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.