Sorcerer

Sorcerers are innate spellcasters, born with an intrinsic connection to magic that flows through their bloodlines. This power sets them apart from other spellcasters, as they do not need to study or memorize spells. Instead, their magical abilities manifest instinctively, driven by their heritage or a unique event in their past. Sorcerers wield arcane magic with raw potency, capable of unleashing powerful spells with ease.

As they grow in experience, sorcerers gain access to a diverse array of spells, which they can cast spontaneously without the need for preparation. Moreover, they possess a Sorcerous Origin, representing the source of their magical power.

Sorcerers can manipulate the fabric of reality with their magical talents, casting spells that deal devastating damage, manipulate minds, or create powerful protective barriers. However, their limited spell selection requires careful consideration of their magical choices. As conduits of innate power, sorcerers explore their arcane heritage, seeking to unlock their full potential and become formidable forces in the world of magic.

Class Features

As a sorcerer, you gain the following features.

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

Weapon: Daggers, darts, slings, quarterstaffs, light crossbows

Saving Throw: Constitution, Charisma

Skills: You have 2 of the following skills: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.

Starting Gold

You start with 3d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) crossbow, light or (b) any simple weapon
  • (a) component pouch or (b) any arcane foci
  • (a) dungeoneer's pack or (b) explorer's pack
  • (2x) dagger

Sorcerer Features Table

LVL Pro+ Features Points Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Sorcerous Origin, Sorcerous Origins Feature 4 2 2
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Sorcerous Origins Feature 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score Improvement 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 Metamagic 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Origins Feature 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origins Feature 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 20 6 15 4 3 3 3 3 2 2 1 1

Class Features at Level

Level 1

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.

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.

Level 1

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Level 1

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 2

Font of Magic

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.

Spell Slot
Level
Sorcery
Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

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.

Level 3

Metamagic

You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice.

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 is.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 6

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Metamagic

You gain one more Metamagic option of your choice.

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Metamagic

You gain one more Metamagic option of your choice.

Level 18

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

Chronomancer

Chronomancer

Sorcerers with the Chronomancer Origin have an inherent connection to the flow of time. Through concentration and the utilization of arcane energy, they can manipulate temporal fields, change the pace of actions, and even glimpse into potential futures.

Chronomancer Features Table

LVL Pro+ Features Points Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Temporal Affinity, Time Warp 4 2 2
2nd +2 2 4 3 3
3rd +2 3 4 4 4 2
4th +2 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Foresight 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Time Reversal 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 6 14 4 3 3 3 2 1 1 1
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Master of Moments 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 6 15 4 3 3 3 3 2 2 1 1
Level 1

Temporal Affinity

Starting at 1st level, your understanding of time grants you the ability to cast the Mending spell as a cantrip. You also gain proficiency in the History skill if you don’t already have it.

Level 1

Time Warp

Also at 1st level, you can use your bonus action to alter the flow of time around a creature you can see within 30 feet. Until the start of your next turn, that creature’s speed is either halved or doubled. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.

Level 6

Foresight

Starting at 6th level, as an action, you can glimpse into the near future. For 1 minute, you gain advantage on saving throws and ability checks. Once you use this feature, you can’t use it again until you complete a long rest.

Level 14

Time Reversal

At 14th level, when you or a creature you can see within 30 feet takes damage, you can use your reaction to rewind time and negate that damage. You can use this feature once per long rest.

Level 18

Master of Moments

At 18th level, you can use your action to freeze a moment in time. For the next minute, you can take two actions on each of your turns. This effect ends if you are incapacitated or if you dispel it as a bonus action. Once you use this feature, you can’t use it again until you complete a long rest.

Draconic Bloodline

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Bloodline Features Table

LVL Pro+ Features Points Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Dragon Ancestor, Draconic Resilience 4 2 2
2nd +2 2 4 3 3
3rd +2 3 4 4 4 2
4th +2 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Elemental Affinity 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Dragon Wings 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 6 14 4 3 3 3 2 1 1 1
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Draconic Presence 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 6 15 4 3 3 3 3 2 2 1 1
Level 1

Dragon Ancestor

You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Level 1

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon‑like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Level 6

Elemental Affinity

When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Level 14

Dragon Wings

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Level 18

Draconic Presence

You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Dreamweaver

Dreamweaver

Dreamweavers tap into the mystical realm of dreams, granting the sorcerer the ability to manipulate and traverse the boundaries between the waking world and the dreamscape. Dreamweavers are revered for their ability to influence dreams, foresee future events, and protect against nightmarish threats. Their powers are both awe-inspiring and mysterious, making them valuable allies and formidable opponents.

Mystical and Enigmatic: Dreamweaver Sorcerers often have an otherworldly presence. They speak in cryptic riddles and metaphors, reflecting their deep connection to the dream realm.

Guardians of Balance: They view themselves as protectors of the balance between dreams and reality. This mission drives them to intervene in matters where dreams are manipulated for nefarious purposes.

Prophetic Guidance: They may offer visions and guidance to their companions, often receiving cryptic dreams that hint at future events or dangers.

Dreamweaver Sorcerers add the following spells to their spell list at the appropriate levels:

  • 2nd Level: Phantasmal Force
  • 3rd Level: Dream
  • 4th Level: Phantasmal Killer
  • 5th Level: Modify Memory

Dreamweaver Features Table

LVL Pro+ Features Points Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Dreamwalker's Insight 4 2 2
2nd +2 2 4 3 3
3rd +2 3 4 4 4 2
4th +2 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Ethereal Presence 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Weaver of Nightmares 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 6 14 4 3 3 3 2 1 1 1
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Master of Dreams 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 6 15 4 3 3 3 3 2 2 1 1
Level 1

Dreamwalker's Insight

Dream Manipulation: You can influence the dreams of a sleeping creature you can see within 60 feet. You can create pleasant dreams or disturbing nightmares. This effect lasts for 10 minutes.

Foretelling Dreams: Once per long rest, you can receive a prophetic dream that grants you advantage on one ability check, saving throw, or attack roll of your choice within the next 24 hours.

Level 6

Ethereal Presence

Dream Form: As a bonus action, you can assume an ethereal form for up to 1 minute. While in this form, you can move through objects and creatures as if they were difficult terrain. You gain resistance to non-magical damage and can see into the Ethereal Plane.

Oneiric Defense: You have advantage on saving throws against being charmed or frightened. Additionally, you can cast the Dream spell once without expending a spell slot. You regain the ability to do so after a long rest.

Level 14

Weaver of Nightmares

Nightmare Infusion: You can channel the power of nightmares into your spells. When you cast a spell that deals damage, you can choose to deal psychic damage instead. Additionally, the target must succeed on a Wisdom saving throw or be frightened until the end of your next turn.

Slumbering Vision: You can enter a meditative state that allows you to view and communicate with creatures in the dreamscape. This state lasts for 10 minutes and can be used once per long rest. While in this state, you are aware of your surroundings and can end the effect at any time.

Level 18

Master of Dreams

Dream Mastery: You can cast the Dream spell at will without expending a spell slot.

Oneiric Realm: As an action, you can transport yourself and up to eight willing creatures within 30 feet to a dreamscape of your creation. This dreamscape can be used to rest, strategize, or escape danger. You and your companions can remain in the dreamscape for up to 1 hour or until you choose to end the effect. This ability can be used once per long rest.

Verdant Soul

Verdant Soul

Sorcerers of the Verdant Soul Origin draw their magic from the heart of the natural world. Their power is intertwined with the cycles of growth and decay, the change of seasons, and the ebb and flow of the tides. As conduits of nature’s ancient magic, they can bend flora and fauna to their will, and even influence the elements.

Verdant Soul Features Table

LVL Pro+ Features Points Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Nature’s Boon, Verdant Healing 4 2 2
2nd +2 2 4 3 3
3rd +2 3 4 4 4 2
4th +2 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Elemental Affinity 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Symbiosis 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 6 14 4 3 3 3 2 1 1 1
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Nature’s Wrath 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 6 15 4 3 3 3 3 2 2 1 1
Level 1

Nature’s Boon

Starting at 1st level, you gain the ability to speak with animals as if you were under the effects of the Speak with Animals spell. Additionally, you know the Druidcraft cantrip, and it counts as a sorcerer cantrip for you.

Level 1

Verdant Healing

Also at 1st level, you can use your bonus action to touch a living creature and expend a number of sorcery points up to your Charisma modifier to heal it. The creature regains hit points equal to 1d6 per sorcery point spent.

Level 6

Elemental Affinity

Starting at 6th level, you can choose one damage type from acid, cold, fire, or lightning. You gain resistance to that damage type. You can change your choice after a long rest.

Level 14

Symbiosis

At 14th level, as an action, you can merge with a natural element like a tree, rock, or body of water. While merged, you are considered to be in full cover, and you have immunity to non-magical damage. You can stay merged for up to 1 minute or until you decide to emerge, which takes another action.

Level 18

Nature’s Wrath

At 18th level, you can unleash the full force of your natural affinity as an action. For the next minute, you can cast Call Lightning, Entangle, and Spike Growth at their lowest spell levels without expending spell slots. Once you use this feature, you can’t use it again until you complete a long rest.

Sorcerer Spells

L Title Class Range
0 Acid Splash Sorcerer, Wizard 60 feet
2 Alter Self Sorcerer, Wizard Self
5 Animate Objects Bard, Sorcerer, Wizard 120 feet
4 Banishment Cleric, Paladin, Sorcerer, Warlock, Wizard 60 feet
4 Blight Druid, Sorcerer, Warlock, Wizard 30 feet
2 Blindness/Deafness Bard, Cleric, Sorcerer, Wizard 30 feet
3 Blink Sorcerer, Wizard Self
2 Blur Sorcerer, Wizard Self
1 Burning Hands Sorcerer, Wizard Self
6 Chain Lightning Sorcerer, Wizard 150 feet
0 Charismatic Bard, Sorcerer, Wizard
1 Charm Person Bard, Druid, Sorcerer, Warlock, Wizard 30 feet
0 Chill Touch Sorcerer, Warlock, Wizard 120 feet
6 Circle of Death Sorcerer, Warlock, Wizard 150 feet
3 Clairvoyance Bard, Cleric, Sorcerer, Wizard 1 mile
5 Cloudkill Sorcerer, Wizard 120 feet
1 Color Spray Sorcerer, Wizard Self
1 Comprehend Languages Bard, Sorcerer, Warlock, Wizard Self
5 Cone of Cold Sorcerer, Wizard Self
4 Confusion Bard, Druid, Sorcerer, Wizard 90 feet
3 Counterspell Sorcerer, Warlock, Wizard 60 feet
5 Creation Sorcerer, Wizard 30 feet
0 Dancing Lights Bard, Sorcerer, Wizard 120 feet
2 Darkness Sorcerer, Warlock, Wizard 60 feet
2 Darkvision Druid, Ranger, Sorcerer, Wizard Touch
3 Daylight Cleric, Druid, Paladin, Ranger, Sorcerer 60 feet
7 Delayed Blast Fireball Sorcerer, Wizard 150 feet
1 Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Self
2 Detect Thoughts Bard, Sorcerer, Wizard Self
4 Dimension Door Bard, Sorcerer, Warlock, Wizard 500 feet
1 Disguise Self Bard, Sorcerer, Wizard Self
6 Disintegrate Sorcerer, Wizard 60 feet
3 Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard 120 feet
4 Dominate Beast Druid, Sorcerer 60 feet
8 Dominate Monster Bard, Sorcerer, Warlock, Wizard 60 feet
5 Dominate Person Bard, Sorcerer, Wizard 60 feet
8 Earthquake Cleric, Druid, Sorcerer 500 feet
2 Enhance Ability Bard, Cleric, Druid, Sorcerer Touch
2 Enlarge/Reduce Sorcerer, Wizard 30 feet
2 Ensnare Bard, Sorcerer, Warlock, Wizard 120
7 Etherealness Bard, Cleric, Sorcerer, Warlock, Wizard Self
1 Expeditious Retreat Sorcerer, Warlock, Wizard Self
6 Eyebite Bard, Sorcerer, Warlock, Wizard Self
1 False Life Sorcerer, Wizard Self
3 Fear Bard, Sorcerer, Warlock, Wizard Self
1 Feather Fall Bard, Sorcerer, Wizard 60 feet
7 Finger of Death Sorcerer, Warlock, Wizard 60 feet
0 Fire Bolt Sorcerer, Wizard 120 feet
7 Fire Storm Cleric, Druid, Sorcerer 150 feet
3 Fireball Sorcerer, Wizard 150 feet
3 Fly Sorcerer, Warlock, Wizard Touch
1 Fog Cloud Druid, Ranger, Sorcerer, Wizard 120 feet
3 Gaseous Form Sorcerer, Warlock, Wizard Touch
9 Gate Cleric, Sorcerer, Wizard 60 feet
6 Globe of Invulnerability Sorcerer, Wizard Self
4 Greater Invisibility Bard, Sorcerer, Wizard Touch
0 Guardian's Aegis Bard, Sorcerer, Wizard
2 Gust of Wind Druid, Sorcerer, Wizard Self
3 Haste Sorcerer, Wizard 30 feet
5 Hold Monster Bard, Sorcerer, Warlock, Wizard 90 feet
2 Hold Person Bard, Cleric, Druid, Sorcerer, Warlock, Wizard 60 feet
1 Hurl Lightning Sorcerer 30 feet
3 Hypnotic Pattern Bard, Sorcerer, Warlock, Wizard 120 feet
4 Ice Storm Druid, Sorcerer, Wizard 300 feet
2 Illusory Assault Bard, Sorcerer, Wizard 60'
8 Incendiary Cloud Sorcerer, Wizard 150 feet
5 Insect Plague Cleric, Druid, Sorcerer 300 feet
2 Invisibility Bard, Sorcerer, Warlock, Wizard Touch
1 Jump Druid, Ranger, Sorcerer, Wizard Touch
2 Knock Bard, Sorcerer, Wizard 60 feet
2 Levitate Sorcerer, Wizard 60 feet
0 Light Bard, Cleric, Sorcerer, Wizard Touch
3 Lightning Bolt Sorcerer, Wizard Self
1 Mage Armor Sorcerer, Wizard Touch
0 Mage Hand Bard, Sorcerer, Warlock, Wizard 30 feet
1 Magic Missile Sorcerer, Wizard 120 feet
3 Major Image Bard, Sorcerer, Warlock, Wizard 120 feet
6 Mass Suggestion Bard, Sorcerer, Warlock, Wizard 60 feet
0 Mending Bard, Cleric, Druid, Sorcerer, Wizard Touch
0 Message Bard, Sorcerer, Wizard 120 feet
9 Meteor Swarm Sorcerer, Wizard 1 mile
0 Minor Illusion Bard, Sorcerer, Warlock, Wizard 30 feet
2 Mirror Image Sorcerer, Warlock, Wizard Self
2 Misty Step Sorcerer, Warlock, Wizard Self
6 Move Earth Druid, Sorcerer, Wizard 120 feet
7 Plane Shift Cleric, Druid, Sorcerer, Warlock, Wizard Touch
0 Poison Spray Sorcerer, Warlock, Wizard, Druid 10 feet
4 Polymorph Bard, Druid, Sorcerer, Wizard 60 feet
9 Power Word Kill Bard, Sorcerer, Warlock, Wizard 60 feet
8 Power Word Stun Bard, Sorcerer, Warlock, Wizard 60 feet
0 Prestidigitation Bard, Sorcerer, Warlock, Wizard 10 feet
7 Prismatic Spray Sorcerer, Wizard Self
3 Protection From Energy Cleric, Druid, Ranger, Sorcerer, Wizard Touch
0 Ray of Frost Sorcerer, Wizard 60 feet
7 Reverse Gravity Druid, Sorcerer, Wizard 100 feet
2 Scorching Ray Sorcerer, Wizard 120 feet
2 See Invisibility Bard, Sorcerer, Wizard Self
5 Seeming Bard, Sorcerer, Wizard 30 feet
2 Shards of Glass Bard, Sorcerer, Wizard 60'
2 Shatter Bard, Sorcerer, Warlock, Wizard 60 feet
1 Shield Sorcerer, Wizard Self
0 Shocking Grasp Sorcerer, Wizard Touch
1 Silent Image Bard, Sorcerer, Wizard 60 feet
1 Sleep Bard, Sorcerer, Wizard 90 feet
3 Sleet Storm Druid, Sorcerer, Wizard 150 feet
3 Slow Sorcerer, Wizard 120 feet
2 Spider Climb Sorcerer, Warlock, Wizard Touch
3 Stinking Cloud Bard, Sorcerer, Wizard 90 feet
4 Stoneskin Druid, Ranger, Sorcerer, Wizard Touch
2 Suggestion Bard, Sorcerer, Warlock, Wizard 30 feet
6 Sunbeam Druid, Sorcerer, Wizard Self
8 Sunburst Druid, Sorcerer, Wizard 150 feet
5 Telekinesis Sorcerer, Wizard 60 feet
7 Teleport Bard, Sorcerer, Wizard 10 feet
5 Teleportation Circle Bard, Sorcerer, Wizard 10 feet
1 Thunderwave Bard, Druid, Sorcerer, Wizard Self
9 Time Stop Sorcerer, Wizard Self
3 Tongues Bard, Cleric, Sorcerer, Warlock, Wizard Touch
6 True Seeing Bard, Cleric, Sorcerer, Warlock, Wizard Touch
0 True Strike Bard, Sorcerer, Warlock, Wizard 30 feet
4 Wall of Fire Druid, Sorcerer, Wizard 120 feet
5 Wall of Stone Druid, Sorcerer, Wizard 120 feet
8 Wall of Water Druid, Sorcerer, Wizard 120'
3 Water Breathing Druid, Ranger, Sorcerer, Wizard 30 feet
3 Water Walk Cleric, Druid, Ranger, Sorcerer 30 feet
2 Web Sorcerer, Wizard 60 feet
9 Wish Sorcerer, Wizard Self

Lore

The Stream

Credits: SRD 5.1

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Add/Edit Class

Game Masters have the ability to create and manage character classes within Game Squire. The process is facilitated through an Add/Edit form, which allows for detailed customization of each class.

Identity

Name

This is where you input the name of the class, such as "Sorcerer". It should be unique and descriptive of the roles and abilities the class encompasses.

Parent Class

If the class you're creating is a subclass, you would use this field to select its Parent Class. This establishes a hierarchical relationship where the subclass inherits characteristics from the parent. If the class is not a subclass, leave this field blank.

Subtypes

Subtypes provide a mechanism to add further classification within a class, enhancing the specificity and lore of a character's abilities and origin.

  • To add a Subtype, click on the "ADD SUBTYPE ROW" button.
  • Enter the name of the Subtype in the 'Name' field.
  • Specify the nature or element of the Subtype in the 'Type' field, such as 'Cold' for a Silver Sorcerer.
  • To remove a Subtype, click the "X" next to the corresponding row.

Note: Subtypes are distinct from Subclasses; they do not inherit properties from a Parent Class but rather provide a thematic or elemental distinction within the main Class.

About

The About section is where you provide a detailed description of the class. This narrative should explain the class's origins, capabilities, and role within the game world.

Describe the intrinsic qualities, such as how the class's magic works (innate spellcasters, connection to magic through bloodlines), their growth in abilities (access to diverse spells), and any special mechanics (manipulation of reality, limited spell selection).

Description Prompt

The Description Prompt is a concise summary of the class, intended for AI use when generating backstories or images for characters of this class. Craft a brief description of the class in 120 characters or less. This should be evocative and descriptive, capturing the essence of the class's role or abilities. This prompt is crucial for the AI's understanding and will influence the generated narrative for characters, so choose words that strongly reflect the class's identity.

For example, to describe a Barbarian, you would say "Fierce warrior channeling primal rage for unmatched strength."

Preferred Backgrounds

This section allows Game Masters to associate certain backgrounds with a class, prioritizing these backgrounds when the Game Squire auto-generates characters.

Subclasses

Subclasses Name

This field is used to define the overarching group name for the subclasses associated with a main class (i.e. Primal Path for Barbarians). The name should be broad enough to cover all possible subclasses within the category but specific enough to provide a clear thematic link.

Subclasses Description

The description should give a brief overview of the commonalities between the subclasses. For example, the Barbarian Subclass Description is:

"At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels."

Subclasses List

This list shows all subclasses that are children of this class (defined by selecting this class as Parent when creating the subclass).

  • To remove a subclass from this class, edit the particular subclass and select a different parent (or none).
  • This checklist will automatically update the available options for characters within the main class, based on the selected subclasses.
  • To delete a subclass, edit the class and choose Delete at the bottom of the form.

Hit Points

Hit Points determine the health and survivability of a class. This is crucial as it impacts how a character can withstand damage in the course of their adventures.

Hit Die

Represents the type of die used to calculate hit points. This value is fundamental as it determines the base health pool for the class.

Input the number that corresponds to the type of die used for the class's hit points. For example, "6" indicates a six-sided die (d6).

Hit Dice (roll)

Specifies the amount of hit die a character gets to roll for hit points per level.

Enter the formula representing how many and what type of dice a character rolls to determine their hit points each level after first. For instance, "1d6 per sorcerer level" means one six-sided die is rolled for each level the character has attained.

HP Bonus

Any additional hit points that may be added to the character's hit points due to class-specific abilities.

HP at 1st Level

Defines the starting hit points for a character of this class at first level.

Detail the exact formula, which typically includes the maximum value of the hit die plus the character's Constitution modifier. For example, "6 + your Constitution modifier" would be used for a class with a six-sided hit die.

HP at Higher Levels Field

Indicates how hit points are determined at each level beyond the first.

Provide the formula that should be used when the character gains a level. This often includes rolling a hit die plus adding the Constitution modifier.

Alternatively, you can provide an average number that can be used instead of rolling to streamline gameplay. For instance, "1d6 (or 4) + your Constitution modifier per level" allows for either rolling a die or taking the average number, four, for more consistent hit point gains.

It is important to balance these values to ensure that the class fits well with the intended difficulty and play style of the game. Hit points are a key factor in a character's longevity and capacity to engage in combat and other perilous situations, so these fields must be filled out with careful consideration of the class's role in the game.

Proficiencies

Saving Throws

Identifies which abilities are key to the class's defense mechanisms, determining the saving throw proficiencies.

Select the abilities from the dropdown that the class will have proficiency in for saving throws. For example, "Constitution" and "Charisma" are chosen for classes that rely on innate resilience and personal magnetism. These selections should align with the class's thematic strengths and playstyle.

Armor

Defines what type of armor the class is proficient in wearing.

List the categories of armor the class can wear without penalty. Armor proficiencies impact the character's defense and mobility, so choose appropriately for the class's role.

Armor Description is added to the display of selected armor types. Use it to to describe or clarify what the class may choose.

Weapons

Specifies the class's proficiency with certain types of weapons.

Enter the weapons that the class is skilled in using, such as "Daggers, darts, slings, quarterstaffs, light crossbows". Weapon proficiencies should reflect the class's combat style and historical or cultural background.

Weapons Description is added to the display of selected weapon types. Use it to to describe or clarify what the class may choose.

Tools

Identifies any tool proficiencies the class possesses.

List any tools the class is proficient with. Tool proficiencies can enhance role-playing and non-combat scenarios, offering characters additional skills and utility.

Tools Description is added to the display of selected tool types. Use it to to describe or clarify what the class may choose.

Number of Starting Skills

Determines how many skills a character of this class can be proficient in from the start.

Input the number that reflects how many skills a character can choose upon creation. For example, "2" would mean the character can select two skills to be proficient in.

Starting Skills Choices

This field provides a list of skills that a character of this class can choose from when allocating their starting skill proficiencies.

Select the skills available for new characters of this class to choose from. If this list is left empty, it implies that a character can choose from all available skills.

Skills chosen should be relevant to the class's typical activities and strengths.

Equipment

Starting Gold (d4 rolls)

Determines the amount of starting gold a character has, based on dice rolls.

Enter the number of four-sided dice (d4) that a player will roll to calculate their starting gold. For example, "3" means the player will roll three d4 dice. The total number from the rolls, multiplied by 10, will be the amount of gold pieces (GP) the character starts with.

Equipment Description

Use this to add detail or context to the equipment the class may start with.

Starting Equipment Options

Lists specific equipment items that a character of this class begins with. This will create a list of options.

  • To add an option, click 'Add Option Row'.
  • Click 'Add Equipment Row' to add the first thing.
    • To add a specific item (such as a 'Light Crossbow'), select from the 'Items' field and specify the quantity in the 'Qty' field.
    • If the player can choose any item from a category (such as 'Simple Weapons') choose from the Category field and enter a quantity.
    • If the player must choose between two things like a Light Crossbow OR any Simple Weapon, first enter the Light Crossbow, then add a second Equipment Row with the Simple Weapon category.
  • Use the "ADD EQUIPMENT ROW" to add more items.
  • To remove an Equipment Row, click the "X" next to the corresponding row.
  • To remove an Option Row, click the "X" in the row header.
  • Provide a variety of starting equipment options to allow for different character builds and preferences.

Remember to consider the balance of the game when assigning starting equipment. Equipment should complement the class's abilities and typical adventuring style, providing them with the tools necessary to undertake their quests effectively.

Spellcasting

Spellcasting Ability

Determines which ability score is used for spellcasting proficiencies, including spell attack rolls and saving throw DCs. Selecting any value here will define the class as having spellcasting abilities. This ability often reflects the source of the class's magic, like innate talent or learned skill.

Spells Known by Level

Allows Game Masters to specify if the class has a set number of spells known at each level, or if it uses a different system, like spell points or invocations.

Uses Invocations

Toggle the switch on if the class uses invocations or a similar system instead of a traditional spell slots mechanism. If the toggle is off, the class will follow the standard spells known and spell slots progression.

Spell Table

This table is used to outline the progression of spells available to the class as they level up, including cantrips known, spells known, and spell slots.

  • For each class level, input the number of cantrips and spells known at that level, as well as any points or special casting resources.
  • Under 'Spell Level', add the number of spell slots available for each spell level. Use the "ADD SLOT" button to add more spell levels as needed.
  • If the class can cast spells at a higher level than the spell's original level (for example, casting a 1st-level spell using a 2nd-level slot), input the highest spell level that can be used in the 'Cast as Level' field.
  • If the class uses invocations, input the number in the '# of Invocations' field for each spell level.
  • Use the "ADD SPELL LEVEL" button to define spell slot progression for higher class levels.

This section is critical for defining how a class interacts with magic and shapes much of the gameplay experience for spellcasting classes. It should be meticulously detailed to ensure clarity and balance for the class's magical abilities as they progress.

Class Features

Class Table

The class table is used to list various attributes or points that a character acquires as they level up in their class.

Enter any points or attributes that increase with level, such as "Points" or other class-specific resources. Use the "ADD ROW" button to include additional levels and their corresponding values.

Class Features

This section is used to detail the unique abilities and traits that a class gains as they advance in levels.

  • For each class feature, enter the name of the feature in the 'Name' field.
  • Specify the level at which the feature is gained in the 'Level' field.
  • Provide a detailed description of the feature in the 'Description' text box. This description should include how the feature affects gameplay, any choices the players must make regarding the feature, and how it interacts with the class's other abilities.
  • If a feature has multiple parts or evolves as the character levels up, ensure that each stage is clearly described.
  • Use the rich text editor tools to format the description for clarity and emphasis on important details.
  • To delete a feature, click on the "Delete Feature" button.

Notes for Game Masters

  • When adding or editing class features, consider how they will impact the character's role in the party and the overall balance of the class.
  • Each feature should contribute to the class's theme and playstyle, offering new and interesting choices for players as they progress.
  • It's essential to provide clear and precise descriptions so players understand the benefits and limitations of each feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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Note: some features use AI, are in early development, and won’t always get it right.