Sorcerer
Level 1: Spellcasting
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Drawing from your innate magic, you can cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
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An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that 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.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2: Font of Magic
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You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9
Level 2: Metamagic
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Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class's description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Distant Spell
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Cost: 1 Sorcery Point
When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.
Quickened Spell
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Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Level 2: Uncanny Metabolism
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 5: Sorcerous Restoration
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When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest.
Apocolypse Sorcerer
Level 3: Apocalyptic Spells
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When you reach a sorcerer level specified in the Apocalyptic Spells table, you thereafter always have the listed spells prepared.
Apocalyptic Spells
Sorcerer Level Spells
3 Augury, Comprehend Languages, Hellish Rebuke, Ray of Enfeeblement
5 Bestow Curse, Revivify
7 Banishment, Divination
9 Contagion, Insect Plague
Level 3: Unhinged Asservations
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You are obsessed with documenting your visions. You gain proficiency with Calligrapher's Supplies and you can create Spell Scrolls in half the time and at half the cost in GP.
In addition, when you create a Spell Scroll, you can ensorcell it. When you ensorcell a Spell Scroll, you must expend a spell slot equal to or greater than the spell's level and you can spend Sorcery Points to apply one of your Metamagic options. Any creature that knows at least one language can use your ensorcelled Spell Scroll, which casts the spell with the benefit of the Metamagic option you chose. The Spell Scroll remains ensorcelled until it is used or you finish a Long Rest.
Level 6: Bear Witness
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You have prepared your entire life for the end of the world. While your Innate Sorcery feature is active, you gain the following benefits.
Apocalyptic Inurement. You have Resistance to Force damage.
Recite Scripture. Once per active Innate Sorcery, as a Bonus Action you can use a Spell Scroll that has a spell with a casting time of Action.
Unflappable. You are Immune to the Frightened condition.
Level 6: Arcane Apocrypha
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Your obsessive reflections on the end of existence inspire your writing. Whenever you finish a Long Rest, you can create one Spell Scroll at no cost. It must be a spell of level 5 or lower that you can cast. This Spell Scroll disintegrates when you finish a Long Rest.
Way of the Beginnings MonkWay of the Beginnings Monk
Detected language : English
Features & Traits