{"name":"Sorcerer","overview":"","hitdice":"d6","hitpointsfirstlevel":"6 + Constitution modifier","hitpointsathigherlevels":"1d6 (or 4) + your Constitution modifier per sorcerer level after 1st","armorproficiencies":"None","weaponproficiences":"Daggers, darts, slings, quarterstaffs, light crossbows","tools":"None","savingthrows":"Constitution, Charisma","skills":"Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion","spellcasting":"[h2]Cantrips[\/h2]\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n[h2]Spell Slots[\/h2]\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\n[h2]Spells Known of 1st Level and Higher[\/h2]\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nCharisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + Charisma modifier.\r\n\r\n[b]Spell attack modifier[\/b] = Your proficiency bonus + Charisma modifier.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.","equipment":"[ul][li](a) A light crossbow and 20 bolts, or, (b) any simple weapon[\/li][\/ul]\r\n[ul][li](a) A component pouch, or, (b) an arcane focus[\/li][\/ul]\r\n[ul][li](a) A dungeoneer's pack, or, (b) an explorer's pack[\/li][\/ul]\r\n[ul][li]Two daggers[\/li][\/ul]\r\n\r\nAlternatively, you can ignore the equipment from your class and background and start with 3d4 x 10 gp.","features":"[h2]Sorcerous Origin[\/h2]\r\nChoose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.\r\n\r\n[ul][li]Necromancy[\/li][\/ul]\r\n\r\n[h]Font of Magic[\/h]\r\nAt 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.\r\n\r\n[h2]Sorcery Points[\/h2]\r\nYou have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n[h2]Flexible Casting[\/h2]\r\nYou can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n[b]Creating Spell Slots:[\/b] You can transform unexpended sorcery points into one spell slot as a  bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nSlot Level    Cost\r\n\r\n1st                  2\r\n\r\n2nd                3\r\n\r\n3rd                 5\r\n\r\n4th                 6\r\n\r\n5th                  7\r\n\r\n\r\n[b]Converting a Spell Slot to Sorcery Points:[\/b] As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.\r\n\r\n[h]Metamagic[\/h]\r\nAt 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n[h2]Careful Spell[\/h2]\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n[h2]Distant Spell[\/h2]\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n[h2]Empowered Spell[\/h2]\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n[h2]Extended Spell[\/h2]\r\nWhen you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n[h2]Heightened Spell[\/h2]\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n[h2]Quickened Spell[\/h2]\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n[h2]Subtle Spell[\/h2]\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n[h2]Twinned Spell[\/h2]\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.\r\n\r\n[h]Ability Score Improvement[\/h]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\n[h]Sorcerous Restoration[\/h]\r\nAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest.","subclasses":"[h]Necromancy[\/h]\r\n\r\n[h2]Necromantic Sorcery[\/h2]\r\n\r\nWhen your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select a Necromancy spell from the Wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.\r\n\r\n[h2]Grim Harvest[\/h2]\r\nAt 1st level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.\r\n\r\n[h2]Undead Thralls[\/h2]\r\nAt 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.\r\n\r\nWhenever you create an undead using a necromancy spell, it has additional benefits:\r\n[ul][li]The creature's hit point maximum is increased by an amount equal to your wizard level.[\/li][\/ul]\r\n[ul][li]The creature adds your proficiency bonus to its weapon damage rolls.[\/li][\/ul]\r\n\r\n[h2]Command Undead[\/h2]\r\nStarting at 14th level, as an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.\r\n\r\nIf the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.\r\n\r\n[h2]Grim Reaper[\/h2]\r\nStarting at 18th level, when you casts a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.","tabledata":"","tags":"","isShared":"1","templateId":"25","blockId":"16212"}