Dungeons & Dragons
Hit Die: d6
Primary Ability: Charisma
Saving Throw Proficiencies: Constitution, Charisma
Skill Proficiencies: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
A spellcaster who draws on inherent magic from a gift or bloodline. Sorcerers start with the following equipment, in addition to the equipment granted by their background:
- ( a ) a light crossbow and 20 bolts or ( b ) any simple weapon
- ( a ) a component pouch or ( b ) an arcane focus
- ( a ) a dungeon’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. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.
At 1st leveI, you know four cantrips of your choice from the sorcerer spelllist. Vou learn additional sorcerer cantrips of your choice at higher leveis, as shown in the Cantrips Known column of the Sorcerer table.
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.
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 leveI. 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.
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 (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your sorcerer spells.
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic. Your choice grants you features when you choose it at 1st leveI and again at 6th, 14th, and 18th leveI.