Sorcerer
Hit Dice: 6
Proficiency Choices:
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
-
Arcana- Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
-
Deception- Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast- talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
-
Insight- Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
-
Intimidation- When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
-
Persuasion- When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
-
Religion- Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Proficiencies
- - Daggers
- - Darts
- - Slings
- - Quarterstaffs
- - Crossbows, light
- - Saving Throw: CON
- - Saving Throw: CHA
Saving Throws
- - CON
- - CHA
Starting Equipment
- - Dagger
Starting Equipment Options
- - (a) a light crossbow and 20 bolts or (b) any simple weapon
- - (a) a component pouch or (b) an arcane focus
- - (a) a dungeoneer’s pack or (b) an explorer’s pack
Multiclass Prerequsites
- - Minimum CHA score: 13
Subclasses
- - Draconic
Spellcasting
-
Cantrips
- - 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.
-
Spell Slots
- - The 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.
- - For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
-
Spells Known of 1st Level and Higher
- - 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.
-
Spellcasting Ability
- - 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.
-
Spellcasting Focus
- - You can use an arcane focus as a spellcasting focus for your sorcerer spells.