Verdict
A strong blaster with a short list of spells it uses very well. Innate Sorcery gives you Advantage on spell attacks and a higher save DC twice per long rest from level 1, and Metamagic lets you cast two spells in a turn or hit two targets with one. It's fragile, and picking the wrong spells hurts more than on a wizard.
Class basics
| Hit die | d6 |
|---|---|
| Primary ability | Charisma |
| Saving throws | Constitution and Charisma |
| Armor | None |
| Weapons | Simple |
| Spellcasting | Full caster, Charisma-based, prepared spells (4 cantrips at level 1, rising to 6) |
Features by level
| Level | Features | Sorcery points | Metamagic known |
|---|---|---|---|
| 1 | Spellcasting, Innate Sorcery | 0 | 0 |
| 2 | Font of Magic, Metamagic | 2 | 2 |
| 3 | Sorcerer subclass | 3 | 2 |
| 4 | Ability Score Improvement | 4 | 2 |
| 5 | Sorcerous Restoration | 5 | 2 |
| 6 | Subclass feature | 6 | 2 |
| 7 | Sorcery Incarnate | 7 | 2 |
| 8 | Ability Score Improvement | 8 | 2 |
| 9 | No new class feature | 9 | 2 |
| 10 | Metamagic | 10 | 4 |
| 11 | No new class feature | 11 | 4 |
| 12 | Ability Score Improvement | 12 | 4 |
| 13 | No new class feature | 13 | 4 |
| 14 | Subclass feature | 14 | 4 |
| 15 | No new class feature | 15 | 4 |
| 16 | Ability Score Improvement | 16 | 4 |
| 17 | Metamagic | 17 | 6 |
| 18 | Subclass feature | 18 | 6 |
| 19 | Epic Boon | 19 | 6 |
| 20 | Arcane Apotheosis | 20 | 6 |
Spell slots follow the standard full caster table, the same as the Wizard.
Sorcery points
From level 2 you have sorcery points equal to your Sorcerer level. They come back on a long rest. You spend them on Metamagic, and you can trade them for spell slots in either direction:
- Slot to points: burn a spell slot to gain points equal to its level. No action needed.
- Points to slot: as a bonus action, turn points into a slot of level 5 or lower. Created slots vanish on a long rest.
| Slot level created | Sorcery point cost | Minimum Sorcerer level |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
Converting points into slots is a poor trade most of the time. Points are worth more as Metamagic. The exception is the end of a long day: if you have points left and no slots, buy a slot. From level 5, Sorcerous Restoration gives back up to half your level in points on a short rest, once per long rest.
Metamagic picks
You learn two options at level 2, two more at 10 and two more at 17. You can swap one each time you gain a level. Normally you use one option per spell. Empowered and Seeking can be added on top, and from level 7 you can use two at once while Innate Sorcery is active.
| Option | Points | What it does | Our take |
|---|---|---|---|
| Quickened Spell | 2 | Cast an action spell as a bonus action | Top pick. Lets you move a big spell to your bonus action, though not alongside another leveled spell that turn |
| Twinned Spell | 1 | Raise the effective level of a spell that gains targets when upcast, so it hits one more creature | Top pick. Hold Person or Banishment on one more target for 1 point |
| Subtle Spell | 1 | Cast with no verbal, somatic or cheap material components | Great for social scenes and against Counterspell |
| Careful Spell | 1 | Allies you choose automatically pass the save and take no damage on a half-damage save | Take it if you'll throw Fireball near friends |
| Heightened Spell | 2 | One target has Disadvantage on its save against the spell | Best on save-or-lose spells like Hold Person |
| Extended Spell | 1 | Double a duration of 1 minute or more, and gain Advantage on Concentration saves | Good with buffs and Mage Armor |
| Empowered Spell | 1 | Reroll damage dice up to your Charisma modifier | Can stack with another option |
| Seeking Spell | 1 | Reroll a missed spell attack | Can stack with another option |
| Distant Spell | 1 | Double a spell's range, or make a touch spell reach 30 feet | Situational |
| Transmuted Spell | 1 | Swap acid, cold, fire, lightning, poison or thunder damage for another type on that list | Useful against fire-resistant foes |
For a first sorcerer, take Quickened and Twinned at level 2. Add Subtle and Heightened at 10.
The features that matter
Innate Sorcery (level 1)
A bonus action that lasts a minute: your Sorcerer spell save DC goes up by 1 and you have Advantage on your Sorcerer spell attacks. Two uses per long rest. Turn it on at the start of the hardest fight of the day.
Sorcery Incarnate (level 7)
When you're out of Innate Sorcery uses, you can spend 2 sorcery points to activate it anyway. While it's active you can put two Metamagic options on one spell, for example a Twinned spell that's also Heightened.
Arcane Apotheosis (level 20)
While Innate Sorcery is active, one Metamagic option per turn is free.
Subclasses
You pick your subclass at level 3.
| Subclass | Plays like | Pick it if |
|---|---|---|
| Aberrant Sorcery | Psionic power from an alien source, with telepathy and psychic spells | You want a creepy mind-mage |
| Clockwork Sorcery | Magic of cosmic order that cancels Advantage and Disadvantage on a roll and wards allies against harm | You want to protect the party as well as blast |
| Draconic Sorcery | Dragon-blooded, tougher than other sorcerers, with a favored damage type and wings later | You want the sturdiest, simplest sorcerer |
| Wild Magic | Random surges of magic that can help or embarrass you | Your table enjoys chaos |
Draconic Sorcery is the one in the SRD. At 3 you gain extra hit points and an unarmored AC of 10 plus Dexterity and Charisma, plus always-prepared spells like Chromatic Orb and Dragon's Breath. At 6 you pick acid, cold, fire, lightning or poison, gain resistance to it, and add your Charisma modifier to one damage roll of spells of that type. At 14 you grow wings with a 60-foot fly speed.
Building one
- Ability scores: Charisma first, Constitution second for hit points and Concentration, Dexterity third.
- Cantrips: Sorcerous Burst or Fire Bolt for damage, plus Prestidigitation and Mage Hand for utility.
- Spells: Shield and Magic Missile at 1. Misty Step at 3. Fireball at 5. Hold Person is the classic Twinned target, since it already scales to more targets with a higher slot.
- Feats: War Caster or Resilient (Constitution) to keep Concentration up. Raise Charisma first.
Questions
Sorcerer or Wizard?
Pick Sorcerer if you want to cast a small set of spells very well and like making decisions in the moment. Pick Wizard if you want the largest spell list and enjoy planning ahead.
Can a Sorcerer change spells?
Yes, but slowly. In the 2024 rules you prepare spells, and you can swap one each time you gain a Sorcerer level. Choose spells that stay useful all campaign.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.