The Sorcerer holds an interesting niche in 5e - a specialist with the ability to modify spells on the fly. However, most of the time it feels like a poor man's Wizard. These revisions aim to give the Sorcerer a unique feeling and double down on the flexibility of casting.
Broadly these changes include:
Mana - the Sorcerer now uses a single pool of 'mana' to manage spell-slots and sorcerery points, allowing much greater flexibility in casting.
Modified from the Alternate Sorcerer
by LaserLlama
Level | Prof. Bonus |
Features | Cantrips Known |
Spells Known |
Mana Pool |
Maximum Spell Level |
Manifestations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Font of Magic, Sorcerous Origin | 4 | 2 | 4 | 1st | - |
2nd | +2 | Arcane Manifestations | 4 | 3 | 6 | 1st | 2 |
3rd | +2 | Sorcerous Restoration | 4 | 4 | 12 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 5 | 5 | 14 | 2nd | 2 |
5th | +3 | Empowered Soul | 5 | 6 | 22 | 3rd | 2 |
6th | +3 | Sorcerous Origin Feature | 5 | 7 | 26 | 3rd | 3 |
7th | +3 | - | 5 | 8 | 30 | 4th | 3 |
8th | +3 | Ability Score Improvement | 5 | 9 | 34 | 4th | 3 |
9th | +4 | - | 5 | 10 | 38 | 5th | 3 |
10th | +4 | - | 6 | 11 | 38 | 5th | 4 |
11th | +4 | Sorcerous Essence (6th level) | 6 | 12 | 40 | 5th | 4 |
12th | +4 | Ability Score Improvement | 6 | 12 | 40 | 5th | 4 |
13th | +5 | Sorcerous Essence (7th level) | 6 | 13 | 42 | 5th | 4 |
14th | +5 | Sorcerous Origin Feature | 6 | 13 | 42 | 5th | 5 |
15th | +5 | Sorcerous Essence (8th level) | 6 | 14 | 44 | 5th | 5 |
16th | +5 | Ability Score Improvement | 6 | 14 | 44 | 5th | 5 |
17th | +6 | Sorcerous Essence (9th level) | 6 | 15 | 46 | 5th | 6 |
18th | +6 | Sorcerous Origin Feature | 6 | 15 | 48 | 5th | 6 |
19th | +6 | Ability Score Improvement | 6 | 15 | 50 | 5th | 6 |
20th | +6 | Arcane Mastery | 6 | 15 | 52 | 5th | 6 |
As a sorcerer, you gain the following class features.
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Whatever its origin, this font of magic, or Mana, fuels your spells.
At 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.
The Sorcerer table shows how much Mana you have to cast your Spells of 1st Level and higher. To cast one of these Sorcerer Spells, you must expend the amount of Mana indicated in the table below. You regain all expended Mana when you finish a Long Rest.
For example, as a 3rd level sorcerer, you can cast the spell burning hands at 2nd-level by spending 3 Mana.
Mana is a combination of Sorcery Points and Spell Slots. When converting existing subclasses etc, Sorcery Point costs are directly converted to Mana on a one-to-one basis
Spell Slot Level | Mana Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Your sorcerer level limits the potency of spells that you can cast. This is reflected in the Spell Limit column of the Sorcerer table. For example, as a 5th-level sorcerer, you are limited to casting spells of 3rd-level or lower.
You know two 1st-level spells of your choice from the sorcerer spell list.
The 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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, 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.
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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.
Spell Save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Your spellcasting stems from the raw magic of your blood and soul, rather than studies or rites. Your body itself acts as spellcasting focus for your Sorcerer spells. You can use a free hand to satisfy the material and somatic components of a spell as long as those components do not have a gold cost.
When you finish a long rest, you can choose one sorcerer spell you know and replace it with another sorcerer spell of a level equal to, or lower then, your Spell Limit.
Choose 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.
Starting at 2nd level, your innate spark of magic allows you to produce wondrous magical effects. You learn two manifestations of your choice from the list at the end of this class description. You gain additional manifestations of your choice at higher levels, as shown in the Manifestations Known column of the Sorcerer table.
When you cast a spell, you can only apply one of your manifestation abilities to it, unless otherwise noted.
When you gain a level in this class, you can choose one of the manifestations you know and replace it with another of your choice that you meet the prerequisites for.
Click here to view Manifestation options
At 3rd level, your innate connection to magic allows you to regain some of your arcane energy when resting. When you finish a short rest, you can choose to regain an amount of expended Mana equal to half your maximum pool. For example, a 3rd-level Sorcerer, can recover up to 6 expended Mana.
Once you use this feature you must finish a long rest before you can use it again. Starting at 9th level, you can use it twice before a long rest, but only once on the same short rest.
When 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.
At 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 mana to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
A Sorcerer's magic is produced through sheer force of will, and casting spells at higher level causes intense strain on your body. At level 11, you've learned to concentrate your essence and gain the ability to cast one spell at 6th-level without expending any mana. Once you do so, you must complete a long rest before you can cast a spell at 6th level again.
At higher levels, your essence strengthens, allowing your to cast even greater spells without expending mana. You gain the ability to cast one 7th- level spell per long rest at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level.
When you cast your Sorcerous Essence spells, you can apply an arcane manifestation that you know to the spell as long as the spell is eligible.
At 20th level, you are a manifestation of pure arcane power with virtually limitless potential. Arcane magic itself bends to your whims, and you can fundamentally alter spells and other magical effects at will. Upon reaching 20th-level in this class, the mana costs of your manifestation abilities are all reduced by 1 (to a minimum of 1).
In addition, you can apply an unlimited number of your manifestation abilities to your spells, provided you have the required mana to do so, and the spell meets the requirements for the manifestations you wish to apply.
If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here's what you need to know if you choose sorcerer as one of your classes.
You must have at least a Charisma score of 13 to take a level in this class.
If you have the Spellcasting class feature from another class, you can use the Mana you gain from your Font of Magic to cast spells you know, or have prepared, from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast Sorcerer spells you know.
If you gain spell slots from another class, you can use your Mana to gain additional spell slots, or sacrifice spell slots to gain additional Mana.
As a bonus action on your turn, you can transform unexpended mana into spell slots or expend spell slots to gain Mana. Use the 'Mana Cost' table in the Sorcerer Spellcasting section to determine the transformation rate.
Any spell slots or mana you create with this feature vanishes when you finish a long rest.