Sorcerer
Hit Points
Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) spear or (b) a dagger
(a) component pouch or (b) an arcane focus
(a) dungeoneers pack or (b) an explorers pack
(a) a light crossbow and 20 bolts or (b) any simple weapon
Spellcasting
At 1st level, a spark of arcane magic within you allows you to spontaneously produce spells from within yourself.
Cantrips. At 1st level, you learn four cantrips of your choice from the arcane spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Sorcery Points. The Sorcerer table shows the number of Sorcery Points that you have to cast your Sorcerer spells you know of 1st level and higher. To cast a Sorcerer spell, you must expend the amount of Sorcery Points indicated below. You regain all expended Sorcery Points each time you finish a long rest.
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Spell Limit. Your Sorcerer level limits the potency of spells that you can produce. This limit is reflected in the Spell Limit column of the Sorcerer Table. For example, as a 5th level Sorcerer, you are limited to learning and casting spells of 3rd level or lower.
Spells Known of 1st Level And Higher. As a 1st level Sorcerer, you learn two 1st level spells of your choice from the arcane spell list. You gain additional spells at certain levels in this class, as indicated in the Spells Known column of the Sorcerer Table, which must be equal to or lower than your Spell Limit.
Additionally, whenever you gain a level in this class, you may replace one of your known spells and replace it with another spell from the arcane spell list, which also must be equal to or lower than your Spell Limit.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your Sorcerer spells.
Innate Sorcery
At 1st level, you have been infused with magic. As a bonus action, you can unleash your inner magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have advantage on the attack rolls of Sorcerer spells you cast.
The number you need to roll on the die for a d20 when making a spell attack roll with a Sorcerer spell you cast for a critical hit decreases by 1.
You can use this feature twice, and regain all expended uses when you finish a long rest.
Metamagic
You can draw upon your innate connection to the arcane to manipulate magic in ways only possible for Sorcerers. At 2nd level, you learn two Metamagic Abilities of your choice from the Metamagic List. You can only use one Metamagic Ability per spell unless otherwise stated.
As you gain Sorcerer levels, you gain additional Metamagic Abilities, as shown in the Metamagics Known column of the Sorcerer Table. Whenever you gain a Sorcerer level, you can replace one of your known Metamagic Abilities with another one of your choice.
Arcane Regeneration
At 3rd level, you learn to draw upon the innate magic presence in all things to restore your own arcane power. When you finish a short rest, you can regenerate expended Sorcery Points equal to your Sorcerer level. Once you use this feature, you cannot do so again until you finish a long rest.
Sorcerer Subclass
At 3rd level, the source of your innate magical abilities has begun to manifest in a distinct way. Choose a Sorcerer Subclass: Aberrant Sorcery, Draconic Sorcery, Divine Sorcery, Lunar Sorcery, Shadow Sorcery, Storm Sorcery, and Wild Magic Sorcery.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Sorcerous Restoration
At 5th level, if you roll initiative or finish a short rest with 0 Sorcery Points, you regenerate a number of them equal to your Sorcerer level divided by 5 (rounded down, minimum of 2).
Sorcery Incarnate
At 7th level, while your Innate Sorcery feature is active, you can use two Metamagic options at once on each spell you cast. Additionally, if you have no uses of Innate Sorcery left, you can spend 2 Sorcery Points when you take the Bonus Action to activate it again.
Font of Magic
At 10th level, you can draw upon your innate connection to the arcane to cast spells unknown to you. Once per long rest, you can cast one spell from the arcane spell list that is equal to or lower than your Spell Limit, spending the normal amount of Sorcery Points for the spells level. You can apply Metamagic to the spell as normal.
Innate Arcanum
At 11th level, you manifest an increased level of arcane energy. You gain a 6th level Innate Arcanum, and may learn two 6th level spells from the arcane spell list. You can expend your 6th level Innate Arcanum to cast one of these spells, and once you expend it, you do not regain it until you complete a long rest.
At 13th level, you gain a 7th level Innate Arcanum, and may learn two 7th level spells from the arcane spell list. You can expend your 7th level Innate Arcanum to cast one of these spells, and once you expend it, you do not regain it until you complete a long rest.
At 15th level, you gain an 8th level Innate Arcanum, and may learn two 8th level spells from the arcane spell list. You can expend your 8th level Innate Arcanum to cast one of these spells, and once you expend it, you do not regain it until you complete a long rest.
At 17th level, you gain a 9th level Innate Arcanum, and may learn two 9th level spells from the arcane spell list. You can expend your 9th level Innate Arcanum to cast one of these spells, and once you expend it, you do not regain it until you complete a long rest.
As a bonus action on your turn, you can also expend an Innate Arcanum to generate Sorcery Points. Your 6th level Innate Arcanum makes 9 Sorcery Points, 7th level Innate Arcanum makes 10 Sorcery Points, 8th level Innate Arcanum makes 11 Sorcery Points, and your 9th level Innate Arcanum makes 13 Sorcery Points.
Arcane Apotheosis
At 20th level, while your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it, and there is no limit to how many Metamagic Abilities you can use on each spell at once.