{"name":"Sorcerer (2024 Edition)","overview":"Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can\u2019t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby\u2019s birth or the strike of lightning from a clear sky might spark a Sorcerer\u2019s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.\r\n\r\nSorcerer DnD 2024 Sorcerers don\u2019t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.\r\n\r\nSorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn\u2019t like to stay quiet. A Sorcerer\u2019s magic wants to be wielded.","hit_dice":"1d6","hit_points_at_1st_level":"1d6 ","hit_points_at_higher_levels":"1d6","armor_proficiencies":"None","weapon_proficiencies":"Simple Weapons","tools":"None","saving_throws":"Constitution and Charisma","skills":"Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion","starting_equipment":"Choose A or B: \r\n[ul][li][b](A)[\/b] Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer\u2019s Pack, and 28 GP;[\/li]\r\n[li]or[\/li]\r\n[li][b](B)[\/b] 50 GP[\/li][\/ul]","spellcasting":"Drawing from your innate magic, you can cast spells. See the Player\u2019s Handbook for rules on spellcasting. The information below details how you use those rules with Sorcerer spells.\r\n\r\n[b]Cantrips.[\/b] You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.\r\n\r\nWhen you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.\r\n\r\n[b]Spell Slots.[\/b] The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\r\n\r\n[b]Prepared Spells of Level 1+.[\/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.\r\n\r\nThe number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you\u2019re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.\r\n\r\nIf another Sorcerer feature gives spells that you always have prepared, those spells don\u2019t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Sorcerer spells for you.\r\n\r\nChanging Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.\r\n\r\n[b]Spellcasting Ability.[\/b] Charisma is your spellcasting ability for your Sorcerer spells.\r\n\r\n[b]Spellcasting Focus.[\/b] You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells","class_features":"[h3][b]Level 1: Innate Sorcery[\/b][\/h3]\r\nAn event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:\r\n\r\n[ul][li]The spell save DC of your Sorcerer spells increases by 1.[\/li]\r\n[li]You have Advantage on the attack rolls of Sorcerer spells you cast.[\/li][\/ul]\r\nYou can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.\r\n\r\n[h3][b]Level 2: Font of Magic[\/b][\/h3]\r\nYou 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.\r\n\r\nYou 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\u2019t 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.\r\n\r\nYou can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.\r\n\r\n[b]Converting Spell Slots to Sorcery Points.[\/b] You can expend a spell slot to gain a number of Sorcery Points equal to the slot\u2019s level (no action required).\r\n\r\n[b]Creating Spell Slots.[\/b] 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 in level than 5.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a Long Rest.\r\n\r\nCreating Spell Slots\r\n\r\n[block:1496020]\r\n\r\n[h3][b]Level 2: Metamagic[\/b][\/h3]\r\nBecause your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the \u201cMetamagic Options\u201d later in this class\u2019s 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.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.\r\n\r\nWhenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don\u2019t know. You gain two more when at Sorcerer level 10 and two more at Sorcerer level 17.\r\n\r\n[spoiler]\r\n[h2][b]Metamagic Options[\/b][\/h2]\r\nThe following options are available to your Metamagic features. The options are presented in alphabetical order.\r\n\r\n[h3][b]Careful Spell[\/b][\/h3]\r\n[b]Cost: [\/b]1 Sorcery Point\r\n\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\u2019s full force. To do so, 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, and it takes no damage if it would normally take half damage on a successful save.\r\n\r\n[h3][b]Distant Spell[\/b][\/h3]\r\n[b]Cost:[\/b] 1 Sorcery Point\r\n\r\nWhen you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell\u2019s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell\u2019s range 30 feet.\r\n\r\n[h3][b]Empowered Spell[\/b][\/h3]\r\n[b]Cost:[\/b] 1 Sorcery Point\r\n\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), and you must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you\u2019ve already used a different Metamagic option during the casting of the spell.\r\n\r\n[h3][b]Extended Spell[\/b][\/h3]\r\n[b]Cost:[\/b] 1 Sorcery Point\r\n\r\nWhen you cast a spell that has 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\nIf the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.\r\n\r\n[h3][b]Heightened Spell[\/b][\/h3]\r\n[b]Cost: [\/b]2 Sorcery Points\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.\r\n\r\n[h3][b]Quickened Spell[\/b][\/h3]\r\n[b]Cost:[\/b] 2 Sorcery Points\r\n\r\nWhen you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can\u2019t modify a spell in this way if you\u2019ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\r\n\r\n[h3][b]Seeking Spell[\/b][\/h3]\r\n[b]Cost: [\/b]1 Sorcery Point\r\n\r\nIf you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.\r\n\r\nYou can use Seeking Spell even if you\u2019ve already used a different Metamagic option during the casting of the spell.\r\n\r\n[h3][b]Subtle Spell[\/b][\/h3]\r\n[b]Cost:[\/b] 1 Sorcery Point\r\n\r\nWhen you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\r\n\r\n[h3][b]Transmuted Spell[\/b][\/h3]\r\n[b]Cost: [\/b]1 Sorcery Point\r\n\r\nWhen you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\r\n\r\n[h3][b]Twinned Spell[\/b][\/h3]\r\n[b]Cost:[\/b] 1 Sorcery Point\r\n\r\nWhen you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell\u2019s effective level by 1.\r\n|Metamagics\r\n[\/spoiler]\r\n\r\n[h3][b]Level 3: Sorcerer Subclass[\/b][\/h3]\r\nYou gain a Sorcerer subclass of your choice. The Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses are detailed after this class\u2019s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass\u2019s features that are of your Sorcerer level or lower.\r\n\r\n[h3][b]Level 4: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.\r\n\r\n[h3][b]Level 5: Sorcerous Restoration[\/b][\/h3]\r\nWhen 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\u2019t do so again until you finish a Long Rest.\r\n\r\n[h3][b]Level 7: Sorcery Incarnate[\/b][\/h3]\r\nIf you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.\r\n\r\nIn addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.\r\n\r\n[h3][b]Level 8: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 12, and 16.\r\n\r\n[h3][b]Level 12: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer level 16.\r\n\r\n[h3][b]Level 16: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify.\r\n\r\n[h3][b]Level 19: Epic Boon[\/b][\/h3]\r\nYou gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.\r\n\r\n[h3][b]Level 20: Arcane Apotheosis[\/b][\/h3]\r\nWhile your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.","subclass_options":"[spoiler]\r\n[h2][b]Aberrant Mind[\/b][\/h2]\r\nAn alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis\u2014but the transformation failed and left you altered.\r\n\r\n[h3][b]Psionic Spells[\/b][\/h3]\r\nStarting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn\u2019t count against the number of sorcerer spells you know.\r\n\r\n[block:1496023]\r\n\r\n[h3][b]Warped Being[\/b][\/h3]\r\nStarting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren\u2019t wearing armor.\r\n\r\n[h3][b]Psionic Sorcery[\/b][\/h3]\r\nBeginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell\u2019s level. If you cast the spell using sorcery points, it requires no components.\r\n\r\n[h3][b]Psychic Defenses[\/b][\/h3]\r\nAt 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.\r\n\r\n[h3][b]Revelation in Flesh[\/b][\/h3]\r\nBeginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:\r\n\r\n[ul][li]You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing.[\/li]\r\n[li]You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus.[\/li]\r\n[li]Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.[\/li]\r\n[li]Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you.[\/li][\/ul]\r\n\r\n[h3][b]Warp Reality[\/b][\/h3]\r\nAt 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura.\r\n\r\nAs a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n|Aberrant Mind\r\n[\/spoiler][spoiler]\r\n[h2][b]Clockwork Soul[\/b][\/h2]\r\nA plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.\r\n\r\n[h3][b]Clockwork Magic[\/b][\/h3]\r\nYou learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn\u2019t count against the number of sorcerer spells you know. These spells can\u2019t be replaced when you gain a level in this class.\r\n\r\n[block:1496028]\r\n\r\n[h3][b]Restore Balance[\/b][\/h3]\r\nStarting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.\r\n\r\n[h3][b]Bulwark of Law[\/b][\/h3]\r\nStarting at 6th level, you can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.\r\nThe ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.\r\n\r\n[h3][b]Trance of Order[\/b][\/h3]\r\nStarting at 14th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can\u2019t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can\u2019t use it again until you finish a long rest or until you expend 5 sorcery points to use it again.\r\n\r\n[h3][b]Clockwork Cavalcade[\/b][\/h3]\r\nAt 18th level, you summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:\r\n\r\n[ul][li]The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.[\/li]\r\n[li]Any damaged objects entirely in the cube are repaired.[\/li]\r\n[li]Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.[\/li][\/ul]\r\nOnce you use this action, you can\u2019t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.\r\n|Clockwork Soul\r\n[\/spoiler][spoiler]\r\n[h2][b]Draconic Sorcery[\/b][\/h2]\r\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons\u2019 power. Or perhaps you handled a treasure taken from a dragon\u2019s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.\r\n\r\n[h3][b]Level 3: Draconic Resilience[\/b][\/h3]\r\nThe 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.\r\n\r\nParts of you are also covered by dragon-like scales. While you aren\u2019t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.\r\n\r\n[h3][b]Level 3: Draconic Spells[\/b][\/h3]\r\nWhen you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\r\n\r\n[block:1496029]\r\n\r\n[h3][b]Level 6: Elemental Affinity[\/b][\/h3]\r\nYour draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\r\n\r\nYou 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.\r\n\r\n[h3][b]Level 14: Dragon Wings[\/b][\/h3]\r\nAs 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.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.\r\n\r\n[h3][b]Level 18: Dragon Companion[\/b][\/h3]\r\nYou 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.\r\n\r\nWhenever you start casting the spell, you can modify it so that it doesn\u2019t require Concentration. If you do so, the spell\u2019s duration becomes 1 minute for that casting.\r\n|Draconic Ancestry\r\n[\/spoiler][spoiler]\r\n[h2][b]Wild Magic Sorcery[\/b][\/h2]\r\nYour innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.\r\n\r\n[h3][b]Level 3: Wild Magic Surge[\/b][\/h3]\r\nYour spellcasting can unleash surges of untamed magic. No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the Player\u2019s Handbook for that table). If the magical effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires Concentration, it doesn\u2019t require Concentration in this case; the spell lasts for its full duration.\r\n\r\n[h3][b]Level 3: Tides of Chaos[\/b][\/h3]\r\nYou can manipulate the forces of chance and chaos to gain Advantage on one d20 Test. Once you do so, you must finish a Long Rest before you can use this feature again.\r\n\r\nImmediately after you cast a Sorcerer spell with a spell slot before you regain the use of this feature, you automatically roll on the Wild Magic Surge table and regain the use of this feature.\r\n\r\n[h3][b]Level 6: Bend Luck[\/b][\/h3]\r\nYou have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a d20 Test, you can use your Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature\u2019s roll.\r\n\r\n[h3][b]Level 14: Controlled Chaos[\/b][\/h3]\r\nYou gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.\r\n\r\n[h3][b]Level 18: Tamed Surge[\/b][\/h3]\r\nImmediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table (except the last one), provided the effect casts a spell or restores all your expended Sorcery Points.\r\n\r\nOnce you use this feature, you can\u2019t do so again until you finish 1d4 Long Rests.\r\n[block:74960]\r\n|Wild Magic Sorcery\r\n[\/spoiler]","table_data":"Level| Prof Bonus| Class Features| Sorcery Points| Cantrips| Prepared Spells| 1| 2| 3| 4| 5| 6| 7| 8| 9\r\n1|\t+2|\tSpellcasting, Innate Sorcery|\t-|\t4|\t2|\t2|\t-|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n2|\t+2|\tFont of Magic, Metamagic|\t2|\t4|\t4|\t3|\t-|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n3|\t+2|\tSorcerer Subclass|\t3|\t4|\t6|\t4|\t2|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n4|\t+2|\tAbility Score Improvement|\t4|\t5|\t7|\t4|\t3|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n5|\t+3|\tSorcerous Restoration|\t5|\t5|\t9|\t4|\t3|\t2|\t-|\t-|\t-|\t-|\t-|\t-\r\n6|\t+3|\tSubclass Feature|\t6|\t5|\t10|\t4|\t3|\t3|\t-|\t-|\t-|\t-|\t-|\t-\r\n7|\t+3|\tSorcery Incarnate|\t7|\t5|\t11|\t4|\t3|\t3|\t1|\t-|\t-|\t-|\t-|\t-\r\n8|\t+3|\tAbility Score Improvement|\t8|\t5|\t12|\t4|\t3|\t3|\t2|\t-|\t-|\t-|\t-|\t-\r\n9|\t+4|\t-|\t9|\t5|\t14|\t4|\t3|\t3|\t3|\t1|\t-|\t-|\t-|\t-\r\n10|\t+4|\tMetamagic\t10|\t6|\t15|\t4|\t3|\t3|\t3|\t2|\t-|\t-|\t-|\t-| -\r\n11|\t+4|\t-|\t11|\t6|\t16|\t4|\t3|\t3|\t3|\t2|\t1|\t-|\t-|\t-\r\n12|\t+4|\tAbility Score Improvement|\t12|\t6|\t16|\t4|\t3|\t3|\t3|\t2|\t1|\t-|\t-|\t-\r\n13|\t+5|\t-|\t13|\t6|\t17|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t-|\t-\r\n14|\t+5|\tSubclass Feature|\t14|\t6|\t17|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t-|\t-\r\n15|\t+5|\t-|\t15|\t6|\t18|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t1|\t-\r\n16|\t+5|\tAbility Score Improvement|\t16|\t6|\t18|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t1|\t-\r\n17|\t+6|\tMetamagic|\t17|\t6|\t19|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t1|\t1\r\n18|\t+6|\tSubclass Feature|\t18|\t6|\t20|\t4|\t3|\t3|\t3|\t3|\t1|\t1|\t1|\t1\r\n19|\t+6|\tEpic Boon|\t19|\t6|\t21|\t4|\t3|\t3|\t3|\t3|\t2|\t1|\t1|\t1\r\n20|\t+6|\tArcane Apotheosis|\t20|\t6|\t22|\t4|\t3|\t3|\t3|\t3|\t2|\t2|\t1|\t1","source":"","jsondata":"","tags":"Sorcerer, 2024 Edition, Class, Aberrant Mind, Clockwork Soul, Draconic, Wild Magic","isShared":"on","templateId":"5460","blockId":"1496018","world":""}