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Sorcerer Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Saving Throws: Constitution, Charisma
Class Features Skills: Choose two from Arcana, Deception, Insight,
As a sorcerer, you gain the following class features. Intimidation, Persuasion, and Religion
Equipment
Hit Points
Hit Dice: 1d6 per sorcerer level You start with the following equipment, in addition
to the equipment granted by your background:
Hit Points at 1st Level: 6 + your Constitution
modifier • (a) a light crossbow and 20 bolts or (b) any simple
Hit Points at Higher Levels: 1d6 (or 4) + your weapon
Constitution modifier per sorcerer level after 1st • (a) a component pouch or (b) an arcane focus
• (a) a dungeoneer’s pack or (b) an explorer’s pack
Proficiencies • Two daggers
Armor: None
The Sorcerer
Proficiency Sorcery Cantrips Spells —Spell Slots per Spell Level—
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous 4 2 2
Origin
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score 5 5 4 3
Improvement
5th +3 5 5 6 4 3 2
6th +3 6 Sorcerous Origin 5 7 4 3 3
feature
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score 5 9 4 3 3 2
Improvement
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score 6 12 4 3 3 3 2 1
Improvement
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin 6 13 4 3 3 3 2 1 1
feature
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score 6 14 4 3 3 3 2 1 1 1
Improvement
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin 6 15 4 3 3 3 3 1 1 1 1
feature
19th +6 19 Ability Score 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 42

