The Sorcerer: DnD 5e Class Guide (Updated June 2024)
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Elyria’s eyes glowed with an otherworldly light as she channeled the raw arcane power that surged through her veins. An instant later, a torrent of crackling energy erupted from her fingertips, spiralling out towards the charging band of orcs. The air shimmered with heat as the creatures were all reduced to smoking ash, their screams echoing into the silence that followed. Elyria opened her eyes and surveyed the carnage, the air heavy with the stench of charred flesh and the hidden pulse of sorcery.
Table of Contents
- What is a Sorcerer in DnD 5e?
- What is a Sorcerer’s primary ability score?
- What is a Sorcerer’s hit die and hit points?
- What are Sorcerers proficient in?
- What equipment do Sorcerers start with?
- What unique features do Sorcerers have?
- How does Sorcerer spellcasting work?
- What are the Sorcerer subclasses?
- What species are best for Sorcerers?
- How do you roleplay a Sorcerer?
- What DnD 5e sourcebooks do Sorcerers appear in?
What is a Sorcerer in DnD 5e?
Wielders of a raw, untamed magic that flows through their veins, Sorcerers remain one of the most popular and versatile DnD 5e classes, despite being a relatively new addition to the game. Unlike Wizards, who learn their craft through rigorous study, or Warlocks, who make pacts with otherworldly beings, Sorcerers draw their power from an innate connection to arcane forces. This connection can be due to a magical bloodline, a powerful ancestral influence, or a singular, life-changing event that imbued them with magical prowess.
This unique ability allows them to manipulate their spells in ways that other magic users cannot, something which is reflected in the use of Meta Magic (which allows them to enhance existing spell effects) and Sorcery Points (which allows them to produce a variety of powerful effects). The end result is a fun and challenging class that offers a ton of build options and roleplaying potential.
Below is the Sorcerer class table, which breaks out proficiency bonuses, features, sorcery point and spell slots.
Sorcerer Class Table | Spell Slots per Spell Level | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +2 | – | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | 5 | 5 | 6 | 4 | 3 | 2 | – | – | – | – | – | – | |
6th | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | 7 | 5 | 8 | 4 | 3 | 3 | 1 | – | – | – | – | – | |
8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | |
10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |
12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |
14th | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | |
16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
What is a Sorcerer’s Primary Ability Score?
Charisma is a Sorcerer’s primary ability score. Your character must have a Charisma of 13 to multiclass as one. This is because a Sorcerer’s magic is an innate talent that comes from their inner strength and force of personality.
The higher your Charisma score, the more adept you are at spellcasting and tapping into the hidden arcane forces around you. This is particularly important at higher levels as it directly influences your spell attacks and saving throws.
Notably, Sorcerers also gain a saving throw proficiency in Constitution, which reflects the hearty nature of their existence in terms of channeling dangerous magical energies that the have the potential to destroy both the caster as well as all those around them.
What is a Sorcerer’s Hit Die and Hit Points?
Sorcerers have 1D6 hit dice per level. This mean at 1st Level your Sorcerer’s hit points will be 6 + your Constitution modifier. Each level you advance you from Level 2 onwards, you gain an additional 1D6 (or an average of 4) Hit Points, plus your Constitution modifier.
This Hit Dice breakout makes Sorcerer’s one of the least resilient classes in DnD 5e (with Wizards being the only other class that also has a 1D6 Hit Dice). The Warlock, for example, is a spellcaster that has a 1D8 Hit Die. For this reason, most Sorcerer’s tend to perform better as a support role in combat and exploration, particularly at early levels where a single hit has the potential to kill you.
If you are worried about your starting hit points, you may want to consider going with a higher Constitution to provide a bit of a buffer when it comes to damage.
What are Sorcerers Proficient In?
Sorcerers have a unique set of proficiencies that reflect their innate magical abilities and background as vessels for arcane power.
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs and light crossbows
- Tools: None
- Saving Throws: Constitution and Charisma
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion and Religion
What Equipment Do Sorcerers Start With?
As a Level 1 Sorcerer, you begin your adventures with the following equipment:
- A light crossbow and 20 bolts or any simple weapon
- A component pouch or an Arcane Focus (such as an medallion, orb, crystal, rod, staff, wand or other item)
- A dungeoneer’s pack or an explorer’s pack
- Two daggers
What Unique Features Do Sorcerers Have?
Sorcerers are equipped with several unique abilities that reflect their ability to tap into the powerful arcane energies that would otherwise destroy lesser beings. This includes:
- Sorcery Points (Font of Magic): At 2nd level, you tap into a sorcery points, which allow you to create a variety of magical effects. You have 2 sorcery points, and you gain more as you reach higher levels (as shown in the Sorcerer Class Table above). You can never have more Sorcery Points than what is available in the table and you regain any expended points only after a long rest. With your sorcery points you can do the following:
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table below shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
- Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Creating Spell Slots | |
---|---|
Spell Slot Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
- Metamagic: At 3rd level, you can choose from any two of the following Metamagic options (you gain one additional choice at 10th level and again at 17th level). You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell: 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, you 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.
- Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
- Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
- Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
- Sorcerous Restoration: At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
How does Sorcerer Spellcasting Work?
Unlike Wizards (who have to memorize their spells) or Warlocks (who are granted magic by otherwordly Patrons), as a Sorcerer your spellcasting is the direct result of innate powers that are a part of your very being. Like other “full caster” classes, however, Sorcerers have a set list of known spells which are taken from the Sorcerer Spell List. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you know and can cast only spells of either 1st or 2nd level (as seen in the Sorcerer Class Table above).
You can only cast spells which you know, although you when go up a level you can swap out a known spell for a new spell (at your Dungeon Master’s discretion).
Charisma is a Sorcerer’s primary spellcasting ability as follows:
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
Sorcerers are officially full-casters, meaning that their spell list progression moves at the same speed as Clerics, Bards, Druids and Wizards. This differs from “half-casters,” which are Paladins and Rangers whose spell level progression moves at half the speed of full-casters.
What are the Sorcerer Subclasses?
Currently, there are 8 official Sorcerer subclasses for DnD 5e, representing a range of powers, abilities and play styles for the class. You choose your subclass at 1st Level, which is somewhat unusual (most other classes choose their subclass at Level 3).
- Aberrant Mind: You are imbued with psychic powers derived from an alien influence. This subclass grants you the ability to telepathically communicate, manipulate thoughts and cast spells without verbal or somatic components.
- Clockwork Soul: Influenced by the orderly mechanisms of Mechanus, you can manipulate probabilities and ensure that events unfold according to plan. This subclass allows you to impose order on chaotic situations, prevent alterations to conditions and repair both magical and mundane items.
- Divine Soul: With a touch of the divine in your bloodline, you blend sorcerous magic with divine power. This subclass provides you access to both sorcerer and cleric spell lists, enhancing your healing and protective capabilities alongside your natural sorcery.
- Draconic Bloodline: Your magical powers derive from a dragon ancestor, granting you scales, fearsome presence and elemental affinities related to your dragon’s nature. This subclass enhances your durability, charisma, and grants abilities based on the type of dragon from which you descend.
- Lunar Sorcery: You draw your power from the power of the moon, controlling light and darkness, and tapping into lunar cycles. This subclass allows you to manipulate gravitational forces, illuminate darkness and transform physically according to the phases of the moon.
- Shadow Magic: Born from the Plane of Shadow, you harness dark energies to create illusions, summon shadow, and occasionally slip through the veil between life and death. This subclass provides you with resilience against death and the ability to summon a shadowy hound to harry your foes.
- Storm Sorcery: Your magic crackles with the raw energy of tempests, giving you control over wind, lightning and thunder. This subclass enhances your mobility, allowing you to ride gusts of wind and channel your spells with the power of a storm.
- Wild Magic: Your magic is unpredictable and explosive, resulting from a chaotic surge of magical energy. This subclass leads to random magical effects that can either dramatically benefit or hamper you and your allies, adding an element of chance to every spell you cast.
What Species are Best for Sorcerers?
While any race can be a Sorcerer, races that boost Charisma scores tend to be ideal ideal for this class. Here are a few top choices:
- Elf: Half-Elves are a popular choice for Sorcerers due to their +2 Charisma bonus and the flexibility to increase two other ability scores by 1. Their Fey Ancestry trait also grants advantage on saving throws against being charmed, which can be useful for resisting certain enemy effects.
- Tiefling: Tieflings receive a +2 Charisma bonus, making them naturally inclined towards Sorcery. Their infernal heritage grants them resistance to fire damage and access to racial spells like Hellish Rebuke and Darkness, which can complement a Sorcerer’s spell arsenal.
- Aasimar: Aasimar can choose to gain a +2 bonus to Charisma and have access to racial abilities that enhance their spellcasting capabilities, such as the ability to heal or deal radiant damage. Their Celestial Legacy also provides additional utility and support.
- Human: Humans flexibility and versatility make them a great choice for almost any class, and Sorcerers are no exception, with the ability to bump up both your Charisma and Constitution ability scores.
How Do You Roleplay a Sorcerer?
There are a limitless number of roleplaying options when it comes to Sorcerers, making them one of the most unique and varied DnD 5e classes. That being said, if you’re looking for a little inspiration, below are a few options to fire up your imagination:
- Mystic Prodigy: Born with a natural talent for magic, you see your abilities as a gift to be honed and mastered. You’re driven by a desire to understand the full extent of your powers and are often found experimenting with new spells and techniques. Your innate magic sets you apart, and you strive to prove yourself to those who doubt your capabilities.
- Cursed Adept: Your magical abilities stem from a dark curse or a pact made by an ancestor. While your powers are formidable, they come at a cost, such as a physical mark or a haunting presence. You seek to break the curse or control its influence, navigating the thin line between using your powers for good and succumbing to the darkness within.
- Wild Magic Wanderer: Your magic is unpredictable and chaotic, often manifesting in unexpected ways. Embracing the wild nature of your powers, you live a life of spontaneity and adventure, relying on your quick thinking and adaptability to navigate the challenges you face. Your journey is one of self-discovery, as you learn to harness and control the wild magic within you.
- Bloodline Avenger: Your magical heritage is tied to a powerful ancestor or lineage, and you carry the weight of their legacy. Driven by a sense of duty or vengeance, you use your sorcerous abilities to right the wrongs done to your family or reclaim lost honor. Your quest shapes your identity, fueling your determination and guiding your actions as you seek justice or redemption.
- Runaway Experiment: Created or modified by arcane experiments, your powers are the result of intense magical tampering. You fled from those who treated you as a mere subject, seeking freedom and a place where you can use your abilities without fear. Your past haunts you, but also drives you to find your true purpose.
What DnD 5e sourcebooks do Sorcerers appear in?
The Sorcerer is a relatively new class in Dungeons & Dragons, having first been introduced in the third edition of D&D. That being said, the class has evolved considerably over the past few decades. Below are the sourcebooks which contains all the rules for Sorcerers in DnD 5e.
- Player’s Handbook: Includes base Sorcerer class, plus the Draconic Bloodline and Wild Magic.
- Sword Coast Adventurer’s Guide: Storm Sorcery.
- Xanathar’s Guide to Everything: Storm Sorcery (reprinted) and Divine Soul and Shadow Magic.
- Tasha’s Cauldron of Everything: Aberrant Mind and Clockwork Soul.
- Dragonlance: Shadow of the Dragon Queen: Lunar Sorcery.
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