Recommended Backgrounds#
Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer
Recommended Abilities#
- STR: 10
- DEX: 13
- CON: 14
- INT: 8
- WIS: 12
- CHA: 15
Core Traits#
- Primary Ability: Charisma
- Hit Point Die: D6 per Sorcerer level
- Hit Points at Level 1: 6 + Con. modifier
- Saving Throw Proficiencies: Constitution, Charisma
- Skill Proficiencies: Choose any 2 of Arcana, Deception, Insight, Intimidation, Persuasion, or Religion.
- Weapon Proficiencies: Simple weapons
- Starting Equipment: Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP;
Sorcerers gain all of the following features:
Innate Sorcery#
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 10 rounds, 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.
Spellcasting#
Drawing from your innate magic, you can cast spells. The information below details how you use those rules with Sorcerer spells.
Cantrips. You know four Sorcerer cantrips: Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
Spell Slots. You have two level 1 spell slots. You regain all expended slots when you finish a Long Rest.
Prepared Spells. Each day, you prepare two level 1 spells. Today, you prepared Burning Hands and Detect Magic. The number of spells on your list increases as you gain Sorcerer levels.
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.