Best Sorcerer Races in D&D 5e
Published on December 12, 2024
Choose your Sorcerer’s origin with our breakdown of playable races in Dungeons & Dragons 5th edition. Discover which races offer unique advantages and abilities tailored to your innate magic channeler.
Billy Christian - Wizards of the Coast - Thundering Sparkmage
What is this guide?
This guide is meant as a deep dive into the best races for the 5e sorcerer. For the full overview of the sorcerer class, check out our sorcerer class guide.
To allow you to scan through the options quickly, we use the following color rating scheme:
- Red : Isn’t going to contribute to the effectiveness of your character build at all
- Orange : Situationally good, but a below-average option otherwise
- Green : A good option
- Blue : A great option, you should strongly consider this option for your character
- Sky Blue: An amazing option. If you do not take this option your character would not be optimized
Best Races for Sorcerers
Sorcerers, the innate spellcasters of Dungeons & Dragons, channel arcane power through their bloodlines. Unlike Wizards who rely on exhaustive study or Warlocks who forge pacts, Sorcerers possess a magical essence that flows effortlessly, making them unique fonts of raw power.
Their signature Metamagic feature allows them to tailor spells to any situation, giving them control over their arcane arsenal that is unique to the Sorcerer class. While they may not have the durability of frontline classes, their d6 Hit Dice and limited defensive options are balanced by the sheer potency of their spells.
Tips for Choosing Your Sorcerer’s Race
Any race can be granted the power of a Sorcerer’s bloodline, but certain racial traits naturally complement their abilities. If you’re playing with the rules for Customize Your Origins introduced in Tasha’s Cauldron of Everything, you can boost your Charisma regardless of the race you choose. Otherwise, prioritizing a race that provices +2 Charisma is critical, as it fuels your spellcasting. Constitution is another valuable stat to bolster your meager Hit Points and ensure you can maintain Concentration on spells.
Beyond ability scores, Sorcerers are really looking for racial features that add spells to their repertoire. Since Sorcerers thrive on spell variety but don’t learn as many spells as they level up, races that enhance these aspects can help you truly embody the untamed magic of a Sorcerer.
Standard Races
- Gem: Quite flavorful and effective when combined with Aberrant Mind sorcerer subclass. Any sorcerer build will appreciate a bit of damage resistance and the ability to get out of dodge with a flying ability.
- Standard: Not terrible due to the +1 CHA, but besides the damage resistance there isn't much else here that is interesting to a sorcerer.
- Draconblood: Only +1 CHA but Forceful Presence can assist with social skill checks.
- Hill: A bonus to WIS can occasionally help with Wisdom saves, additional hit points are useful.
- Mountain: STR won't help but light and medium armor proficiency is always nice for casters.
- Eladrin: DEX for AC and CHA for spellcasting makes the eladrin's array a solid start for a sorcerer. The free casting of misty step and it's bonus effect will be excellent utility.
- Mark of Shadow: DEX and CHA bonuses are both welcome and the extra castings plus expanded spell list will go a long way to help the sorcerer's lack of spells known.
- Mark of Passage: Can work for an interesting and mobile Hexblade, but it will still be at a disadvantage without CHA.
- Standard: A middle of the road pick because they increase all their ability scores by 1.
- Variant: Getting CHA plus a proficiency and a feat at 1st-level is typically really good. Picking up Shadow Touched or Fey Touched is a great way to get extra spells at 1st-level.
- Bloodline of Asmodeus: +2 CHA and solid spells.
- Bloodline of Baalzebul: +2 CHA like other subraces, but with less effective spells.
- Bloodline of Dispater: CHA for spellcasting and DEX for AC is perfect for a sorcerer, plus the spells offer good utility for stealthiness.
- Bloodline of Fierna: +2 CHA and good spells for a persuasive character.
- Bloodline of Glasya: CHA for spellcasting and DEX for AC is perfect for a sorcerer, plus the spells offer good utility for stealthiness.
- Bloodline of Levistus: CHA for spellcasting, CON for hit points, and defensive spells to keep you alive.
- Bloodline of Mammon: +1 INT like other subraces, but with less effective spells.
- Bloodline of Mephistopheles: +2 CHA, good spells, and useful racial traits.
- Variant – Devil’s Tongue: +2 CHA and an excellent subset of spells for a sorcerer.
- Variant – Winged: Having flight is amazing, and you get to keep the +2 CHA.
Non-Standard Races
- Updated: 1st level, concentrationless flight, an extra spell, and a beneficial ASI array make this an extremely attractive option for sorcerers.
- Updated: Bugbear sorcerers can now take CHA, and the new Surprise Attack can be very effective with spell attacks that deliver multiple hits. You can get scorching ray at 2nd-level, which allows you to make three ranged spell attacks for 2d6 damage. With Surprise Attack, these now do 4d6 damage each bringing you up to 12d6 damage as early as level 2.
- Updated: Nothing here for a sorcerer.
- Updated: Not much changes for the changeling sorcerer as they will still take CHA. The racial traits are slightly improved, making the updated changeling an upgrade over the original.
- Updated: With flexible ASIs, firbolgs are an excellent choice for sorcerers to give them more spells at their disposal.
- Updated: Now that goblins can choose CHA they are a solid pick for a sorcerer. Fury of the Small will add damage to all of your spells and Nimble Escape is a great failsafe to get out of harms way if you find yourself within melee range.
- Updated: Not a terrible choice since Stone's Endurance will do lots for survivability, though ideally your sorcerer won't be taking lots of damage to begin with.
- Updated: Sorcerers are far too squishy to use Fey Gift in combat, as they would need to be close to an ally to provide the Help action. Still, Fortune from the Many is useful to have as a failsafe for saving throws.
- Updated: The updated kobold's main draw, Draconic Cry, is really only useful if you're in melee range.
- Hexblood: A couple extra spells and their resulting free once-a-day casting is okay for a sorcerer, especially one that uses cantrips for damage more often than not. The Eerie Token utility can also help due to your restricted spell list.
- Swiftstride Shifter: The only subrace that hosts a CHA increase is the swiftstride shifter, although it is only +1.
Sources Used in This Guide
- : 2014 Player's Handbook
- 2024 PHB: 2024 Player's Handbook
- BR: Basic Rules
- GotG: Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- : Unearthed Arcana
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything