Class guide

Sorcerer guide for the 2024 rules

d6 hit dieFull casterCharisma

The Sorcerer casts fewer kinds of spells than a wizard but bends each one. Sorcery points and Metamagic are the whole class. Here's how they scale from level 1 to 20 and which options to take.

CABy Corin Ashdown · Updated · 10 min read

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.

Damage4/5
Toughness2/5
Support3/5
Out of combat3/5
Ease for beginners3/5

Class basics

Hit died6
Primary abilityCharisma
Saving throwsConstitution and Charisma
ArmorNone
WeaponsSimple
SpellcastingFull caster, Charisma-based, prepared spells (4 cantrips at level 1, rising to 6)

Features by level

LevelFeaturesSorcery pointsMetamagic known
1Spellcasting, Innate Sorcery00
2Font of Magic, Metamagic22
3Sorcerer subclass32
4Ability Score Improvement42
5Sorcerous Restoration52
6Subclass feature62
7Sorcery Incarnate72
8Ability Score Improvement82
9No new class feature92
10Metamagic104
11No new class feature114
12Ability Score Improvement124
13No new class feature134
14Subclass feature144
15No new class feature154
16Ability Score Improvement164
17Metamagic176
18Subclass feature186
19Epic Boon196
20Arcane Apotheosis206

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 createdSorcery point costMinimum Sorcerer level
122
233
355
467
579

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.

OptionPointsWhat it doesOur take
Quickened Spell2Cast an action spell as a bonus actionTop pick. Lets you move a big spell to your bonus action, though not alongside another leveled spell that turn
Twinned Spell1Raise the effective level of a spell that gains targets when upcast, so it hits one more creatureTop pick. Hold Person or Banishment on one more target for 1 point
Subtle Spell1Cast with no verbal, somatic or cheap material componentsGreat for social scenes and against Counterspell
Careful Spell1Allies you choose automatically pass the save and take no damage on a half-damage saveTake it if you'll throw Fireball near friends
Heightened Spell2One target has Disadvantage on its save against the spellBest on save-or-lose spells like Hold Person
Extended Spell1Double a duration of 1 minute or more, and gain Advantage on Concentration savesGood with buffs and Mage Armor
Empowered Spell1Reroll damage dice up to your Charisma modifierCan stack with another option
Seeking Spell1Reroll a missed spell attackCan stack with another option
Distant Spell1Double a spell's range, or make a touch spell reach 30 feetSituational
Transmuted Spell1Swap acid, cold, fire, lightning, poison or thunder damage for another type on that listUseful 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.

SubclassPlays likePick it if
Aberrant SorceryPsionic power from an alien source, with telepathy and psychic spellsYou want a creepy mind-mage
Clockwork SorceryMagic of cosmic order that cancels Advantage and Disadvantage on a roll and wards allies against harmYou want to protect the party as well as blast
Draconic SorceryDragon-blooded, tougher than other sorcerers, with a favored damage type and wings laterYou want the sturdiest, simplest sorcerer
Wild MagicRandom surges of magic that can help or embarrass youYour 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.

Source: paraphrased from the 2024 Player's Handbook and the System Reference Document 5.2 (CC-BY-4.0). New to the game? Start with how to start playing D&D.
CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.