Sorcerer

Feat Name Action Contents
Spellcasting An event in {name}’s past, or in the life of a parent or ancestor, left an indelible mark on them, infusing them with arcane magic. This font of magic, whatever its origin, fuels their spells.
Sorcerous Origin Choose a sorcerous origin, which describes the source of {name}’s innate magical power.
Their choice grants them features when they choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic At 2nd level, {name} taps into a deep wellspring of magic within themselves. This wellspring is represented by sorcery points, which allow them to create a variety of magical effects.
Sorcery Points {name} has 2 sorcery points, and they gain more as they reach higher levels, as shown in the Sorcery Points column of Table: The Sorcerer. They can never have more sorcery points than shown on the table for their level. They regain all spent sorcery points when they finish a long rest.
Flexible Casting {name} can use their sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. They learn other ways to use their sorcery points as they reach higher levels.
Creating Spell Slots. They can transform unexpended sorcery points into one spell slot as a bonus action on their turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. They can create spell slots no higher in level than 5th.
Any spell slot they create with this feature vanishes when they finish a long rest.
Metamagic At 3rd level, {name} gains the ability to twist their spells to suit their needs. They gain two of the following Metamagic options of their choice. They gain another one at 10th and 17th level.
They can use only one Metamagic option on a spell when they cast it, unless otherwise noted.
_ Careful Spell: When they cast a spell that forces other creatures to make a saving throw, they can protect some of those creatures from the spell’s full force. To do so, they spend {1} sorcery point and choose a number of those creatures up to their Charisma modifier ({max(ChaMod,1)}). A chosen creature automatically succeeds on its saving throw against the spell.
_ Distant Spell: When they cast a spell that has a range of {"5 feet"} or greater, they can spend {1} sorcery point to double the range of the spell. When they cast a spell that has a range of touch, they can spend {1} sorcery point to make the range of the spell {"30 feet"}.
_ Empowered Spell: When they roll damage for a spell, they can spend {1} sorcery point to reroll a number of the damage dice up to their Charisma modifier ({max(ChaMod,1}). They must use the new rolls. They can use Empowered Spell even if they have already used a different Metamagic option during the casting of the spell.
_ Extended Spell: When they cast a spell that has a duration of {"1 minute"} or longer, they can spend {1} sorcery point to double its duration, to a maximum duration of {"24 hours"}.
_ Heightened Spell: When they cast a spell that forces a creature to make a saving throw to resist its effects, they 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 they cast a spell that has a casting time of {"1 action"}, they can spend {2} sorcery points to change the casting time to {"1 bonus action"} for this casting.
_ Subtle Spell: When they cast a spell, they can spend {1} sorcery point to cast it without any somatic or verbal components.
_ Twinned Spell: When they cast a spell that targets only one creature and doesn’t have a range of self, they 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.
Sorcerous Restoration At 20th level, {name} regains 4 expended sorcery points whenever they finish a short rest.

Draconic Ancestor Archetype

Feat Name Action Contents
Dragon Ancestor At 1st level, {name} chooses one type of dragon as their ancestor. The damage type associated with each dragon is used by features they gain later.
They can speak, read, and write Draconic. Additionally, whenever they make a Charisma check when interacting with dragons, their proficiency bonus is doubled if it applies to the check.

DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
Draconic Resilience As magic flows through {name}’s body, it causes physical traits of their dragon ancestors to emerge. At 1st level, their hit point maximum increases by {1} and increases by {1} again whenever they gain a level in this class.
Additionally, parts of their skin are covered by a thin sheen of dragon-like scales. When they aren’t wearing armor, their AC equals {13 + DexMod}.
Elemental Affinity Starting at 6th level, when {name} casts a spell that deals damage of the type associated with their draconic ancestry, they can add their Charisma modifier to one damage roll of that spell. At the same time, they can spend {"1 sorcery point"} to gain resistance to that damage type for {"1 hour"}.
Dragon Wings At 14th level, {name} gains the ability to sprout a pair of dragon wings from their back, gaining a flying speed equal to their current speed. They can create these wings as a bonus action on their turn. They last until they dismiss them as a bonus action on their turn.
They can’t manifest their wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate their wings might be destroyed when they manifest them.
Draconic Presence Beginning at 18th level, {name} can channel the dread presence of their dragon ancestor, causing those around them to become awestruck or frightened. As an action, they can spend {"5 sorcery points"} to draw on this power and exude an aura of awe or fear (their choice) to a distance of {"60 feet"}. For {"1 minute"} or until they lose their concentration (as if they 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 they chose awe) or frightened (if they chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to their aura for {"24 hours"}.