Bonuses
Sorcerers begin with 12 hit points plus their Constitution score and receive 5 hit points each level. Similar spell casting classes, like Wizard, begin with 10 plus the Constitution score and only gain 4 points per level. The Sorcerer also receives a 2 point bonus to their Will saves. Sorcerers get a bonus on all spell damage related to their strength or dexterity modifiers, depending on which Spell Source these choose.
Class Features
Spell Source is the main class feature of the Sorcerer class and it has advantages over other systems of magic used in "Dungeons and Dragons." Sorcerer characters choose the source of their arcane abilities, either Dragon Magic from draconic bloodlines or Wild Magic from the forces of chaos. Both give the character specific special abilities that him or her able to adapt faster in changing combat than other spell casters.
Unique Spells
In previous versions of "Dungeons and Dragons," Sorcerers used the same spell lists as Wizards. The two classes differed mainly by how characters prepared their spells each day. In the current edition, Sorcerers have their own list of spells that no other class can cast according.These spells include elemental blasts, tricks for escaping the grasp of enemies and for confusing or poisoning them.
Damage Resistance
Depending on the Spell Source you choose for a Sorcerer, your character will have a natural resistance against certain types of damage. Wild Magic characters roll randomly after each rest to determine which damage they receive an extra five point resistance to. Dragon Magic users add their Strength modifier to their Armor Class even though they can't wear heavy armor. This makes them more resilient against physical damage.