerer, a natural spellcaster born with arcane power. Sorcerers do not study magic; they shape it instinctively. Whether their power comes from a draconic lineage or another mysterious source, it flows from within, honed by practice, not by books or teachers.

Adventures: Sorcerers adventure to test and grow their innate abilities. Some seek to prove themselves, to find belonging, or to rise above others. Whether good or evil, they are driven by a desire to master the power that sets them apart.

Characteristics: Sorcerers cast spells through instinct, without preparation or study. They know fewer spells than wizards but can cast them more often. Unlike wizards, they cannot specialize in specific schools of magic but often develop better fighting skills and can wield simple weapons.

Alignment: Sorcery favors the creative, free spirit over strict discipline, so sorcerers tend slightly toward chaos over law, though their exact alignment depends on individual personality.

Religion: Some sorcerers revere Sahar-Thatir (god of knowledge) or Alssafar (god of change), but many follow other deities or none at all, since they often discover their powers without formal guidance.

Background: Sorcerers typically manifest their magic at puberty, often causing strange or dangerous effects before learning to control their power. They may be mentored by older sorcerers, but more often they must learn alone, feared or misunderstood by those around them. Unlike wizards, sorcerers have no shared tradition or group identity.

Races: Sorcery appears unpredictably across races, though humans and half-elves are most common. Among savage or brutal humanoids, sorcerers are more common than wizards. Kobolds, in particular, often embrace sorcery and proudly claim draconic ancestry.

Other Classes: Sorcerers relate well to other self-taught classes like druids and rogues but may clash with disciplined types like paladins or monks. They sometimes rival wizards, casting the same spells by different means.

Role: A sorcerer’s role depends on spell selection: they may focus on offense, subtle magic, or social influence. With their powerful presence, they often serve as the party’s negotiator or diplomat, while another spellcaster can help cover their limited versatility.

Abilities: Charisma is the most important ability for a sorcerer, enhancing spellcasting, determining spell save DC, and increasing the number of spells they can cast. A Constitution score improves a sorcerer’s durability and helps maintain concentration on spells. Dexterity improves Armor Class and initiative, helping the lightly armored sorcerer avoid danger.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Sorcerous Origin, Origin Feature
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Origin Feature
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Origin Feature
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Origin Feature
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Origin Feature

Game rule Information

Sorcerers have the following game statistics.
Alignment: Any.
Hit Die: d4.

Class Skills

The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Sorcerer Spells Known

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Sorcerous Origin: At 1st level, a Sorcerer selects her Sorcerous Origin, the original reason for how she is a natural arcane initiate. She adds the Origin Class Skill to her lists of class skils.
Origin Feature: At 1st, 5th, 10th, 15th and 20th level, the Sorcerer gains a feature from or origin, as shown in the Sorcererous Origin-table.

Sorcerous Origins

Each sorcerer has a magical bloodline—a source of power in their heritage that grants spells, bonus feats, an extra class skill, and special abilities. This could come from a distant ancestor or a past event. The sorcerer must choose the sorcerous origin at 1st level, and this choice is permanent.

Level Aberrant Divine Soul Draconic Wild
1 Eschew Materials Divine Spells Draconic Bloodline Wild Magic
2
3
4
5 Still Spell Deity’s Weapon Focus Energy Substitution Bend Luck
6
7
8
9
10 Silent Spell Deity’s Weapon Specialization Arcane Grace Student of Chaos
11
12
13
14
15 Unbreakable Will Divine Wings Damage Reduction 5/magic Chaotic Mind
16
17
18
19
20 Psionic Sorcery Favored Soul Draconic Presence Reckless Dweomer
Aberrant

A sorcerer with this origin draws power from an alien influence that has awakened psionic abilities within them.

Bonus class skill: Knowledge (Culture).
Origin Features:

  • Eschew Materials: A sorcerer of Aberrant origin gains Eschew Materials as a bonus feat at 1st level.
  • Still Spell: A sorcerer of Aberrant origin gains Still Spell as a bonus feat at 5th level. If she already have Still Spell, she instead gains Automatic Still Spell as a bonus feat.
  • Silent Spell: A sorcerer of Aberrant origin gains Still Spell as a bonus feat at 10th level. If she already have Still Spell, she instead gains Automatic Silent Spell as a bonus feat.
  • Unbreakable Will: At 15th level, a sorcerer of Aberrant origin gains +2 to saves against mind-affecting effects.
  • Psionic Sorcery: At 20th level, a sorcerer of Aberrant origin, casts a spell as if it was stilled and silent by extended a spell slot of the same level as the spell to be cast.
Divine Soul

A sorcerer with this origin traces their magic to a divine connection—perhaps an ancestor was an angel or they were born under a prophecy marking them as a vessel of the gods. When selecting this origin, choose the alignment shared with your divine heritage; this choice shapes your Sorcerous Origin features. A Divine Soul Sorcerer must be of the selected alignment.

Bonus class skill: Knowledge (Religion)
Origin Features:

  • Divine Spells: A sorcerer of of divine soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can not learn spells of an alignment opposite her own or her deity’s. A sorcerer of divine soul is not affected by Arcane Spell Failure when wearing armor.
  • Deity’s Weapon Focus: At 5th level, a sorcerer of divine soul origin gains the Weapon Focus feat with the weapon category of her deity’s favored weapon. If the character already has that feat, she can choose a different one.
  • Deity’s Weapon Specialization: At 10th level, sorcerer of divine soul origin gains the Weapon Specialization feat with the weapon category of her deity’s favored weapon. If she already has that feat, she can choose a different one.
  • Divine Wings: Starting at 15th level, once per day, a sorcerer of divine soul origin can manifest a pair of spectral wings from her back as a free action. While the wings are present, she has a flying speed of 30 feet. The wings last until you’re incapacitated, she dies, or she dismiss them as a bonus action. Her deity’s alignment determines the appearance of the spectral wings: eagle wings for good-aligned characters, bat wings for evil-aligned characters, and dragonfly wings for neutral.
  • Favored Soul: A 20th-level sorcerer of divine soul origin gains the protection of her deity. If her deity is lawful-aligned, the damage reduction is 10/silver. If her deity is chaotic- aligned, the damage reduction is 10/cold iron. If her deity is neither lawful nor chaotic, she may choose either type of damage reduction. The choice can’t be changed later.
Draconic

A sorcerer with this origin trace her descent back to an ancient bargain with a dragon or an ancestor who might even have claimed a dragon parent.

Bonus class skill: Knowledge (History)
Origin Features:

  • Draconic Bloodline: Starting at 1st level, a sorcerer of draconic origin choose the type of her draconic heritage from the table below. The sorcerer gains Energy Resistance 2 against the selected type of energy.
  • Energy Substitution (5th): A sorcerer of Draconic origin gains Energy Substitution as a bonus feat at 10th level, with the energy type associated with her dragon type as the selected energy type. If she already have Energy Substitution of the given type, she can instead select another type.
  • Arcane Grace (10th): When rolling a saving throw, you can give up an arcane spell slot to gain a bonus. The bonus equals the level of the spell slot used. You can declare that you are using this ability after you have rolled a save, but you must do so before the DM reveals whether the saving throw succeeded or failed.
  • Damage Reduction (15th): You gain damage reduction 5/magic.
  • Intimidating Presence (20th): As a free action once per day, you project Frightful Presence. Creatures in a 30-ft. must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for an amount of rounds equal to your Cha modifier. A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.
Dragon Type Energy Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
Wild

A sorcerer with this origin carries chaotic magic in their blood, whether from fey ancestry, exposure to raw magic, or a mysterious blessing or mark.

Bonus class skill: Knowledge (Nature)

Origin Features:

  • Wild Magic (1st level): A wild mage’s spellcasting can unleash surges of untamed magic. Once per turn, a situation might have her experience a Wild Magic Surge. When this happens, she must roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by any Metamagic feat. Sitation that leads to a Wild Magic Surge includes, but is not limited to, loosing a spell (through a Concentration check or Dispel Magic to have her spell countered) or utlizing a higher level spell slot to cast a lower level spell.
  • Student of Chaos (Ex, 5thh level): Whenever a wild mage of 5th level or higher experiences a Wild Magic Surge or uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a wild mage gains no special advantage.
  • Bend Luck (Su, 10th level): Starting at 10th level, a wild mage has the ability to twist fate using her wild magic. When another creature she can see makes an attack roll, a skill check, or a saving throw, she can spell slot to apply a bonus or penalty (your choice) to the creature’s roll equal to the level of the spent spell slot. She can do so after the creature rolls but before any effects of the roll occur.
  • Chaotic Mind (Su, 15th level): When a wild mage reaches 6th level, the power of chaos infuses her mind. She gains immunity to confusion and insanity spells and effects, and she is shielded by a continuous nondetection effect (as the spell).
  • Reckless Dweomer (Su, 20th level): At 20th level, a wild mage knows how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The Student of chaos-ability applies when she uses her reckless dweomer ability. See page 237 of the Dungeon Master’s Guide for details on the rod of wonder.
Wild Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse-spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on +2 on Perception checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 standard action have a casting time of 1 free action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional standard action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute as if it was affected by the Maximized metamagic feat, without it requiring a higher level spell slot. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a free action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. If it is hit by any weapon damage of the piercing type, treat the hit as if it was a critical strike.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You regain one used spell slot of each level you can cast.