Sorcerer (Class)

Unlike other classes - where magic is either learned, or a blessing from another extraplanar being - sorcerer's find their magic innately as their bodies act as conduits for the powers of the universe. There are typically only two means of becoming a sorcerer: being born with the power, or undergoing a physical event that changes your body and soul permanently.

It is because of this, that sorcerers are extremely rare and valued. It is most common for sorcerers to be dragonborn, as most dragons are innately magic due to their heritage. Outside of this, there are few families that maintain their sorcery within their bloodline in order to maintain and attempt to grow and foster their power, and they are typically of nobility or high social standing.

Then there are those who become sorcerers after an event or accident are more rare and typically find their life in upheaval after the event that changed them; sought after by researchers of the arcane as people try to better understand the forces of nature.

Finally there is a third and more rare origin: those outside of a bloodline who are spontaneously born magical. No one knows why these individuals are born with powers, and throughout history there have been efforts to keep these individuals secret, as there are those who seek to exploit them.

Quick Build Tips
You should make Charisma your highest ability score, followed by Constitution.

Hit Points

 * 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

Proficiencies

 * 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

Starting Equipment

 * (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
 * Two daggers
 * OR starting gold of 3d4 x10 gp

Spellcasting
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. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

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 sorcerer 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 (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
 * Careful Spell
 * When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you 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.


 * Distant Spell
 * When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
 * Empowered Spell
 * When 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). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.


 * Extended Spell
 * When 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.


 * Heightened Spell
 * When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first  saving throw made against the spell.


 * Quickened Spell
 * When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.


 * Subtle Spell
 * When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
 * Twinned Spell
 * When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Ability Score Improvement or Feat
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.

Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origins
Different sorcerers claim different origins for their innate magic. As with the other subclasses, I will be sticking mainly to the PHB and Xanathar's guide options. However, even with the addition of the Xanathar's guide, the options for Sorcerer subclasses are pretty lame. So, in order to spice things up and give players a more rounded range of options, I have included some of the Unearthed Arcana options. I have also created my own homebrewed subclass that you can consider.
 * Draconic Bloodline = you are part dragon
 * Wild Magic = oopsy daisey, magic accident
 * Phoenix Bloodline (UA) =
 * Aberrant Mind (UA) = you got possesed by demons jim
 * Sea Sorcery =
 * Stone Sorcery =
 * Divine Spirit =
 * Shadow Magic = shadow time baby
 * Storm Sorcery = storm magic
 * Star Child = space magic

Star Child
This is an Honor Homebrew Special!