Sorcerers cast magic from an innate connection to ancestral dragon blood.
There are no dragons on Prasinos. There are no sorcerers on Prasinos.
Hit Dice: 1d6
Level | Proficiency Bonus | Spell Points | Features | Cantrips Known | Spells Known |
1st | +2 | 5+(CHAx2) | Spellcasting, Sorcerous Origin | 4 | 2 |
2nd | +2 | 6+(CHAx2) | 4 | 3 | |
3rd | +2 | 7+(CHAx2) | Metamagic | 4 | 4 |
4th | +2 | 8+(CHAx2) | Ability Score Improvement | 5 | 5 |
5th | +3 | 11+(CHAx2) | Metamagic | 5 | 6 |
6th | +3 | 12+(CHAx2) | Sorcerous Origin feature | 5 | 7 |
7th | +3 | 13+(CHAx2) | Metamagic | 5 | 8 |
8th | +3 | 14+(CHAx2) | Ability Score Improvement | 5 | 9 |
9th | +4 | 17+(CHAx2) | Metamagic | 5 | 10 |
10th | +4 | 18+(CHAx2) | 6 | 11 | |
11th | +4 | 19+(CHAx2) | Metamagic | 6 | 12 |
12th | +4 | 20+(CHAx2) | Ability Score Improvement | 6 | 12 |
13th | +5 | 23+(CHAx2) | Metamagic | 6 | 13 |
14th | +5 | 24+(CHAx2) | Sorcerous Origin feature | 6 | 13 |
15th | +5 | 25+(CHAx2) | Metamagic | 6 | 14 |
16th | +5 | 26+(CHAx2) | Ability Score Improvement | 6 | 14 |
17th | +6 | 29+(CHAx2) | Metamagic | 6 | 15 |
18th | +6 | 30+(CHAx2) | Sorcerous Origin feature | 6 | 15 |
19th | +6 | 31+(CHAx2) | Ability Score Improvement, Metamagic | 6 | 15 |
20th | +6 | 32+(CHAx2) | Sorcerous Restoration | 6 | 15 |
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
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.
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.
Spell slots are for nerds! Rather than using spell slots, you cast from a pool of magical energy that can be bent to your will.
You have a number of Spell Points equal to your sorcerer level plus double your Charisma mod and plus proficiency bonus. (CHA + PROF)*2 + SORC.
Casting a spell from your spell list costs a number of Spell Points equal to its level.
For example: If you are a 10th level Sorcerer with 16 CHA, you will have 24 SP: 6 (2xCHA) + 8 (2xPROF) + 10(Level) = 24. You will have access to spells up to level 5, and will be able to cast 24 levels of spells in any combination; 5×5, 25×1 or anything in between.
Spell Points recharge after a long rest.
At first level, 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.
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.
The maximum level of spells you can learn is equal to half your Sorcerer level, rounded up.
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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Descended from doppelgangers and mimics, the Arcane Genius is a keen observer and imitator of the world around them. Difficult to instruct but eager to learn, the Genius may thrive beyond any other on their own or wither and starve without access to training that makes sense to them.
Perhaps the blood of Bahamut echoes through your ancestors due to an ancient pact, or perhaps you forged such a pact yourself. In any case, the raw power of a god is barely restrained by your mortal form.
A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.
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.
Your innate magic traces directly to the queen of chaos, Tiamat. This chaotic magic churns within you, waiting for any outlet.
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 every odd level.
In order to use a metamagic feature you must spend an additional number of spell points, indicated next to its name. 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, 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 5 feet or greater, you can double the range of the spell. When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
When you roll damage for a spell, you can 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 has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
If you make an attack roll for a spell and miss, you can reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
When you cast a spell, you can cast it without any somatic or verbal components.
When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of spell points equal to the spell's level to target a second creature in range with the same spell (1 spell 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, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
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.
At 20th level, you regain 4 expended spell points whenever you finish a short rest.