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E q u i p m e n t S p e l l c a s t i n g F o c u s
You start with the following equipment, in addition to You can use an arcane focus (found in chapter 5) as a
the equipment granted by your background: spellcasting focus for your sorcerer spells.
• (a) a light crossbow and 20 bolts or (b) any simple
S o r c e r o u s O r i g i n
weapon
• (a) a com ponent pouch or (b) an arcane focus Choose a sorcerous origin, which describes the
• (a) a dungeoneer’s pack or (b) an explorer’s pack source of your innate magical power: Draconic
• Two daggers Bloodline or W ild Magic, both detailed at the end of the
class description.
S p e l l c a s t i n g Your choice grants you features when you choose it at
1st level and again at 6th, 14th, and 18th level.
An event in your past, or in the life of a parent or
ancestor, left an indelible mark on you, infusing you with
F o n t o f M a g i c
arcane magic. This font of magic, whatever its origin,
fuels your spells. See chapter 10 for the general rules of At 2nd level, you tap into a deep wellspring of magic
spellcasting and chapter 11 for the sorcerer spell list. within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety of
C a n t r i p s magical effects.
At 1st level, you know four cantrips of your choice from
the sorcerer spell list. You learn additional sorcerer S o r c e r y P o i n t s
cantrips of your choice at higher levels, as shown in the You have 2 sorcery points, and you gain m ore as you
Cantrips Known colum n of the Sorcerer table. reach higher levels, as shown in the Sorcery Points
colum n of the Sorcerer table. You can never have
S p e l l S l o t s more sorcery points than shown on the table for your
The Sorcerer table shows how many spell slots you level. You regain all spent sorcery points when you
have to cast your spells of 1st level and higher. To cast finish a long rest.
one of these sorcerer spells, you must expend a slot of
the spell’s level or higher. You regain all expended spell F l e x i b l e C a s t i n g
slots when you finish a long rest. You can use your sorcery points to gain additional spell
For example, if you know the 1st-level spell burning slots, or sacrifice spell slots to gain additional sorcery
hands and have a 1st-level and a 2nd-level spell slot points. You learn other ways to use your sorcery points
available, you can cast burning hands using either slot. as you reach higher levels.
Creating Spell Slots. You can transform unexpended
S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r sorcery points into one spell slot as a bonus action on
You know two 1st-level spells o f your choice from the your turn. The Creating Spell Slots table shows the cost
sorcerer spell list. of creating a spell slot of a given level. You can create
The Spells Known colum n of the Sorcerer table spell slots no higher in level than 5th.
show s when you learn more sorcerer spells of your
choice. Each of these spells must be of a level for which C r e a t i n g S p e l l S l o t s
you have spell slots. For instance, when you reach 3rd
Spell Slot Sorcery
level in this class, you can learn one new spell of 1st
Level Point Cost
or 2nd level.
1st 2
Additionally, when you gain a level in this class,
2nd 3
you can choose one of the sorcerer spells you know
3rd 5
and replace it with another spell from the sorcerer
spell list, which also must be of a level for which you 4th 6
have spell slots. 5th 7
S p e l l c a s t i n g A b i l i t y Converting a Spell Slot to Sorcery Points. As a
Charisma is your spellcasting ability for your sorcerer bonus action on your turn, you can expend one spell
spells, since the power of your m agic relies on your slot and gain a number of sorcery points equal to the
ability to project your will into the world. You use your slot’s level.
Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier M e t a m a g i c
when setting the saving throw DC for a sorcerer spell
At 3rd level, you gain the ability to twist your spells
you cast and when making an attack roll with one.
to suit your needs. You gain two of the following
Spell save DC = 8 + your proficiency bonus + Metamagic options of your choice. You gain another one
your Charisma modifier at 10th and 17th level.
You can use only one Metamagic option on a spell
Spell attack modifier = your proficiency bonus +
when you cast it, unless otherwise noted.
your Charisma modifier

