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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
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