5e SRD 5.2.1 · 5.2.1
Level
Spells > Level
Level 2: Metamagic Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Meta magic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17. Level 3: Sorcerer Subclass You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16. Level 5: Sorcerous Restoration When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest. Level 7: Sorcery Incarnate If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast. Level 19: Epic Boon You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended. Level 20: Arcane Apotheosis While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it. Metamagic Options The following options are available to your Metamagic feature. The options are presented in alphabetical order. Careful Spell Cost: 1 Sorcery Point 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, 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, and
it takes no damage if it would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Point When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet. Empowered Spell Cost: 1 Sorcery Point 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), and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point 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. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration. Heightened Spell Cost: 2 Sorcery Points When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell. Quickened Spell Cost: 2 Sorcery Points When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way. Seeking Spell Cost: 1 Sorcery Point If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell. Subtle Spell Cost: 1 Sorcery Point When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. Transmuted Spell Cost: 1 Sorcery Point When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1. Sorcerer Spell List This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) SpellSchoolSpecial Acid SplashEvocation— Chill TouchNecromancy— Dancing LightsIllusionC ElementalismTransmutation— Fire BoltEvocation— LightEvocation— Mage HandConjuration— MendingTransmutation— MessageTransmutation— Minor IllusionIllusion— Poison SprayNecromancy— PrestidigitationTransmutation— Ray of FrostEvocation— Shocking GraspEvocation— Sorcerous BurstEvocation— True StrikeDivination—
Level 1 Sorcerer Spells SpellSchoolSpecial Burning HandsEvocation— Charm PersonEnchantment— Chromatic OrbEvocationM Color SprayIllusion— Comprehend LanguagesDivinationR Detect MagicDivinationC, R Disguise SelfIllusion— Expeditious RetreatTransmutationC False LifeNecromancy– Feather FallTransmutation— Fog CloudConjurationC GreaseConjuration— Ice KnifeConjuration— JumpTransmutation— Mage ArmorAbjuration— Magic MissileEvocation— Ray of SicknessNecromancy— ShieldAbjuration— Silent ImageIllusionC SleepEnchantmentC ThunderwaveEvocation— Level 2 Sorcerer Spells SpellSchoolSpecial Alter SelfTransmutationC Blindness/DeafnessTransmutation— BlurIllusionC DarknessEvocationC DarkvisionTransmutation— Detect ThoughtsDivinationC Dragon’s BreathTransmutationC Enhance AbilityTransmutationC Enlarge/ReduceTransmutationC Flame BladeEvocationC Flaming SphereEvocationC Gust of WindEvocationC SpellSchoolSpecial Hold PersonEnchantmentC InvisibilityIllusionC KnockTransmutation— LevitateTransmutationC Magic WeaponTransmutation— Mirror ImageIllusion— Misty StepConjuration— Scorching RayEvocation— See InvisibilityDivination— ShatterEvocation— Spider ClimbTransmutationC SuggestionEnchantmentC WebConjurationC Level 3 Sorcerer Spells SpellSchoolSpecial BlinkTransmutation— ClairvoyanceDivinationC, M CounterspellAbjuration— DaylightEvocation— Dispel MagicAbjuration— FearIllusionC FireballEvocation— FlyTransmutationC Gaseous FormTransmutationC HasteTransmutationC Hypnotic PatternIllusionC Lightning BoltEvocation— Major ImageIllusionC Protection from EnergyAbjurationC Sleet StormConjurationC SlowTransmutationC Stinking CloudConjurationC TonguesDivination— Vampiric TouchNecromancyC Water BreathingTransmutationR Water WalkTransmutationR
Level 4 Sorcerer Spells SpellSchoolSpecial BanishmentAbjurationC BlightNecromancy— Charm MonsterEnchantment— ConfusionEnchantmentC Dimension DoorConjuration— Dominate BeastEnchantmentC Fire ShieldEvocation— Greater InvisibilityIllusionC Ice StormEvocation— PolymorphTransmutationC StoneskinTransmutationC, M Vitriolic SphereEvocation— Wall of FireEvocationC Level 5 Sorcerer Spells SpellSchoolSpecial Animate ObjectsTransmutationC Arcane HandEvocationC CloudkillConjurationC Cone of ColdEvocation— CreationIllusion— Dominate PersonEnchantmentC Hold MonsterEnchantmentC Insect PlagueConjurationC SeemingIllusion— TelekinesisTransmutationC Teleportation CircleConjurationM Wall of StoneEvocationC Level 6 Sorcerer Spells SpellSchoolSpecial Chain LightningEvocation— Circle of DeathNecromancyM DisintegrateTransmutation— EyebiteNecromancyC Flesh to StoneTransmutationC Freezing SphereEvocation— Globe of InvulnerabilityAbjurationC Mass SuggestionEnchantment— Move EarthTransmutationC SunbeamEvocationC True SeeingDivinationM Level 7 Sorcerer Spells SpellSchoolSpecial Delayed Blast FireballEvocationC EtherealnessConjuration— Finger of DeathNecromancy— Fire StormEvocation— Plane ShiftConjurationM Prismatic SprayEvocation— Reverse GravityTransmutationC Telepor tConjuration— Level 8 Sorcerer Spells SpellSchoolSpecial DemiplaneConjuration— Dominate MonsterEnchantmentC EarthquakeTransmutationC Incendiary CloudConjurationC Power Word StunEnchantment— SunburstEvocation— Level 9 Sorcerer Spells SpellSchoolSpecial GateConjurationC, M Meteor SwarmEvocation— Power Word KillEnchantment— Time StopTransmutation— WishConjuration— Sorcerer Subclass: Draconic Sorcery Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor. Level 3: Draconic Resilience The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 3: Draconic Spells When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spells Sorcerer LevelSpells 3Alter Self, Chromatic Orb, Command, Dragon’s Breath 5Fear, Fly 7Arcane Eye, Charm Monster