Constitution-based Sorcerer
Optional Class Features
By Scott Maglio
The 5th Edition Dungeons & Dragons
Player’s Handbook separates arcane casters into 3 classes. The first is the quintessential Wizard, who strives to learn magic through years of hard work and diligent study of large, dusty tomes. Their ability to learn and memorize spells means that their spell-casting is rooted in Intelligence.
The second is the Warlock, who bargains for magic using shortcuts and making deals with higher beings who grant them the power they seek. Their desire for quick results through unscrupulous methods means that their spell-casting is based on Charisma.
The final class is the Sorcerer, who doesn’t necessarily strive for magic, but instead is born with innate magical ability. Their power is coursing through their veins, and eventually manifests itself over time. Because their ability to cast magic is a part of their very essence, their spell-casting relies on . . . Charisma!?
I have always felt that the Sorcerer should have their spell-casting based on Constitution, so the following is an optional approach to make the Sorcerer a Constitution-based spellcaster instead. You gain abilities listed in the
Player’s Handbook as usual, with these abilities superseding them where noted.
Quick Build
You can make a sorcerer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the hermit background. Third, choose the
light,
prestidigitation,
ray of frost, and
shocking grasp cantrips, along with the 1st-level spells
shield and
magic missile.
Spellcasting
1st-level sorcerer feature, which replaces Spell Slots and changes Spellcasting Ability respectively. Use the original Cantrips, Spells Known of 1st Level and Higher, and Spellcasting Focus.
Spell Points
Rather than using Spell Slots, you gain a pool of Power Points to cast from. Each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.
Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.
Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.
The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.
Spellcasting Ability
Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic comes from the very depths of your being. You use your Constitution modifier whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Life Tap
2nd-level sorcerer feature, which replaces Font of Magic (including Sorcery Points and Flexible Casting).
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring drains your own health to continue casting after your natural talent has run out. When your Spell Point level has reached 0, or when your casting would reduce your Spell Point level below 0, you can decrease your Hit Points to make up the difference. You do so at rate of 1 Hit Point for each Spell Point required for the casting. You can reduce your Hit Points on multiple castings, but you may only reduce them by a maximum number equal to your sorcerer level, until you finish a long rest.
Metamagic
3rd-level sorcerer feature, which alters the Metamagic feature in the Player’s Handbook
.
At 3rd level, you gain the Metamagic ability as listed in the Player’s Handbook. However, each Metamagic ability uses Spell Points rather than the obsolete Sorcery Points.
Spell Point Cost | | | | | | | |
Spell Level | Point Cost | | Spell Level | Point Cost | | | |
1st | 2 | | 6th | 9 | | | |
2nd | 3 | | 7th | 10 | | | |
3rd | 5 | | 8th | 11 | | | |
4th | 6 | | 9th | 13 | | | |
5th | 7 | | | | | | |
Spell Points by Level | | | | | | | |
Spell Level | Spell Points | Max Spell Level | | | | | |
1st | 4 | 1st | | | | | |
2nd | 8 | 1st | | | | | |
3rd | 17 | 2nd | | | | | |
4th | 21 | 2nd | | | | | |
5th | 32 | 3rd | | | | | |
6th | 38 | 3rd | | | | | |
7th | 45 | 4th | | | | | |
8th | 52 | 4th | | | | | |
9th | 66 | 5th | | | | | |
10th | 74 | 5th | | | | | |
11th | 84 | 6th | | | | | |
12th | 85 | 6th | | | | | |
13th | 96 | 7th | | | | | |
14th | 97 | 7th | | | | | |
15th | 109 | 8th | | | | | |
16th | 110 | 8th | | | | | |
17th | 124 | 9th | | | | | |
18th | 132 | 9th | | | | | |
19th | 143 | 9th | | | | | |
20th | 153 | 9th | | | | | |
| | | | | | | |
Tasha’s Cauldron of Everything Optional Class Feature
Magical Guidance
5rd-level sorcerer feature, which alters the Magical Guidance feature in Tasha’s Cauldron of Everything
.
At 5th level, can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 Spell Point to reroll the d20, and you must use the new roll, potentially turning a failure into a success.