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# Sorcerer
Sorcerers gain access to the [Magic (C)](Magic%20(C).md) tree.
- **1<small>st</small>** - [Mark of the Apostate](Mark%20of%20the%20Apostate.md), [Burning Mana](Burning%20Mana.md)
- **2<small>nd</small>** - [Living Well](Living%20Well.md)
- **3<small>rd</small>** - [Sorcerer Archetype](Sorcerer%20Archetype.md)
- **4<small>th</small>** - Choose one: [Ability Score Improvement](Ability%20Score%20Improvement.md), [General Feat](General%20Feats.md), or [Racial Feat](Racial%20Feats.md)
- **5<small>th</small>** - [At the Seams](At%20the%20Seams.md)
- **6<small>th</small>** - [Prestige Class](Prestige%20Classes.md)
### Hit Points
**Hit Dice:** 1d6
**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:** [Light Armor](Corvanis%20Armor.md)
**Weapons:** [Club (C)](Club%20(C).md), [Dagger (C)](Dagger%20(C).md), [Sickle (C)](Sickle%20(C).md), [Spear (C)](Spear%20(C).md), [Quarterstaff (C)](Quarterstaff%20(C).md), [Dart (C)](Dart%20(C).md)
**Saving Throws:** Constitution, Charisma
**Skills:** Choose any one [Skill](Corvanis%20Skills.md) of your choice.
**Kits:** Choose any one [Kit](Corvanis%20Kits.md) of your choice.
### Spellcasting
>[!infobox|left]
>## Spell slots per Spell Level
>|Level|1<small>st</small>|2<small>nd</small>|3<small>rd</small>|
>|:-:|:-:|:-:|:-:|
>|1<small>st</small>|3|—|—|
>|2<small>nd</small>|4|—|—|
>|3<small>rd</small>|5|3|—|
>|4<small>th</small>|5|4|—|
>|5<small>th</small>|5|4|3|
#### Spell Slots
The table shows how many spell slots you have to cast your Sorcerer spells of 1st level and higher. To cast one of these 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.
#### Preparing Spells
You prepare the list of Sorcerer spells that are available for you to cast. To do so, choose a number of Sorcerer spells from your spell list equal to your **Charisma modifier + your Sorcerer level** (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Sorcerer spells requires time spent studying your spell and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
#### 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
#### Ritual Casting
You can cast a Sorcerer spell as a ritual if that spell has the ritual tag and you have the spell in your spell list. You don't need to have the spell prepared.
#### Learning Spells of 1st Level and Higher
|Level|<small>[Cantrip](Cantrip.md)</small>|Learn|How|
|:-:|:-:|:-:|---|
|1<small>st</small>|2|2| [Cantrip Selection](Cantrip%20Selection.md), [Spell Selection](Spell%20Selection.md)|
|2<small>nd</small>|—|—|—|
|3<small>rd</small>|—|2| [Spell Selection](Spell%20Selection.md)|
|4<small>th</small>|—|—|—|
|5<small>th</small>|—|2| [Spell Selection](Spell%20Selection.md)|
In [Corvanis](Corvanis.md) you learn spells much slower automatically. However; just like base Wizard in 5e you can also learn spells by finding them throughout the continent and learning them like how a 5e wizard can add spells to their spellbook, doing so is no simple task.