System Reference Document 5.2.1
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• The spell save DC of your Sorcerer spells 
increases by 1.
• You have Advantage on the attack rolls of 
Sorcerer spells you cast.
You can use this feature twice, and you regain all 
expended uses of it when you finish a Long Rest.
Level 2: Font of Magic
You can tap into the wellspring of magic within 
yourself. This wellspring is represented by Sorcery 
Points, which allow you to create a variety of magi -
cal effects.
 You have 2 Sorcery Points, and you gain more as 
you reach higher levels, as shown in the Sorcery 
Points column of the Sorcerer Features table. You 
can’t have more Sorcery Points than the number 
shown in the table for your level. You regain all ex -
pended Sorcery Points when you finish a Long Rest.
 You can use your Sorcery Points to fuel the op -
tions below, along with other features, such as 
Metamagic, that use those points.
 Converting Spell Slots to Sorcery Points. You 
can expend a spell slot to gain a number of Sorcery 
Points equal to the slot’s level (no action required).
 Creating Spell Slots. As a Bonus Action, you can 
transform unexpended Sorcery Points into one spell 
slot. The Creating Spell Slots table shows the cost 
of creating a spell slot of a given level, and it lists 
the minimum Sorcerer level you must be to create 
a slot. You can create a spell slot no higher than 
level 5.
 Any spell slot you create with this feature van -
ishes when you finish a Long Rest.
Creating Spell Slots
Spell Slot  
Level
Sorcery Point 
Cost
Min. Sorcerer 
Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9
Level 2: Metamagic
Because your magic flows from within, you can 
alter your spells to suit your needs; you gain two 
Metamagic options of your choice from “Meta  magic 
Options” later in this class’s description. You use 
the chosen options to temporarily modify spells you 
cast. To use an option, you must spend the number 
of Sorcery Points that it costs.
 You can use only one Metamagic option on a spell 
when you cast it unless otherwise noted in one of 
those options.
 Whenever you gain a Sorcerer level, you can re -
place one of your Metamagic options with one you 
don’t know. You gain two more options at Sorcerer 
level 10 and two more at Sorcerer level 17.
Level 3: Sorcerer Subclass
You gain a Sorcerer subclass of your choice. The 
Draconic Sorcery subclass is detailed after this 
class’s description. A subclass is a specialization 
that grants you features at certain Sorcerer levels. 
For the rest of your career, you gain each of your 
subclass’s features that are of your Sorcerer level or 
lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see 
“Feats”) or another feat of your choice for which you 
qualify. You gain this feature again at Sorcerer lev -
els 8, 12, and 16.
Level 5: Sorcerous Restoration
When you finish a Short Rest, you can regain ex -
pended Sorcery Points, but no more than a number 
equal to half your Sorcerer level (round down). Once 
you use this feature, you can’t do so again until you 
finish a Long Rest.
Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can 
use it if you spend 2 Sorcery Points when you take 
the Bonus Action to activate it.
 In addition, while your Innate Sorcery feature is 
active, you can use up to two of your Metamagic op -
tions on each spell you cast.
Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another 
feat of your choice for which you qualify. Boon of Di -
mensional Travel is recommended.
Level 20: Arcane Apotheosis
While your Innate Sorcery feature is active, you can 
use one Metamagic option on each of your turns 
without spending Sorcery Points on it.
Metamagic Options
The following options are available to your Meta-
magic feature. The options are presented in alpha-
betical order.
Careful Spell
Cost: 1 Sorcery Point
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, 
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, and 