Secret Lesson 48
Sorcerer, Metamagic Options, the Sorcerer Spell List, and Draconic Sorcery
The Rogue achieves extraordinary results through:
SKILL
PRECISION
and:
CUNNING
The Sorcerer follows a radically different path.
For a Sorcerer:
MAGIC COMES FROM WITHIN
The Sorcerer doesn't need a spellbook to define its magical identity.
Its power is:
INNATE
Magic has become part of the Sorcerer's very being.
This allows the Sorcerer not only to cast powerful spells but also to:
ALTER HOW THOSE SPELLS WORK
through the defining Class feature:
METAMAGIC
The Sorcerer can manipulate:
RANGE
CASTING TIME
DAMAGE
TARGETS
COMPONENTS
SAVING THROWS
and other aspects of spells.
Its SRD subclass is:
DRACONIC SORCERY
which channels magical power connected to:
DRAGONS
eventually granting:
DRACONIC RESILIENCE
ELEMENTAL POWER
WINGS
and even the ability to summon:
A DRAGON COMPANION
PART ONE — CORE SORCERER TRAITS
The Sorcerer's Primary Ability is:
CHARISMA
Its Hit Point Die is:
D6 PER SORCERER LEVEL
This is the smallest Hit Die among the Classes we have studied so far.
The Sorcerer therefore generally relies more on:
MAGIC
POSITIONING
and:
DEFENSIVE SPELLS
than on absorbing large amounts of weapon damage.
SAVING THROW PROFICIENCIES
The Sorcerer is proficient in:
CONSTITUTION
and:
CHARISMA SAVING THROWS
Constitution proficiency is particularly useful because:
CONCENTRATION
can involve Constitution Saving Throws.
We will examine Concentration completely in:
LESSON 77
SKILL PROFICIENCIES
Choose:
TWO
from:
-
Arcana
-
Deception
-
Insight
-
Intimidation
-
Persuasion
-
Religion
WEAPON PROFICIENCIES
The Sorcerer has proficiency with:
SIMPLE WEAPONS
ARMOR TRAINING
The Sorcerer receives:
NO ARMOR TRAINING
from its core Class traits.
STARTING EQUIPMENT
A level 1 Sorcerer can choose:
OPTION A
-
Spear
-
2 Daggers
-
Arcane Focus, crystal
-
Dungeoneer's Pack
-
28 GP
or:
OPTION B
50 GP
MULTICLASSING INTO SORCERER
If Sorcerer isn't your original Class, you gain:
THE SORCERER HIT POINT DIE
and:
THE SORCERER'S LEVEL 1 FEATURES
The multiclassing rules determine your available Spell Slots when combining spellcasting Classes.
PART TWO — COMPLETE SORCERER PROGRESSION
| Level | PB | Major Class Features | Sorcery Points | Cantrips | Prepared Spells |
|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Innate Sorcery | — | 4 | 2 |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 |
| 3 | +2 | Sorcerer Subclass | 3 | 4 | 6 |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 |
| 6 | +3 | Subclass Feature | 6 | 5 | 10 |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 |
| 9 | +4 | — | 9 | 5 | 14 |
| 10 | +4 | Metamagic | 10 | 6 | 15 |
| 11 | +4 | — | 11 | 6 | 16 |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 |
| 13 | +5 | — | 13 | 6 | 17 |
| 14 | +5 | Subclass Feature | 14 | 6 | 17 |
| 15 | +5 | — | 15 | 6 | 18 |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 |
| 17 | +6 | Metamagic | 17 | 6 | 19 |
| 18 | +6 | Subclass Feature | 18 | 6 | 20 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 |
The Sorcerer's central progression therefore combines:
SPELL SLOTS
PREPARED SPELLS
CANTRIPS
and:
SORCERY POINTS
PART THREE — SPELL SLOT PROGRESSION
The Sorcerer is a full spellcaster.
It eventually gains access to:
LEVEL 9 SPELLS
| Sorcerer Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — | — | — | — | — |
| 2 | 3 | — | — | — | — | — | — | — | — |
| 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Expended Spell Slots return when you finish:
A LONG REST
But the Sorcerer possesses another important way to manipulate Spell Slots through:
FONT OF MAGIC
which we will reach shortly.
PART FOUR — LEVEL 1: SPELLCASTING
The Sorcerer casts spells by drawing on:
INNATE MAGIC
CANTRIPS
At level 1, you know:
FOUR SORCERER CANTRIPS
The SRD recommends:
LIGHT
PRESTIDIGITATION
SHOCKING GRASP
and:
SORCEROUS BURST
CHANGING CANTRIPS
Whenever you gain:
A SORCERER LEVEL
you can replace one Sorcerer Cantrip gained from this feature with:
ANOTHER SORCERER CANTRIP
MORE CANTRIPS
At Sorcerer level 4:
FIVE CANTRIPS
At level 10:
SIX CANTRIPS
PREPARED SPELLS
At level 1, prepare:
TWO LEVEL 1 SORCERER SPELLS
The SRD recommends:
BURNING HANDS
and:
DETECT MAGIC
GAINING MORE SPELLS
As the Prepared Spells column increases, choose additional Sorcerer spells until your total matches the table.
They must be spells of levels for which you possess:
SPELL SLOTS
EXAMPLE — LEVEL 3
A level 3 Sorcerer has:
SIX PREPARED SPELLS
and has Spell Slots of:
LEVEL 1
and:
LEVEL 2
Those six spells can therefore be any valid combination of level 1 and level 2 Sorcerer spells.
ALWAYS-PREPARED SPELLS
If another Sorcerer feature gives you spells that are:
ALWAYS PREPARED
they:
DON'T COUNT
against this Prepared Spells total.
They otherwise count as:
SORCERER SPELLS FOR YOU
This becomes important with:
DRACONIC SPELLS
CHANGING PREPARED SPELLS
The Sorcerer works differently from Classes that change spells after every Long Rest.
Whenever you gain:
A SORCERER LEVEL
you can replace:
ONE PREPARED SPELL
with another Sorcerer spell for which you have Spell Slots.
IMPORTANT
The trigger is:
GAINING A SORCERER LEVEL
not:
FINISHING A LONG REST
SPELLCASTING ABILITY
Sorcerer spells use:
CHARISMA
Therefore:
SORCERER SPELL SAVE DC
8 + Charisma modifier + Proficiency Bonus
and:
SORCERER SPELL ATTACK BONUS
Charisma modifier + Proficiency Bonus
EXAMPLE
Charisma:
18
Modifier:
+4
PB:
+3
Spell Save DC:
8 + 4 + 3 =
DC 15
Spell Attack Bonus:
4 + 3 =
+7
SPELLCASTING FOCUS
You can use:
AN ARCANE FOCUS
as a Spellcasting Focus for Sorcerer spells.
PART FIVE — LEVEL 1: INNATE SORCERY
Innate Sorcery represents the Sorcerer deliberately unleashing the magical power simmering inside them.
Activate it as:
A BONUS ACTION
Duration:
1 MINUTE
BENEFIT ONE — IMPROVED SPELL SAVE DC
While Innate Sorcery is active:
YOUR SORCERER SPELL SAVE DC INCREASES BY 1
EXAMPLE
Normal Spell Save DC:
15
With Innate Sorcery:
DC 16
BENEFIT TWO — SPELL ATTACK ADVANTAGE
You have:
ADVANTAGE
on Attack Rolls of:
SORCERER SPELLS YOU CAST
EXAMPLE
You cast a Sorcerer spell requiring:
A SPELL ATTACK ROLL
While Innate Sorcery is active:
ROLL TWO D20S
and use:
THE HIGHER RESULT
USES
You can activate Innate Sorcery:
TWICE
You regain all expended uses after:
A LONG REST
WHY INNATE SORCERY MATTERS
It improves both major offensive ways a spell can affect an enemy.
For a spell using:
A SAVING THROW
your DC improves.
For a spell using:
AN ATTACK ROLL
you gain Advantage.
At later levels, Innate Sorcery also interacts directly with:
METAMAGIC
PART SIX — LEVEL 2: FONT OF MAGIC
At level 2, the Sorcerer gains its defining magical resource:
SORCERY POINTS
This resource is represented by:
FONT OF MAGIC
At level 2:
2 SORCERY POINTS
At level 5:
5
At level 10:
10
At level 15:
15
At level 20:
20
From level 2 onward, your normal maximum equals:
YOUR SORCERER LEVEL
RECOVERING SORCERY POINTS
You regain all expended Sorcery Points after:
A LONG REST
You can't normally have more Sorcery Points than the maximum shown for your Sorcerer level.
WHAT SORCERY POINTS DO
They can fuel:
METAMAGIC
but Font of Magic also lets you convert between:
SPELL SLOTS
and:
SORCERY POINTS
This gives the Sorcerer unusual control over its magical resources.
PART SEVEN — CONVERTING SPELL SLOTS INTO SORCERY POINTS
You can expend:
A SPELL SLOT
to gain Sorcery Points equal to:
THE SLOT'S LEVEL
This requires:
NO ACTION
EXAMPLES
Spend a level 1 Spell Slot:
+1 SORCERY POINT
Spend a level 3 Spell Slot:
+3 SORCERY POINTS
Spend a level 5 Spell Slot:
+5 SORCERY POINTS
provided doing so doesn't push you above your normal Sorcery Point maximum.
WHY DO THIS?
Sometimes you might value:
METAMAGIC
more than another spell.
You can transform a Spell Slot into the resource needed to modify your remaining magic.
PART EIGHT — CREATING SPELL SLOTS
The reverse is also possible.
As a:
BONUS ACTION
you can spend Sorcery Points to create:
A SPELL SLOT
CREATING SPELL SLOTS TABLE
| Spell Slot Created | Sorcery Point Cost | Minimum Sorcerer Level |
|---|---|---|
| Level 1 | 2 | 2 |
| Level 2 | 3 | 3 |
| Level 3 | 5 | 5 |
| Level 4 | 6 | 7 |
| Level 5 | 7 | 9 |
IMPORTANT LIMIT
Font of Magic can create Spell Slots only up to:
LEVEL 5
You can't use this feature to create:
LEVEL 6
LEVEL 7
LEVEL 8
or:
LEVEL 9 SPELL SLOTS
EXAMPLE
Level 5 Sorcerer.
Sorcery Points:
5
You could spend all five to create:
ONE LEVEL 3 SPELL SLOT
CREATED SPELL SLOT DURATION
A Spell Slot created through Font of Magic disappears when you finish:
A LONG REST
if you haven't already spent it.
RESOURCE FLEXIBILITY
Font of Magic therefore creates a two-way system:
SPELL SLOT → SORCERY POINTS
and:
SORCERY POINTS → SPELL SLOT
But the exchange isn't symmetrical.
For example:
A level 3 slot gives:
3 SORCERY POINTS
but creating a level 3 slot costs:
5 SORCERY POINTS
PART NINE — LEVEL 2: METAMAGIC
Metamagic allows the Sorcerer to:
MODIFY SPELLS WHILE CASTING THEM
At level 2, choose:
TWO METAMAGIC OPTIONS
At level 10:
GAIN TWO MORE
At level 17:
GAIN TWO MORE
So by level 17, you know:
SIX METAMAGIC OPTIONS
CHANGING AN OPTION
Whenever you gain:
A SORCERER LEVEL
you can replace one Metamagic option you know with:
ANOTHER OPTION
GENERAL METAMAGIC RULE
Normally, you can apply:
ONLY ONE METAMAGIC OPTION
to a spell when you cast it.
Some specific Metamagic options say otherwise.
Later:
SORCERY INCARNATE
also creates an important exception.
PART TEN — CAREFUL SPELL
Cost:
1 SORCERY POINT
When you cast a spell that forces other creatures to make:
SAVING THROWS
you can protect some creatures from the spell.
Choose a number of those creatures up to:
YOUR CHARISMA MODIFIER
minimum:
ONE
EFFECT
A chosen creature:
AUTOMATICALLY SUCCEEDS
on its Saving Throw against the spell.
If that creature would normally take half damage on a successful save:
IT TAKES NO DAMAGE INSTEAD
EXAMPLE
Your Charisma modifier is:
+4
You cast a spell affecting enemies and three allies.
You can protect up to:
FOUR CREATURES
So you could protect all three allies.
They automatically succeed on their saves.
If the spell normally deals half damage on success:
THEY TAKE ZERO DAMAGE
PART ELEVEN — DISTANT SPELL
Cost:
1 SORCERY POINT
If a spell has a range of at least:
5 FEET
you can:
DOUBLE ITS RANGE
EXAMPLE
Spell range:
60 FEET
Distant Spell:
120 FEET
TOUCH SPELLS
If the spell normally has a range of:
TOUCH
Distant Spell changes that range to:
30 FEET
for that casting.
This can allow the Sorcerer to deliver certain normally close-range effects without standing directly beside the target.
PART TWELVE — EMPOWERED SPELL
Cost:
1 SORCERY POINT
When you roll damage for a spell, you may reroll a number of:
DAMAGE DICE
up to your:
CHARISMA MODIFIER
minimum:
ONE DIE
You must use:
THE NEW ROLLS
EXAMPLE
Charisma modifier:
+4
You cast a damaging spell.
Four of the damage dice roll poorly.
You may reroll up to:
FOUR DICE
IMPORTANT
If the rerolls are worse:
YOU STILL USE THEM
SPECIAL EXCEPTION
Empowered Spell can be used even if you already used:
ANOTHER METAMAGIC OPTION
during that spell's casting.
So it is one of the explicit exceptions to the normal:
ONE METAMAGIC PER SPELL
rule.
PART THIRTEEN — EXTENDED SPELL
Cost:
1 SORCERY POINT
The spell must normally last:
1 MINUTE OR LONGER
Extended Spell doubles its duration.
Maximum possible duration:
24 HOURS
EXAMPLE
Normal duration:
1 HOUR
Extended:
2 HOURS
CONCENTRATION BENEFIT
If the spell requires:
CONCENTRATION
you also gain:
ADVANTAGE
on Saving Throws made to maintain that Concentration.
So Extended Spell can improve both:
DURATION
and:
CONCENTRATION RELIABILITY
PART FOURTEEN — HEIGHTENED SPELL
Cost:
2 SORCERY POINTS
When you cast a spell forcing a creature to make:
A SAVING THROW
choose one target.
That creature has:
DISADVANTAGE
on Saving Throws against:
THAT SPELL
WHY THIS MATTERS
Some powerful spells depend almost entirely on whether the target:
SUCCEEDS
or:
FAILS
its save.
Heightened Spell makes one target less likely to resist.
PART FIFTEEN — QUICKENED SPELL
Cost:
2 SORCERY POINTS
If a spell normally has a Casting Time of:
AN ACTION
Quickened Spell changes it to:
A BONUS ACTION
for that casting.
IMPORTANT SPELLCASTING LIMIT
You can't use Quickened Spell in this way if you have already cast:
A LEVEL 1+ SPELL
during the current turn.
And after using Quickened Spell:
YOU CAN'T CAST A LEVEL 1+ SPELL LATER THAT TURN
WHY THIS IS IMPORTANT
Quickened Spell changes your:
ACTION ECONOMY
It doesn't simply mean:
CAST TWO LEVEL 1+ SPELLS
on the same turn.
EXAMPLE
Bonus Action:
QUICKENED SPELL
Your Action is still available.
Depending on the rules and what you choose to do, that Action could be used for something such as:
A CANTRIP
DASH
DISENGAGE
DODGE
HELP
or another legal Action.
PART SIXTEEN — SEEKING SPELL
Cost:
1 SORCERY POINT
When you make:
A SPELL ATTACK ROLL
and miss, you can reroll:
THE D20
You must use:
THE NEW ROLL
EXAMPLE
Spell attack:
MISS
Spend:
1 SORCERY POINT
Reroll the d20.
The new result must be used whether it is:
BETTER
or:
WORSE
SPECIAL EXCEPTION
Like Empowered Spell, Seeking Spell can be used even if you already applied:
ANOTHER METAMAGIC OPTION
to the spell.
PART SEVENTEEN — SUBTLE SPELL
Cost:
1 SORCERY POINT
You can cast a spell without:
VERBAL COMPONENTS
SOMATIC COMPONENTS
or:
MATERIAL COMPONENTS
IMPORTANT EXCEPTIONS
Subtle Spell doesn't eliminate a Material component if that component:
IS CONSUMED
or:
HAS A COST SPECIFIED BY THE SPELL
Those components are still required.
PRACTICAL IDEA
Subtle Spell can make magic dramatically less obvious because the Sorcerer may not need to:
SPEAK
GESTURE
or:
HANDLE AN ORDINARY MATERIAL COMPONENT
But it doesn't override costly or consumed components.
PART EIGHTEEN — TRANSMUTED SPELL
Cost:
1 SORCERY POINT
If a spell deals one of these damage types:
ACID
COLD
FIRE
LIGHTNING
POISON
or:
THUNDER
you can change that damage to:
ANOTHER TYPE FROM THE SAME LIST
EXAMPLE
A spell normally deals:
FIRE DAMAGE
You could transform that damage into:
COLD
ACID
LIGHTNING
POISON
or:
THUNDER
WHY THIS MATTERS
Imagine an enemy has:
RESISTANCE TO FIRE
Changing the spell's damage type could help avoid that resistance if another listed damage type is more effective.
IMPORTANT
The available damage types are exactly the types named by the feature.
For example:
FORCE
and:
RADIANT
aren't options for Transmuted Spell.
PART NINETEEN — TWINNED SPELL
Cost:
1 SORCERY POINT
Twinned Spell works with a spell that can be cast using:
A HIGHER-LEVEL SPELL SLOT
to target:
AN ADDITIONAL CREATURE
An example given by the SRD is:
CHARM PERSON
EFFECT
Spend 1 Sorcery Point to increase the spell's:
EFFECTIVE LEVEL BY 1
for that casting.
EXAMPLE
A level 1 spell targets:
ONE CREATURE
Its higher-level rule says that using a level 2 slot allows:
ONE ADDITIONAL TARGET
Twinned Spell can increase its effective level by:
1
to gain that increased targeting effect.
IMPORTANT
Twinned Spell doesn't mean:
DUPLICATE ANY SPELL
It applies only when the spell has the kind of higher-level targeting progression described by the feature.
PART TWENTY — LEVEL 3: SORCERER SUBCLASS
At level 3, choose:
A SORCERER SUBCLASS
The SRD provides:
DRACONIC SORCERY
Its features appear at Sorcerer levels:
3
6
14
and:
18
We will study it completely later in this lesson.
PART TWENTY-ONE — LEVEL 4: ABILITY SCORE IMPROVEMENT
At level 4:
GAIN ABILITY SCORE IMPROVEMENT
or another Feat for which you qualify.
You gain this feature again at levels:
8
12
and:
16
For most Sorcerers, improving:
CHARISMA
is particularly valuable because it influences:
SPELL SAVE DC
SPELL ATTACKS
and several Sorcerer and subclass abilities.
PART TWENTY-TWO — LEVEL 5: SORCEROUS RESTORATION
At level 5, the Sorcerer gains a way to recover some Sorcery Points during:
A SHORT REST
When you finish a Short Rest, you may regain expended Sorcery Points up to:
HALF YOUR SORCERER LEVEL
round down.
LEVEL 5 EXAMPLE
Half of 5:
2.5
Round down:
2
So you can regain up to:
2 SORCERY POINTS
LEVEL 10
Half of 10:
5
Maximum recovered:
5 SORCERY POINTS
LEVEL 17
Half of 17:
8.5
Round down:
8
Maximum recovered:
8 SORCERY POINTS
LIMIT
After using Sorcerous Restoration:
YOU CAN'T USE IT AGAIN
until you finish:
A LONG REST
So it isn't something you can repeatedly exploit through multiple Short Rests during the same adventuring day.
PART TWENTY-THREE — LEVEL 7: SORCERY INCARNATE
Sorcery Incarnate strengthens:
INNATE SORCERY
in two important ways.
RESTORING INNATE SORCERY
If you have:
NO USES
of Innate Sorcery remaining, you can still activate it.
When you take the Bonus Action to activate Innate Sorcery, spend:
2 SORCERY POINTS
IMPORTANT
This is available specifically when you have:
NO USES LEFT
It gives Sorcery Points another important purpose.
TWO METAMAGIC OPTIONS
While Innate Sorcery is active, you may use up to:
TWO METAMAGIC OPTIONS
on each spell you cast.
This overrides the normal rule that generally limits you to:
ONE METAMAGIC OPTION PER SPELL
EXAMPLE
Innate Sorcery is active.
You cast a damaging spell.
You could potentially combine:
TRANSMUTED SPELL
with:
EMPOWERED SPELL
provided you pay the relevant Sorcery Point costs and satisfy both options' requirements.
PART TWENTY-FOUR — LEVEL 10: MORE METAMAGIC
At level 10:
GAIN TWO MORE METAMAGIC OPTIONS
You now know:
FOUR OPTIONS
You also gain your sixth Sorcerer Cantrip at this level.
PART TWENTY-FIVE — LEVEL 17: MORE METAMAGIC
At level 17:
GAIN TWO MORE METAMAGIC OPTIONS
Total known through the Class:
SIX
At this point you can access a large portion of the Sorcerer's Metamagic toolbox.
PART TWENTY-SIX — LEVEL 19: EPIC BOON
At level 19, gain:
AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF DIMENSIONAL TRAVEL
Epic Boon Feats will be covered in:
LESSON 59
PART TWENTY-SEVEN — LEVEL 20: ARCANE APOTHEOSIS
The Sorcerer's final Class feature makes Metamagic dramatically more efficient.
While:
INNATE SORCERY
is active, you can use:
ONE METAMAGIC OPTION
on each of your turns:
WITHOUT SPENDING SORCERY POINTS
EXAMPLE
You cast a spell during your turn while Innate Sorcery is active.
You choose:
QUICKENED SPELL
Normally:
2 SORCERY POINTS
Arcane Apotheosis can make that chosen Metamagic use cost:
0 POINTS
for that turn.
IMPORTANT
Arcane Apotheosis doesn't mean:
ALL METAMAGIC IS FREE
It gives you:
ONE FREE METAMAGIC OPTION ON EACH OF YOUR TURNS
while Innate Sorcery remains active.
Additional Metamagic costs still apply normally.
PART TWENTY-EIGHT — COMPLETE METAMAGIC SUMMARY
| Metamagic | Cost | Core Effect |
|---|---|---|
| Careful Spell | 1 SP | Protect selected creatures from a saving-throw spell |
| Distant Spell | 1 SP | Double range or turn Touch into 30 feet |
| Empowered Spell | 1 SP | Reroll damage dice |
| Extended Spell | 1 SP | Double duration and improve Concentration saves |
| Heightened Spell | 2 SP | Give one target Disadvantage on saves |
| Quickened Spell | 2 SP | Change Action casting time to Bonus Action |
| Seeking Spell | 1 SP | Reroll a missed spell attack |
| Subtle Spell | 1 SP | Remove most components |
| Transmuted Spell | 1 SP | Change among six elemental damage types |
| Twinned Spell | 1 SP | Increase effective spell level for qualifying extra targeting |
Metamagic is what makes the Sorcerer's spellcasting feel different from other full spellcasters.
Two characters might cast:
THE SAME SPELL
but the Sorcerer can alter:
HOW
WHERE
HOW FAST
AGAINST WHOM
or:
WITH WHAT DAMAGE TYPE
that spell functions.
PART TWENTY-NINE — COMPLETE SORCERER SPELL LIST
The Sorcerer Spell List extends from:
CANTRIPS
through:
LEVEL 9
The SRD uses:
C = CONCENTRATION
R = RITUAL
M = SPECIFIC MATERIAL COMPONENT
SORCERER CANTRIPS
| Spell | School | Special |
|---|---|---|
| Acid Splash | Evocation | — |
| Chill Touch | Necromancy | — |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | — |
| Fire Bolt | Evocation | — |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation | Transmutation | — |
| Ray of Frost | Evocation | — |
| Shocking Grasp | Evocation | — |
| Sorcerous Burst | Evocation | — |
| True Strike | Divination | — |
LEVEL 1 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Burning Hands | Evocation | — |
| Charm Person | Enchantment | — |
| Chromatic Orb | Evocation | M |
| Color Spray | Illusion | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Disguise Self | Illusion | — |
| Expeditious Retreat | Transmutation | C |
| False Life | Necromancy | — |
| Feather Fall | Transmutation | — |
| Fog Cloud | Conjuration | C |
| Grease | Conjuration | — |
| Ice Knife | Conjuration | — |
| Jump | Transmutation | — |
| Mage Armor | Abjuration | — |
| Magic Missile | Evocation | — |
| Ray of Sickness | Necromancy | — |
| Shield | Abjuration | — |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Thunderwave | Evocation | — |
LEVEL 2 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Alter Self | Transmutation | C |
| Blindness/Deafness | Transmutation | — |
| Blur | Illusion | C |
| Darkness | Evocation | C |
| Darkvision | Transmutation | — |
| Detect Thoughts | Divination | C |
| Dragon's Breath | Transmutation | C |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Flame Blade | Evocation | C |
| Flaming Sphere | Evocation | C |
| Gust of Wind | Evocation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | — |
| Levitate | Transmutation | C |
| Magic Weapon | Transmutation | — |
| Mirror Image | Illusion | — |
| Misty Step | Conjuration | — |
| Scorching Ray | Evocation | — |
| See Invisibility | Divination | — |
| Shatter | Evocation | — |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
| Web | Conjuration | C |
LEVEL 3 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Blink | Transmutation | — |
| Clairvoyance | Divination | C, M |
| Counterspell | Abjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Fireball | Evocation | — |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Haste | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Lightning Bolt | Evocation | — |
| Major Image | Illusion | C |
| Protection from Energy | Abjuration | C |
| Sleet Storm | Conjuration | C |
| Slow | Transmutation | C |
| Stinking Cloud | Conjuration | C |
| Tongues | Divination | — |
| Vampiric Touch | Necromancy | C |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
LEVEL 4 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Banishment | Abjuration | C |
| Blight | Necromancy | — |
| Charm Monster | Enchantment | — |
| Confusion | Enchantment | C |
| Dimension Door | Conjuration | — |
| Dominate Beast | Enchantment | C |
| Fire Shield | Evocation | — |
| Greater Invisibility | Illusion | C |
| Ice Storm | Evocation | — |
| Polymorph | Transmutation | C |
| Stoneskin | Transmutation | C, M |
| Vitriolic Sphere | Evocation | — |
| Wall of Fire | Evocation | C |
LEVEL 5 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Animate Objects | Transmutation | C |
| Arcane Hand | Evocation | C |
| Cloudkill | Conjuration | C |
| Cone of Cold | Evocation | — |
| Creation | Illusion | — |
| Dominate Person | Enchantment | C |
| Hold Monster | Enchantment | C |
| Insect Plague | Conjuration | C |
| Seeming | Illusion | — |
| Telekinesis | Transmutation | C |
| Teleportation Circle | Conjuration | M |
| Wall of Stone | Evocation | C |
LEVEL 6 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Chain Lightning | Evocation | — |
| Circle of Death | Necromancy | M |
| Disintegrate | Transmutation | — |
| Eyebite | Necromancy | C |
| Flesh to Stone | Transmutation | C |
| Freezing Sphere | Evocation | — |
| Globe of Invulnerability | Abjuration | C |
| Mass Suggestion | Enchantment | — |
| Move Earth | Transmutation | C |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
LEVEL 7 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Delayed Blast Fireball | Evocation | C |
| Etherealness | Conjuration | — |
| Finger of Death | Necromancy | — |
| Fire Storm | Evocation | — |
| Plane Shift | Conjuration | M |
| Prismatic Spray | Evocation | — |
| Reverse Gravity | Transmutation | C |
| Teleport | Conjuration | — |
LEVEL 8 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Earthquake | Transmutation | C |
| Incendiary Cloud | Conjuration | C |
| Power Word Stun | Enchantment | — |
| Sunburst | Evocation | — |
LEVEL 9 SORCERER SPELLS
| Spell | School | Special |
|---|---|---|
| Gate | Conjuration | C, M |
| Meteor Swarm | Evocation | — |
| Power Word Kill | Enchantment | — |
| Time Stop | Transmutation | — |
| Wish | Conjuration | — |
The complete rules for these individual spells will be studied later in:
LESSONS 79–85
PART THIRTY — WHAT THE SORCERER SPELL LIST DOES
The Sorcerer Spell List supports several major magical roles.
DIRECT DAMAGE
Examples include:
FIRE BOLT
BURNING HANDS
MAGIC MISSILE
SCORCHING RAY
FIREBALL
LIGHTNING BOLT
CHAIN LIGHTNING
and eventually:
METEOR SWARM
BATTLEFIELD CONTROL
Examples include:
FOG CLOUD
GREASE
WEB
HYPNOTIC PATTERN
SLEET STORM
SLOW
WALL OF FIRE
and:
REVERSE GRAVITY
MOBILITY
Examples include:
JUMP
MISTY STEP
FLY
DIMENSION DOOR
PLANE SHIFT
and:
TELEPORT
DEFENSE
Examples include:
MAGE ARMOR
SHIELD
BLUR
MIRROR IMAGE
GREATER INVISIBILITY
and:
GLOBE OF INVULNERABILITY
TRANSFORMATION
Examples include:
ALTER SELF
ENLARGE/REDUCE
POLYMORPH
and:
GASEOUS FORM
SOCIAL AND MENTAL MAGIC
Examples include:
CHARM PERSON
SUGGESTION
FEAR
DOMINATE PERSON
MASS SUGGESTION
and:
DOMINATE MONSTER
REALITY-ALTERING MAGIC
At the highest levels, Sorcerers gain spells such as:
TIME STOP
GATE
and:
WISH
The Sorcerer therefore evolves from a powerful innate spellcaster into a character capable of wielding some of the most extraordinary magic in the game.
PART THIRTY-ONE — DRACONIC SORCERY
The Sorcerer subclass in the SRD is:
DRACONIC SORCERY
Its magic comes from:
THE GIFT OF A DRAGON
The exact origin is left open.
Perhaps:
A DRAGON GAVE ITS POWER TO YOU
Perhaps the magic entered your family generations ago.
Perhaps you absorbed power from:
A DRACONIC LOCATION
or:
A DRAGON'S TREASURE
Or perhaps:
A DRAGON IS AMONG YOUR ANCESTORS
The rule establishes the magical connection.
The story of how that connection happened can differ from character to character.
DRACONIC SORCERY PROGRESSION
| Sorcerer Level | Feature |
|---|---|
| 3 | Draconic Resilience |
| 3 | Draconic Spells |
| 6 | Elemental Affinity |
| 14 | Dragon Wings |
| 18 | Dragon Companion |
PART THIRTY-TWO — LEVEL 3: DRACONIC RESILIENCE
Your draconic magic begins physically altering your body.
Draconic Resilience provides:
MORE HIT POINTS
and:
DRACONIC ARMOR
HIT POINT INCREASE
When you gain this feature:
HIT POINT MAXIMUM +3
Whenever you gain another Sorcerer level afterward:
HIT POINT MAXIMUM +1
EXAMPLE
At level 3:
+3 HP
At level 4:
+1 MORE
At level 5:
+1 MORE
and so on.
This partially compensates for the Sorcerer's relatively small:
D6 HIT DIE
DRACONIC SCALES
Dragon-like scales cover parts of your body.
While you aren't wearing armor:
BASE AC = 10 + DEXTERITY MODIFIER + CHARISMA MODIFIER
EXAMPLE
Dexterity:
16
Modifier:
+3
Charisma:
18
Modifier:
+4
Draconic Resilience AC:
10 + 3 + 4 =
AC 17
without armor.
IMPORTANT
This is:
A BASE AC CALCULATION
If you have another way to calculate base AC, you choose which applicable calculation to use.
You don't combine several base AC formulas together.
PART THIRTY-THREE — LEVEL 3: DRACONIC SPELLS
Draconic Sorcery grants spells that become:
ALWAYS PREPARED
at specific Sorcerer levels.
DRACONIC SPELLS TABLE
| Sorcerer Level | Always-Prepared Spells |
|---|---|
| 3 | Alter Self, Chromatic Orb, Command, Dragon's Breath |
| 5 | Fear, Fly |
| 7 | Arcane Eye, Charm Monster |
| 9 | Legend Lore, Summon Dragon |
IMPORTANT
These spells:
DON'T COUNT
against your normal Prepared Spells total.
They otherwise count as:
SORCERER SPELLS FOR YOU
WHY THIS MATTERS
The subclass significantly expands the Sorcerer's available magic.
At level 3 alone, Draconic Sorcery adds:
FOUR ALWAYS-PREPARED SPELLS
without consuming your normal prepared-spell choices.
PART THIRTY-FOUR — LEVEL 6: ELEMENTAL AFFINITY
Your draconic magic becomes linked to:
ONE DAMAGE TYPE
Choose:
ACID
COLD
FIRE
LIGHTNING
or:
POISON
RESISTANCE
You gain:
RESISTANCE
to your chosen damage type.
EXAMPLE
Choose:
FIRE
If you would take:
30 FIRE DAMAGE
Resistance reduces it to:
15 FIRE DAMAGE
assuming no other rule changes the calculation.
SPELL DAMAGE BONUS
Whenever you cast a spell that deals your chosen damage type, you can add:
YOUR CHARISMA MODIFIER
to:
ONE DAMAGE ROLL
of that spell.
EXAMPLE
Chosen affinity:
LIGHTNING
Charisma modifier:
+4
You cast a spell dealing Lightning damage.
One of that spell's damage rolls gains:
+4 DAMAGE
IMPORTANT
Elemental Affinity doesn't add your Charisma modifier to:
EVERY DAMAGE ROLL
of the spell.
It adds it to:
ONE DAMAGE ROLL
TRANSMUTED SPELL INTERACTION
Transmuted Spell can change certain elemental damage types.
This creates an interesting tactical possibility.
If your Elemental Affinity is:
COLD
and you cast a qualifying spell that normally deals:
FIRE DAMAGE
Transmuted Spell can potentially change that damage to:
COLD
allowing it to match your Draconic Sorcery affinity.
This is a direct consequence of applying both features according to their rules.
PART THIRTY-FIVE — LEVEL 14: DRAGON WINGS
At level 14, you can manifest:
DRACONIC WINGS
Activate them as:
A BONUS ACTION
DURATION
The wings last:
1 HOUR
or until you dismiss them.
Dismissing them requires:
NO ACTION
FLY SPEED
While the wings exist, you gain:
FLY SPEED 60 FEET
This gives the Sorcerer exceptional aerial mobility without requiring the Fly spell to remain active.
NORMAL USE
After using Dragon Wings, you can't use the feature again until:
A LONG REST
RESTORING THE USE
You can restore your use by spending:
3 SORCERY POINTS
This requires:
NO ACTION
You can then activate the wings again later using the normal:
BONUS ACTION
PART THIRTY-SIX — LEVEL 18: DRAGON COMPANION
The final Draconic Sorcery feature dramatically strengthens:
SUMMON DRAGON
NO MATERIAL COMPONENT
You can cast Summon Dragon without:
ITS MATERIAL COMPONENT
FREE CASTING
You can cast Summon Dragon:
ONCE WITHOUT A SPELL SLOT
You regain this free casting after:
A LONG REST
REMOVING CONCENTRATION
Whenever you begin casting Summon Dragon, you can modify that casting so the spell:
DOESN'T REQUIRE CONCENTRATION
TRADE-OFF
If you remove Concentration in this way, the spell's duration becomes:
1 MINUTE
for that casting.
WHY THIS IS POWERFUL
Normally, Concentration limits what other Concentration spells you can maintain simultaneously.
Dragon Companion can allow your summoned dragon to exist without using:
YOUR CONCENTRATION
for that particular casting.
The price is the fixed:
1-MINUTE DURATION
PART THIRTY-SEVEN — HOW THE SORCERER PLAYS
The Sorcerer revolves around three interconnected systems:
SPELLS
SORCERY POINTS
and:
METAMAGIC
BEFORE CASTING
Ask:
WHAT SPELL DO I NEED?
Then ask:
SHOULD I MODIFY IT?
EXAMPLE — ENEMY FAR AWAY
Normal spell range:
60 FEET
Enemy distance:
100 FEET
Use:
DISTANT SPELL
New range:
120 FEET
EXAMPLE — ALLIES INSIDE THE AREA
You want to cast a Saving Throw spell affecting enemies and allies.
Use:
CAREFUL SPELL
to protect selected allies.
EXAMPLE — CRITICAL ENEMY SAVE
You need one important enemy to fail.
Use:
HEIGHTENED SPELL
to impose:
DISADVANTAGE
on its saves against the spell.
EXAMPLE — BAD DAMAGE ROLLS
Spell damage dice roll poorly.
Use:
EMPOWERED SPELL
to reroll selected dice.
EXAMPLE — WRONG DAMAGE TYPE
Enemy resists Fire.
Use:
TRANSMUTED SPELL
to change a qualifying Fire spell into another permitted damage type.
EXAMPLE — NEED YOUR ACTION
Use:
QUICKENED SPELL
to transform an Action spell into a:
BONUS ACTION
while obeying the spellcasting limitations for that turn.
PART THIRTY-EIGHT — MANAGING SORCERY POINTS
Sorcery Points are limited.
A Sorcerer constantly decides whether to spend them on:
METAMAGIC
SPELL SLOTS
INNATE SORCERY
or:
SUBCLASS FEATURES
EXAMPLE
Level 7 Sorcerer.
Sorcery Points:
7
Possible uses include:
-
2 SP for Heightened Spell
-
2 SP for Quickened Spell
-
3 SP to create a level 2 Spell Slot
-
2 SP to activate Innate Sorcery through Sorcery Incarnate if normal uses are gone
The Sorcerer therefore rewards:
RESOURCE MANAGEMENT
SPELL SLOTS CAN BECOME POINTS
If you need more Metamagic:
CONVERT A SPELL SLOT INTO SORCERY POINTS
POINTS CAN BECOME SPELL SLOTS
If you need additional spellcasting:
CREATE A SPELL SLOT
This flexibility is one of the defining differences between Sorcerer and other full spellcasters.
PART THIRTY-NINE — COMPLETE LEVEL-BY-LEVEL SUMMARY
LEVEL 1
Gain:
SPELLCASTING
INNATE SORCERY
Cantrips:
4
Prepared Spells:
2
Innate Sorcery:
2 USES PER LONG REST
LEVEL 2
Gain:
FONT OF MAGIC
Sorcery Points:
2
Gain:
METAMAGIC
Choose:
2 OPTIONS
LEVEL 3
Sorcery Points:
3
Prepared Spells:
6
Gain:
SORCERER SUBCLASS
Draconic Sorcery:
DRACONIC RESILIENCE
DRACONIC SPELLS
Gain:
LEVEL 2 SPELL SLOTS
LEVEL 4
Sorcery Points:
4
Cantrips:
5
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 5
PB:
+3
Sorcery Points:
5
Gain:
SORCEROUS RESTORATION
Gain:
LEVEL 3 SPELL SLOTS
LEVEL 6
Sorcery Points:
6
Draconic Sorcery:
ELEMENTAL AFFINITY
LEVEL 7
Sorcery Points:
7
Gain:
SORCERY INCARNATE
Gain:
LEVEL 4 SPELL SLOT
LEVEL 8
Sorcery Points:
8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
PB:
+4
Sorcery Points:
9
Gain:
LEVEL 5 SPELL SLOT
Draconic Sorcery gains its final group of:
DRACONIC SPELLS
LEVEL 10
Sorcery Points:
10
Cantrips:
6
Gain:
TWO MORE METAMAGIC OPTIONS
Total:
4
LEVEL 11
Sorcery Points:
11
Gain:
LEVEL 6 SPELL SLOT
LEVEL 12
Sorcery Points:
12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
PB:
+5
Sorcery Points:
13
Gain:
LEVEL 7 SPELL SLOT
LEVEL 14
Sorcery Points:
14
Draconic Sorcery:
DRAGON WINGS
LEVEL 15
Sorcery Points:
15
Gain:
LEVEL 8 SPELL SLOT
LEVEL 16
Sorcery Points:
16
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
PB:
+6
Sorcery Points:
17
Gain:
TWO MORE METAMAGIC OPTIONS
Total:
6
Gain:
LEVEL 9 SPELL SLOT
LEVEL 18
Sorcery Points:
18
Draconic Sorcery:
DRAGON COMPANION
LEVEL 19
Sorcery Points:
19
Gain:
EPIC BOON
Recommended:
BOON OF DIMENSIONAL TRAVEL
LEVEL 20
Sorcery Points:
20
Gain:
ARCANE APOTHEOSIS
One Metamagic option per turn while Innate Sorcery is active can cost:
ZERO SORCERY POINTS
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING SORCERERS USE INTELLIGENCE FOR SPELLCASTING
Sorcerers use:
CHARISMA
MISTAKE 2 — THINKING SORCERERS HAVE ARMOR TRAINING
The core Class provides:
NO ARMOR TRAINING
MISTAKE 3 — FORGETTING INNATE SORCERY USES A BONUS ACTION
Activation:
BONUS ACTION
Duration:
1 MINUTE
MISTAKE 4 — THINKING INNATE SORCERY ADDS +1 TO SPELL ATTACK ROLLS
It doesn't add +1 to those rolls.
Instead:
SORCERER SPELL SAVE DC +1
and:
ADVANTAGE ON SORCERER SPELL ATTACK ROLLS
MISTAKE 5 — THINKING INNATE SORCERY IS UNLIMITED
At level 1:
TWO USES
per Long Rest.
Sorcery Incarnate later provides another way to activate it when those uses are gone.
MISTAKE 6 — THINKING SORCERY POINTS RETURN ON EVERY SHORT REST
Normally:
LONG REST
Sorcerous Restoration later allows limited Short Rest recovery:
ONCE PER LONG REST
MISTAKE 7 — EXCEEDING YOUR SORCERY POINT MAXIMUM
You can't normally have more Sorcery Points than:
THE NUMBER SHOWN FOR YOUR LEVEL
MISTAKE 8 — THINKING SPELL-SLOT CONVERSION IS ONE-FOR-ONE BOTH WAYS
Destroying a level 3 Spell Slot gives:
3 SORCERY POINTS
Creating a level 3 Spell Slot costs:
5 SORCERY POINTS
MISTAKE 9 — TRYING TO CREATE A LEVEL 6+ SPELL SLOT WITH FONT OF MAGIC
The highest Spell Slot Font of Magic can create is:
LEVEL 5
MISTAKE 10 — THINKING METAMAGIC IS FREE
Most Metamagic options cost:
SORCERY POINTS
Arcane Apotheosis eventually provides a specific exception.
MISTAKE 11 — USING MULTIPLE METAMAGIC OPTIONS ON EVERY SPELL AT LEVEL 2
Normally:
ONE OPTION PER SPELL
Specific Metamagic options can create exceptions.
Sorcery Incarnate later allows up to:
TWO
while Innate Sorcery is active.
MISTAKE 12 — FORGETTING EMPOWERED SPELL'S NEW ROLLS ARE MANDATORY
After rerolling:
USE THE NEW RESULTS
even if they are worse.
MISTAKE 13 — THINKING HEIGHTENED SPELL AFFECTS EVERY TARGET
It gives:
ONE TARGET
Disadvantage on saves against the spell.
MISTAKE 14 — THINKING QUICKENED SPELL LETS YOU CAST TWO LEVEL 1+ SPELLS ON THE SAME TURN
The feature contains an explicit restriction preventing that use.
MISTAKE 15 — THINKING SUBTLE SPELL ALWAYS REMOVES EVERY MATERIAL COMPONENT
Components that:
ARE CONSUMED
or:
HAVE A SPECIFIED COST
remain required.
MISTAKE 16 — THINKING TRANSMUTED SPELL CAN CREATE ANY DAMAGE TYPE
It is limited to:
ACID
COLD
FIRE
LIGHTNING
POISON
THUNDER
MISTAKE 17 — THINKING TWINNED SPELL DUPLICATES ANY SINGLE-TARGET SPELL
It works with spells whose higher-level casting already allows:
ADDITIONAL TARGETS
in the way specified by the feature.
MISTAKE 18 — THINKING SORCEROUS RESTORATION CAN BE USED AFTER EVERY SHORT REST
Once used:
LONG REST REQUIRED
before using it again.
MISTAKE 19 — THINKING SORCERY INCARNATE MAKES METAMAGIC FREE
It doesn't.
It allows:
UP TO TWO METAMAGIC OPTIONS
on a spell while Innate Sorcery is active.
Their costs still apply.
MISTAKE 20 — THINKING ARCANE APOTHEOSIS MAKES ALL METAMAGIC FREE
It provides:
ONE FREE METAMAGIC OPTION
on each of your turns while Innate Sorcery is active.
MISTAKE 21 — CHANGING A PREPARED SORCERER SPELL AFTER EVERY LONG REST
The base Sorcerer rule allows replacement when:
YOU GAIN A SORCERER LEVEL
MISTAKE 22 — THINKING DRACONIC RESILIENCE AC USES CONSTITUTION
Its base AC is:
10 + DEXTERITY MODIFIER + CHARISMA MODIFIER
MISTAKE 23 — ADDING DRACONIC RESILIENCE AC TO ANOTHER BASE AC FORMULA
You use:
ONE BASE AC CALCULATION
not several added together.
MISTAKE 24 — COUNTING DRACONIC SPELLS AGAINST THE NORMAL PREPARED SPELL LIMIT
They are:
ALWAYS PREPARED
and don't count against the normal total.
MISTAKE 25 — THINKING ELEMENTAL AFFINITY INCLUDES THUNDER
The subclass choices are:
ACID
COLD
FIRE
LIGHTNING
or:
POISON
Thunder is available to Transmuted Spell but isn't one of the Elemental Affinity choices.
MISTAKE 26 — ADDING ELEMENTAL AFFINITY'S CHARISMA BONUS TO EVERY DAMAGE ROLL
It applies to:
ONE DAMAGE ROLL
of the qualifying spell.
MISTAKE 27 — THINKING DRAGON WINGS ARE PERMANENT
Each activation lasts:
1 HOUR
MISTAKE 28 — THINKING DRAGON WINGS CAN ONLY BE USED ONCE PER DAY
After the normal use, you can restore it by spending:
3 SORCERY POINTS
MISTAKE 29 — THINKING DRAGON COMPANION MAKES EVERY SUMMON DRAGON CAST FREE
You gain:
ONE FREE CAST
per Long Rest.
You can still cast the spell using Spell Slots normally.
MISTAKE 30 — THINKING DRAGON COMPANION ALWAYS REMOVES CONCENTRATION
Removing Concentration is:
OPTIONAL
If you choose that modification, the spell's duration becomes:
1 MINUTE
LESSON 48 — KEY TAKEAWAYS
The Sorcerer is built around:
CHARISMA
INNATE MAGIC
SPELLCASTING
SORCERY POINTS
and:
METAMAGIC
HIT DIE
D6
SAVING THROW PROFICIENCIES
CONSTITUTION
and:
CHARISMA
SPELLCASTING
Uses:
CHARISMA
Begins with:
FOUR CANTRIPS
and:
TWO PREPARED LEVEL 1 SPELLS
Eventually reaches:
LEVEL 9 SPELLS
INNATE SORCERY
Bonus Action.
Duration:
1 MINUTE
Provides:
+1 SORCERER SPELL SAVE DC
and:
ADVANTAGE ON SORCERER SPELL ATTACK ROLLS
FONT OF MAGIC
Creates:
SORCERY POINTS
and allows conversion between:
SPELL SLOTS
and:
SORCERY POINTS
METAMAGIC
Allows the Sorcerer to reshape spells.
The SRD options are:
CAREFUL SPELL
DISTANT SPELL
EMPOWERED SPELL
EXTENDED SPELL
HEIGHTENED SPELL
QUICKENED SPELL
SEEKING SPELL
SUBTLE SPELL
TRANSMUTED SPELL
and:
TWINNED SPELL
SORCEROUS RESTORATION
Restores some Sorcery Points after:
A SHORT REST
once between Long Rests.
SORCERY INCARNATE
Allows Innate Sorcery to be activated with:
2 SORCERY POINTS
when normal uses are gone.
While active:
UP TO TWO METAMAGIC OPTIONS PER SPELL
ARCANE APOTHEOSIS
While Innate Sorcery is active:
ONE METAMAGIC OPTION PER TURN CAN BE FREE
DRACONIC SORCERY
Transforms innate magic into:
DRACONIC POWER
DRACONIC RESILIENCE
Provides:
EXTRA HIT POINTS
and:
AC = 10 + DEXTERITY + CHARISMA
while unarmored.
DRACONIC SPELLS
Always-prepared magic including:
ALTER SELF
CHROMATIC ORB
COMMAND
DRAGON'S BREATH
FEAR
FLY
ARCANE EYE
CHARM MONSTER
LEGEND LORE
and:
SUMMON DRAGON
ELEMENTAL AFFINITY
Choose:
ACID
COLD
FIRE
LIGHTNING
or:
POISON
Gain:
RESISTANCE
and additional damage with qualifying spells.
DRAGON WINGS
Bonus Action.
Duration:
1 HOUR
Fly Speed:
60 FEET
DRAGON COMPANION
Improves:
SUMMON DRAGON
with:
NO MATERIAL COMPONENT
ONE FREE CAST PER LONG REST
and the option to:
REMOVE CONCENTRATION
in exchange for a:
1-MINUTE DURATION
THE CENTRAL SORCERER IDEA
Other spellcasters learn how to wield magic.
The Sorcerer has magic:
INSIDE THEM
That distinction is represented mechanically by:
INNATE SORCERY
SORCERY POINTS
and especially:
METAMAGIC
The Sorcerer's question isn't merely:
WHAT SPELL SHOULD I CAST?
It is also:
HOW SHOULD I CAST IT?
Should it reach farther?
DISTANT SPELL
Should an ally escape the worst of it?
CAREFUL SPELL
Does one enemy absolutely need to fail?
HEIGHTENED SPELL
Did the damage dice disappoint you?
EMPOWERED SPELL
Do you need to cast it faster?
QUICKENED SPELL
Do you need to hide the act of casting?
SUBTLE SPELL
Is the enemy resistant to the spell's damage?
TRANSMUTED SPELL
That ability to alter magic in the moment is the defining identity of:
THE SORCERER
And Draconic Sorcery adds a second transformation.
The Sorcerer gradually becomes increasingly:
DRAGON-LIKE
through:
SCALES
ELEMENTAL AFFINITY
WINGS
and eventually:
A DRAGON COMPANION
NEXT LESSON
LESSON 49 — WARLOCK, ELDRITCH INVOCATION OPTIONS, THE WARLOCK SPELL LIST, AND THE FIEND PATRON
The Sorcerer's magic comes from:
WITHIN
The Warlock's power follows a different path.
A Warlock gains extraordinary magical abilities through contact with:
OTHERWORLDLY POWERS
and develops a highly customizable set of abilities called:
ELDRITCH INVOCATIONS
Lesson 49 will cover the complete SRD Warlock, including:
ELDRITCH INVOCATIONS
PACT MAGIC
MAGICAL CUNNING
WARLOCK SUBCLASS
CONTACT PATRON
MYSTIC ARCANUM
ELDRITCH MASTER
every:
ELDRITCH INVOCATION OPTION
the complete:
WARLOCK SPELL LIST
and the SRD subclass:
FIEND PATRON
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.