Skills. Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion.
Starting equipment. Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP
SRD 5.2.1, p.64 · CC BY 4.0
Sorcerer level table (D&D 2024)
Level
Proficiency bonus
What you gain
1
+2
CON & CHA saves; choose 2 skills. Spellcasting (4 cantrips + 2 1st-level) + Innate Sorcery. Sorcerer Subclass chosen at L3.
2
+2
Font of Magic (Sorcery Points = level). Metamagic (choose 2).
3
+2
Subclass: Draconic Sorcery (SRD 5.2).
4
+2
ASI: distribute +2 across abilities (or take a Feat).
5
+3
Sorcerous Restoration (on a Short Rest, regain expended Sorcery Points up to half your Sorcerer level, rounded down; once per Long Rest).
6
+3
Draconic: Elemental Affinity (choose Acid, Cold, Fire, Lightning or Poison: gain Resistance to it, and add CHA to one damage roll of your spells of that type)
7
+3
Sorcery Incarnate.
8
+3
ASI: distribute +2 across abilities (or take a Feat).
9
+4
-
10
+4
+2 Metamagic options (4 total).
11
+4
-
12
+4
ASI: distribute +2 across abilities (or take a Feat).
13
+5
-
14
+5
Draconic: Dragon Wings (Bonus Action: Fly Speed 60 ft for 1 hour; once per Long Rest, or spend 3 Sorcery Points to restore it)
15
+5
-
16
+5
ASI: distribute +2 across abilities (or take a Feat).
17
+6
+2 Metamagic options (6 total).
18
+6
Draconic: Dragon Companion (cast Summon Dragon free once per Long Rest, optionally without Concentration for 1 min)
19
+6
Epic Boon (gain an Epic Boon feat or another feat you qualify for).
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.
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.
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.
Sorcerous RestorationLevel 5
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.
Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
RollQuest ships the D&D 2024 SRD as a content pack, on a 5e character sheet that does the maths - roll from the sheet and let the numbers work themselves out. Free to start.