Sorcerer
Class List
Quick Start
- 16 STR, 13 DEX, 16 CON, 8 INT, 10 WIS, 12 CHA. Races: Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.
- 15 HP, +10 HP per level. Armor: No armor, 14 ACNo armor, 14 AC. Extra Init: +1 Initiative. Saves: +5 STR, +5 CON+5 STR, +5 CON
- Equipment: Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).
- Skills: +2 Survival, +3 Intimidation+2 Survival, +3 Intimidation.
- Background: Sailor with +5 Athletics, +2 PerceptionSailor with +5 Athletics, +2 Perception.
Level | Proficiency Bonus | Features | Rages | Rage Damage | 1st | 2nd | 3rd | 4th | 5th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 | 2 | ||||||||||||||
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 | 2 | 3 | |||||||||||||
3rd | +2 | Primal Path | 3 | +2 | 3 | 4 | 2 | ||||||||||||
4th | +2 | Ability Score Improvement | 3 | +2 | 3 | 4 | 3 | ||||||||||||
5th | +3 | Extra Attack, Fast Movement | 3 | +2 | 4 | 2 | 4 | 3 | 2 | ||||||||||
6th | +3 | Path Feature | 4 | +2 | 4 | 2 | 4 | 3 | 3 | ||||||||||
7th | +3 | Feral Instinct | 4 | +2 | 4 | 3 | 4 | 3 | 3 | 1 | |||||||||
8th | +3 | Ability Score Improvement | 4 | +2 | 4 | 3 | 4 | 3 | 3 | 2 | |||||||||
9th | +4 | Brutal Critical | 4 | +3 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 1 | |||||||
10th | +4 | Path Feature | 4 | +3 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | |||||||
11th | +4 | Relentless Rage | 4 | +3 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
12th | +4 | Ability Score Improvement | 5 | +3 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
13th | +5 | Brutal Critical (2 dice) | 5 | +3 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
14th | +5 | Path Feature | 5 | +3 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
15th | +5 | Persistent Rage | 5 | +3 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | Ability Score Improvement | 5 | +4 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
17th | +6 | Brutal Critical (3 dice) | 6 | +4 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Indomitable Might | 6 | +4 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 6 | +4 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Primal Champion | Unlimited | +4 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Sorcerer
, you gain the following class features.
Hit Points
Hit Dice: 1d12 per Sorcerer
level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Sorcerer
level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greataxe or (b) any martial melee weapon |
(a) two handaxes or (b) any simple weapon |
An explorer’s pack and four javelins |
1st
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
[list][*]You have advantage on Strength checks and Strength saving throws.
[*]When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
[*]You have resistance to bludgeoning, piercing, and slashing damage.
[/list]
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
[title]Unarmored Defense[/title]
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
2nd
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
[title]Danger Sense[/title]
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
3rd
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
- Ancestral Guardian (XGE pg 9) [Tank]
- Battlerager (SCAG pg 121) [Tank/DPS]
- [#primal-beast]Beast[/#] (UA) [Utility]
- [#primal-berserker]Berserker[/#] (PHB pg 49) [DPS]
- Storm Herald (XGE pg 10) [Utility]
- Totem Warrior (PHB pg 50) [Tank or DPS]
- [#primal-wild]Wild Soul[/#] (UA) [Magic]
- Zealot (XGE pg 11) [Tank]
At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
[list][*]Ancestral Guardian (XGE pg 9) [Tank]
[*]Battlerager (SCAG pg 121) [Tank/DPS]
[*][#primal-beast]Beast[/#] (UA) [Utility]
[*][#primal-berserker]Berserker[/#] (PHB pg 49) [DPS]
[*]Storm Herald (XGE pg 10) [Utility]
[*]Totem Warrior (PHB pg 50) [Tank or DPS]
[*][#primal-wild]Wild Soul[/#] (UA) [Magic]
[*]Zealot (XGE pg 11) [Tank]
[/list]
4th
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
5th
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
[title]Fast Movement[/title]
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
6th
Path Feature
[#Primal Path]Path Feature[/#]7th
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
8th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]9th
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
10th
Path Feature
[#Primal Path]Path Feature[/#]11th
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
12th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]13th
Brutal Critical (2 dice)
[#Brutal Critical]Brutal Critical (2 dice)[/#]14th
Path Feature
[#Primal Path]Path Feature[/#]15th
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
16th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]17th
Brutal Critical (3 dice)
[#Brutal Critical]Brutal Critical (3 dice)[/#]18th
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
19th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]20th
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Class Paths
Save & Load
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