Sorcerer

In the ever-changing tapestry of Faerun, where magic flows like the currents of the sea and ancient powers lie dormant beneath the earth, there exists a class of individuals who are born with an innate connection to the arcane energies that shape the world: the sorcerers. Masters of raw magical power, sorcerers are conduits of mystical energy, wielding spells with a natural ease that sets them apart from other practitioners of the arcane arts.

Sorcerers are not bound by the rigid structures of traditional spellcasting; instead, they draw upon the untamed forces of magic that course through their veins, shaping spells with sheer force of will and instinctual understanding. They are catalysts of change, capable of wielding elemental forces and reshaping reality itself with but a gesture and a word.

Though sorcerers often walk a solitary path, their power and potential are undeniable. Many sorcerers are driven by a thirst for knowledge and a desire to unlock the secrets of their magical heritage, delving into ancient tomes and forgotten ruins in search of arcane wisdom.

Sorcerers come in many forms, from fire-wielding pyromancers to enigmatic shadowmancers and storm-wranglers. They are the architects of reality, shaping the world around them with their boundless creativity and unyielding determination.

In a world where magic is both a gift and a curse, sorcerers stand as living conduits of arcane energy, channeling the forces of creation and destruction with unparalleled skill and finesse. With their innate talent and unwavering resolve, sorcerers are the true embodiment of the ever-changing and unpredictable nature of magic in Faerun.

LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Sorcerous Origin422
2nd+22Font of Magic433
3rd+23Metamagic4442
4th+24Ability Score Improvement, Sorcerous Versatility (Optional)5543
5th+35Magical Guidance (Optional)56432
6th+36Sorcerous Origin feature57433
7th+37584331
8th+38Ability Score Improvement, Sorcerous Versatility (Optional)594332
9th+4951043331
10th+410Metamagic61143332
11th+411612433321
12th+412Ability Score Improvement, Sorcerous Versatility (Optional)612433321
13th+5136134333211
14th+514Sorcerous Origin feature6134333211
15th+51561443332111
16th+516Ability Score Improvement, Sorcerous Versatility (Optional)61443332111
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement, Sorcerous Versatility (Optional)615433332111
20th+620Sorcerous Restoration615433332211

Class Features

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 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 as a spellcasting focus for your sorcerer spells.
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.
    • 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.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
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.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    • You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Seeking Spell (UA). When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When 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.
  • 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.
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.
When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class’ spellcasting feature with another cantrip from the sorcerer spell list.
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Source: The Warriors Codex Iron Core Spells You learn additional spells when you reach certain levels in this class, as shown on the Iron Core Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. When you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.
Level Spells
1st sanctuary, shield, sword burst
3rd heat metal, spike growth
5th elemental weapon, protection from energy
7th death ward, fabricate
9th hold monster, circle of power
In addition, use the table below to determine which metal forms your core. While it has no mechanical effect on your magic, most of your magical effects and creations appear as if they were made from the selected material. Metal Selection Table
d8 Metal
1 Iron
2 Bronze
3 Silver
4 Gold
5 Platinum
6 Mercury
7 Bismuth
8 Adamantine
Armor Affinity At 1st level, you gain proficiency in heavy armor, and wearing it does not reduce your speed. Damage reduction granted by armor you wear applies to all bludgeoning, piercing, and slashing damage, not just nonmagical, even if the armor you wear isn’t magical. Iron Guard Also at 1st level, you can use your action to form a ward of magical metal around yourself or one creature you can see within 30 feet of you, which remains for as long as your are conscious or until you remove the guard. Any bludgeoning, piercing, or slashing damage dealt to a guarded creature is reduced by an amount equal to your proficiency bonus. You can use your bonus action to move the guard to another creature within 30 feet of you, and can remove it freely, requiring no action. You can guard one creature with this feature, or yourself. At 11th level in this class you have two guards, and three at 14th level. Shape the Steel Starting at 6th level, even the firmest metal bends for you. Over the course of 1 minute, you can slowly alter the form of a Huge or smaller nonmagical metal object you touch that is not being worn or carried by another creature. If you stop touching the object before the minute is up, it reverts to its original form. You cannot create or destroy material, only reshape it, and cannot change the object’s temperature. You can’t use this feature to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, or armor, unless you have proficiency with the tools used to craft such objects. Finally, this feature cannot be used to deal damage or harm another creature. Core Infusion At 14th level you gain the ability to absorb metal to bolster your allies. During a short or long rest, you can absorb 1 cubic foot of metal, which destroys the material and infuses up to 6 willing creatures within 60 feet of you. Until it completes a long rest, an infused creature’s current and maximum hit points increase by 15, and it gains a +1 bonus to its armor class. You can conduct this ritual once, and must finish a long rest before you do so again. Arcane Conduction Beginning at 18th level, choose one of the following damage types when you apply your Iron Guard to a creature: cold, fire, force, lightning, necrotic, radiant, or thunder. The guarded creature has resistance to that damage type, and when it takes damage of the chosen type, you or the guarded creature can use a reaction to channel the energy through the metal. The guarded creature gains temporary hit points equal to the damage taken, which last for 1 hour or until you use this feature again. If the guarded creature has those temporary hit points and hits with an attack, it can choose to remove all remaining temporary hit points and discharge the energy, adding damage to the attack equal to your sorcerer level, of the type that triggered this feature.
Source: Nightfell

Blood of the Earth

At 1st level, your AC is equal to 12 + your Dexterity Modifier as long as you remain unarmored. Also, when casting a spell, you gain Temporary Hit Points equal to the level of the spell cast (cantrips still grant 1 Temporary Hit Point). These Temporary Hit Points double if you are underground or in a natural cave or chasm.

Echo of the Tunnels

At 1st level, you have Advantage on hearing-based Wisdom (Perception) checks, as long as you are underground or in a natural cave or chasm, the Skill bonus in these trails is doubled. In addition, you automatically learn the message cantrip.

Primeval Momentum

At 6th level, casting a spell with a casting time of one action allows you to perform a melee spell attack as a bonus action. This attack deals 1d8 force damage, plus 1 additional damage per spell level (cantrips are considered 0-level spells). If this attack hits, you may spend 1 to 3 Sorcery Points to unleash your primal arcane energy, selecting one of the following options for each point spent (the same option cannot be chosen multiple times):
  • The attack deals additional damage equal to your Charisma modifier.
  • All other creatures (yourself included) within 5 feet of the target takes force damage, equal to your Charisma modifier, plus 1 additional damage per spell level.
  • The target is knocked to the ground prone, and its speed is reduced to 10 feet until the end of the next turn.
  • You gain a +2 bonus on AC and Saving Throws until the beginning of your next turn.
  • The target cannot take Reactions and has a -2 penalty to their AC until the beginning of its next turn.

Heart of Stone

At 14th level, you are Proficient in Wisdom Saving Throws and gain Immunity to Frightened and Charmed conditions as long as you have at least 1 Sorcery Point.

Return to the Cave

Starting at 14th level, the power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
  • Full Moon: You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
  • New Moon: You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
  • Crescent Moon: You have resistance to necrotic and radiant damage.

Lunar Phenomenon

At 18th level, when reduced to 0 Hit Points, or when you run out of all spell slots of 4th level or higher, you may decided to use your Reaction to be teleported to a safe, isolated, and uninhabited cave within a 6 mile radius. You do not need to know the location of the cave, nor its actual presence, but you can designate one previously visited as a destination. This feature can be used once, then you regain its use after you complete a long rest.
Source: Dragonlance: Shadow of the Dragon Queen

Lunar Embodiment

You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Lunar Spells
Sorcerer Level Full Moon Spells New Moon Spells Crescent Moon Spells
1st Shield Ray of Sickness Color Spray
3rd Lesser Restoration Blindness/Deafness Alter Self
5th Dispel Magic Vampiric Touch Phantom Steed
7th Death Ward Confusion Hallucinatory Terrain
9th Rary’s Telepathic Bond Hold Monster Mislead
Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Moon Fire

Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Lunar Boons

Starting at 6th level, the current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
  • Full Moon. Abjuration and Divination spells
  • New Moon. enchantment and Necromancy spells
  • Crescent Moon. illusion and Transmutation spells
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

Waxing and Waning

Starting at 6th level, you gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase for a different one. You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can’t do so again until you finish a long rest.

Lunar Empowerment

Starting at 14th level, the power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:
  • Full Moon: You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
  • New Moon: You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
  • Crescent Moon: You have resistance to necrotic and radiant damage.

Lunar Phenomenon

At 18th level, as a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
  • Full Moon: You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
  • New Moon: You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack or cast a spell.
  • Crescent Moon: You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
Once you use one of these bonus action benefits, you can’t use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Source: Plane Shift – Kaladesh

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Pyromancer’s Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Source: Xanathar’s Guide to Everything

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
d6 Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Source: Sword Coast Adventurer’s Guide, Xanathar’s Guide to Everything

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Storm’s Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Restrictions

  • There are no special restrictions for this class, unless noted elsewhere.

As a sorcerer, you gain the following class features.

Hit Points
Hit Dice: 1d8 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 four from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

  • (a) a simple ranged weapon and 20 pieces of ammunition or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • Two daggers

Multiclassing and the Sorcerer

  • Ability Score Minimum: As a multiclass character, you must have a Charisma score of at least 13 to take a level in this class or to take a level in another class if you are already a sorcerer.
  • Proficiencies. –
  • Spell Slots. Add your levels in the sorcerer class to the appropriate levels from other classes to determine your available spell slots.

Source: Player’s Handbook