Sorcerer
Classes · SRD 5.2 (2024)
- primary ability
- desc
- Charisma
- ability scores
- CHA
- hit die
- 6
- proficiency choices
- desc
- Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
- choose
- 2
- type
- proficiencies
- from
- option set type
- options_array
- options
- option type
- reference
- item
- Skill: Arcana
- option type
- reference
- item
- Skill: Deception
- option type
- reference
- item
- Skill: Insight
- option type
- reference
- item
- Skill: Intimidation
- option type
- reference
- item
- Skill: Persuasion
- option type
- reference
- item
- Skill: Religion
- proficiencies
- Simple WeaponsSaving Throw: CONSaving Throw: CHA
- saving throws
- CONCHA
- starting equipment options
- desc
(a) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (b) 50 GP
- choose
- 1
- type
- equipment
- from
- option set type
- options_array
- options
- option type
- multiple
- items
- option type
- counted_reference
- count
- 1
- of
- Leather Armor
- option type
- counted_reference
- count
- 2
- of
- Dagger
- option type
- counted_reference
- count
- 1
- of
- Crystal
- option type
- counted_reference
- count
- 1
- of
- Dungeoneer's Pack
- option type
- money
- count
- 28
- unit
- gp
- option type
- money
- count
- 50
- unit
- gp
- class levels
- /api/2024/classes/sorcerer/levels
- multi classing
- prerequisites
- ability score
- CHA
- minimum score
- 13
- proficiencies
- subclasses
- Draconic Sorcery
- spellcasting
- level
- 1
- spellcasting ability
- CHA
- info
- name
- Cantrips
- desc
You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
- name
- Spell Slots
- desc
The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
- name
- Prepared Spells of Level 1+
- desc
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
- name
- Changing Your Prepared Spells
- desc
Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
- name
- Spellcasting Ability
- desc
- Charisma is your spellcasting ability for your Sorcerer spells.
- name
- Spellcasting Focus
- desc
- You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
- spells
- /api/2024/classes/sorcerer/spells