Sorcerer

You have been touched by a mighty fey. Be it a blessing at birth or a chance encounter, what you have been given is permanently a part of you: You walk with one foot in the feywild, and are yourself more than material. Magic now flows through you as naturally and as necessarily as blood.
Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which the spell save DC of your Sorcerer spells increases by 1 and 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.
Core Sorcerer Traits
- Primary Ability
- Charisma
- Hit Point Die
- D6 per Sorcerer level
- Saving Throw Proficiencies
- Constitution and Charisma
- Weapon Proficiencies
- Simple weapons
- Armor Training
- None
- Starting Equipment
- Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP
Skill Proficiencies
Choose 2 from the class list.
Spellcasting
Sorcerer spellcasting ability is Charisma. You can use an Arcane Focus as a Spellcasting Focus.
At level 1 you know four cantrips and can have two spells prepared.
Changing Your Cantrips. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.