Sorcery Point
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Sorcery Point is a class specific resources for Sorcerers.
Overview edit
Sorcerers can use Sorcery Points to fuel their Metamagic or they can be turned into spell slots. They, like all resources, are displayed above a character's hotbar next to their other resources such as Actions, Bonus Actions, and Spell Slots.
Sorcery Points are recovered on a long rest.
Gaining Sorcery Points edit
Sorcerers are the only class able to aquire and use Sorcery Points, and they gain more as their class level increases. Starting at level 2, and extending to level 12 sorcerers gain points equal to their sorcerer level each long rest.
Class Level | Sorcery Points |
---|---|
1st | 0 |
2nd | 2 |
3rd | 3 |
4th | 4 |
5th | 5 |
6th | 6 |
7th | 7 |
8th | 8 |
9th | 9 |
10th | 10 |
11th | 11 |
12th | 12 |
Gaining and Exchanging Sorcery Points edit
Unlike many other resources in the game, there are no items that directly recover Sorcery Points. However, sorcerers have the ability to transform a Spell Slot of any level into Sorcery Points freely using . The amount recovered is equal to the level of the Spell Slot used.
Sorcery Points can also be turned into Spell Slots using
, but the Sorcery Point cost is higher than the gained Spell Slot's level. The costs are defined by the following table. Spell Slots above level 5 cannot be created.Sorcery Points spent | Spell Slot gained |
---|---|
2 | Level 1 Spell Slot |
3 | Level 2 Spell Slot |
5 | Level 3 Spell Slot |
6 | Level 4 Spell Slot |
7 | Level 5 Spell Slot |
Sorcery Point Uses edit
Name | Cost | Effect | How to Learn |
---|---|---|---|
2 + | Give a target a 1d4 bonus or penalty to Ability checks.
You can also apply this bonus or penalty to a target's Attack roll or Saving throw as a Reaction. |
Subclass Level 6 Wild Magic | |
1 + | When you cast a spell that deals damage matching your draconic ancestry, you can spend a Sorcery Point to gain Resistance to that damage type. | Subclass Level 6 Draconic Bloodline | |
2 + 1 | Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
|
Subclass Level 3 Shadow Magic | |
3 + | Summon forth a creature of darkness. (See Hound of Ill Omen) | Subclass Level 6 Shadow Magic | |
1 | Allies automatically succeed Saving Throws against spells that required them. | Sorcerer Level 2 | |
1 | Increases the range of the spell by 50%. | Melee spells are increased to Range: 9 m / 30 ft.Sorcerer Level 2 | |
1 | Double the duration of conditions, summons, and surfaces caused by spells. | Sorcerer Level 2 | |
3 | Targets of spells that require Saving Throws have Disadvantage on their first Saving Throw. | Sorcerer Level 3 | |
3 | Spells that take an Action take a Bonus Action instead. | Sorcerer Level 3 | |
1 | You can cast spells while . | Sorcerer Level 3 | |
1 Per Spell Slot Level[note 1] | Spells that only target 1 creature can target an additional creature.
Costs 1 Sorcery Point per Spell Slot level used. Cantrips also cost 1 Sorcery Point. |
Sorcerer Level 2 | |
1 Per Spell Slot Level[note 1] | When you make a Spell Attack Roll, you can spend a Sorcery Point to gain Advantage. This costs 1 Sorcery Point per spell slot Level. Cantrips cost 1 Sorcery Point. | Granted by Spellseeking Gloves |