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.

Arcane Eye may earn a small commission from affiliate links in this article. Learn more.

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

Dragonborn:
  • 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.
Dwarf: No CHA is tough and the sorcerer won’t be tanking any time soon. Additional hit points are always helpful.
  • 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.
Elf: Elves get a DEX bonus which can somewhat help the miserable AC of a Sorcerer.
  • 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.
Gnome: Sorcerers need CHA to be effective, of which there is only one subrace.
Half-Elf: The +2 CHA, ASI, and skill versatility make this is one of the better races for the Sorcerer class. The Mark of Storm subrace is particularly tempting because it offers a number of spells while keeping with a solid ability mod bonus.
Half-Orc: Sorcerers need CHA to be effective.
Halfling: Only a +1 to CHA will make Halflings a tough choice for Sorcerers.
Human:
  • 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.
Tiefling: Sorcerers excel with CHA, so any of the subraces will do fine.
  • 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

Aarakocra: The only beneficial thing here is flight.
  • Updated: 1st level, concentrationless flight, an extra spell, and a beneficial ASI array make this an extremely attractive option for sorcerers.
Aasimar: Any of these subraces will work for sorcerers. Fallen and Protector are the best for sure.
Aasimar (2024): Some good options for a blaster caster Sorcerer, especially with the evasion that comes with an innate Fly Speed.
Air Genasi: All the spells provided by Mingle with the Wind are already on your spell list, but can help stretch your relatively short spells learned. The extra movement speed, Darkvision, and damage resistance are all additional benefits.
Astral Elf: Sacred flame is an effective alterative for fire bolt and the free castings of misty step via Starlight Step means you don't have to devote a precious learned spell towards picking it up. On top of this, you get a proficiency in Perception, which you normally wouldn't as a sorcerer, a floating skill/tool proficiency, advantage against charmed, and you can't be put to sleep with magic. All in all, pretty effective start for a sorcerer.
Auto Gnome: The AC boost is on par with mage armor, which could allow you to spend your limited sorcerer spells on other options. But, Built for Success doesn't apply to casters as much, nor does the tool proficiencies and survivability options. One of the biggest boons is you can self heal with mending, but seeing as it's not combat-ready healing and you only get to roll a d6, it doesn't make that much of a difference.
Bugbear: Nothing here for a sorcerer.
  • 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.
Centaur: Nothing here for a sorcerer.
  • Updated: Nothing here for a sorcerer.
Changeling: +2 CHA is the best stat boost for a pure CHA caster, and the free ability score increase can be used on either DEX or CON depending on your needs. Since they have access to so many spells, a sorcerer could use Shapechanger in combination with a whole host of Illusion spells to make a pretty sly character.
  • 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.
Deep Gnome: Nothing much here for a sorcerer beyond the limited protection against enemy magic.
Dragonborn (2024): You already have access to Burning Hands, and would rather avoid damage than have Resistance. Flight and Darkvision are good, but there are more synergistic options.
Duergar: The free castings of invisibility and enlarge/reduce, can help with your limited spells known. The survivability isn't a huge deal as you shouldn't be up front to tank these effects for your party, but is useful nonetheless.
Dwarf (2024): While not an obvious choice, Dwarven Resilience can help squishy Sorcerers survive longer in combat. Stonecunning also provides niche exploration benefits for spellcasters.
Earth Genasi: Nothing really here for a sorcerer, unfortunately.
Eladrin: Misty step is already available to sorcerers but, seeing as they have a small list of spells known, the free castings provided by Fey Step are a welcomed bonus.
Elf (2024): Getting to take your pick of a Wizard cantrip each Long Rest is great for Sorcerers. Combined with some extra useful spells, the High Elf lineage is a solid pick.
Fairy: A couple of extra spells and free, concentrationless flight are perfect additions to the sorcerer's skill set.
Firbolg: Sorcerers need CHA to be effective.
  • Updated: With flexible ASIs, firbolgs are an excellent choice for sorcerers to give them more spells at their disposal.
Fire Genasi: The spells aren't that exciting, but the fire resistance can be useful to help keep your sorcerer alive.
Genasi: Sorcerers need CHA to be effective.
Giff: Nothing here for a sorcerer.
Gith: Sorcerers need CHA to be effective.
Gnome (2024): Gnome Cunning protects Sorcerers from enemy spellcasters. Darkvision and Small size help with positioning, while Forest Gnome’s illusion can add tricks to their repertoire.
Goblin: Sorcerers need CHA to be effective.
  • 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.
Goliath: Sorcerers need CHA to be effective.
  • 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.
Goliath (2024): Multiple instances of Misty Step or some additional fire power on your spell attacks. A decent option.
Hadozee: A bit of damage reduction, a climbing speed, and the ability to negate falling damage isn't particularly exciting for a sorcerer.
Halfling (2024): Basically the only thing worthwhile here is Luck, which is only offensively useful for spells that require attack rolls. It can also apply to saving throws or ability checks, but this feature is still underwhelming for a Sorcerer.
Harengon: A small bonus to initiative can help you drop a big AoE spell and the free disengages can help if you get caught in melee distance. While all these abilities are "nice to haves", there is nothing here is particularly exciting for an sorcerer.
Hobgoblin: Sorcerers need CHA to be effective.
  • 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.
Human (2024): Humans are a strong option for Sorcerers. Heroic Inspiration smooths out critical saving throws or attacks, and the extra skill proficiency allows you to pick up Perception. The extra Origin feat allows you to pick up Magic Initiate, which can get you access to Find Familiar or some healing spells.
Kalashtar: Because the kalashtar’s racial traits are so good, having only +1 to CHA is acceptable.
Kender: The kender's Taunt gives sorcerers a decent bonus action ability. Unfortunately, with their measly hit dice and lack of armor, sorcerers really don't want enemies focusing fire on them.
Kenku: Sorcerers need CHA to be effective.
Kobold: Sorcerers need CHA to be effective.
  • Updated: The updated kobold's main draw, Draconic Cry, is really only useful if you're in melee range.
Leonin: The +2 CON is okay for hit points and concentration checks, but not getting a CHA or even DEX bonus really hurts. The Daunting Roar ability can help you get out of situations where you find yourself surrounded, but so could a misty step.
Lineage:
  • 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.
Lizardfolk: Sorcerers need CHA to be effective.
Loxodon: Sorcerers need CHA to be effective.
Minotaur: Sorcerers need CHA to be effective.
Orc: Sorcerers need CHA to be effective.
Orc (2024): Adrenaline Rush is situationally useful for positioning spells like Fireball. Relentless Endurance provides a safety net, but Orcs aren’t the most optimized Sorcerer choice.
Plasmoid: Beyond the resistance to poison and acid and against being poisoned, there isn't much here for the sorcerer. Especially because the pseudopod is essentially a strictly worse mage hand, despite its ability to deliver touch spells from range.
Satyr: Perfect ASI array, face skill proficiencies, extra movement, and Magic Resistance make this an ideal class for the sorcerer.
Shadar-kai: Misty step is already available to sorcerers but, seeing as they have a small list of spells known, the free castings provided by Blessing of the Raven Queen are a welcomed bonus. The only conflict for bonus actions would be if your sorcerer really likes using the Quickened Spell Metamagic option, but those conflicts should be relatively uncommon.
Shifter:
  • Swiftstride Shifter: The only subrace that hosts a CHA increase is the swiftstride shifter, although it is only +1.
Simic Hybrid: CHA is your only reasonable option for the flexible ability score. Carapace is a good choice for the squishier caster classes.
Tabaxi: DEX makes the class less squishy and CHA is the most important ability score for sorcerers. The rest of the racial traits are very movement-focused, with some solid proficiencies thrown in.
Thri-kreen: Free mage armor can go a long way as you won't have to stock it or waste a 1st-level spell slot every day to cast it. The free advantage on Stealth checks can allow you to sneak around without stocking or casting invisibility. Darkvision and telepathic communication are also abilities that normally come from spells that you don't have to worry about, allowing you to focus your limited learned spells on more powerful ones.
Tiefling (2024): For Sorcerers going all-out on offensive, Infernal Tieflings will do a lot to boost your (literal) fire power. If you want to split between an offensive playstyle and some added survivability, Chthonic Tieflings get a free False Life per day for some extra Hit Points.
Tortle: Sorcerers need CHA to be effective.
Triton: CON and CHA are really the only two ability scores that sorcerers need to worry about outside of a little bit of DEX. Control Air and Water gives you a few more spells to play with.
Vedalken: Sorcerers need CHA to be effective.
Warforged: Most sorcerers don’t want to be taking too many hits, but the increased durability will be nice to have on many occasions. They also only really care about CHA so the free ASI choice is obvious. You will need to do some mental gymnastics on making this work in terms of roleplay, though. The way Sorcerers gain their power is through bloodlines and references souls, so your warforged may need to come to terms with existential dilemmas.
Water Genasi: Nothing here for a sorcerer.
Yuan-ti Pureblood: Yuan-ti purebloods have everything a sorcerer could want: +2 to CHA, innate spells, and some fantastic defensive traits to keep you alive.

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

Other Sorcerer Guides

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Use the buttons below to fine tune the content you see in our guides.

What do these mean?