Sorcerer Subclasses 5e
Published on December 12, 2024
Explore the bloodlines that allow you to harness magical potential in our guide to Sorcerer subclasses in Dungeons & Dragons 5th edition. From Aberrant Mind to Wild Magic, find the subclass that aligns with your character’s origin.
Yongjae Choi - Wizards of the Coast - Chandra, Fire Artisan
Your Guide to DnD 5e Sorcerer Subclasses
A Sorcerer’s subclass, or Sorcerous Origin, is the core of their magical identity, shaping how they wield their innate arcane power. Your choice of subclass at 1st level defines your magical flavor and can even grant you a wider repertoire of spells.
Will you harness the chaotic energies of Wild Magic to unleash unpredictable power or draw upon the divine spark of a Celestial Bloodline to become a beacon of Radiant damage? This guide explores every Sorcerer subclass, breaking down their features and offering tips to help you make the most of your Sorcerous Origin!
What is this guide?
This guide is meant as a deep dive into the 5e sorcerers subclasses. 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
Aberrant Mind
1st level
Aberrant Mind spells: This spell list focuses on battlefield control, psychic damage, and telepathic communication. TCoE also allows you to switch any of these spells out for any divination or enchantment spells from the Warlock, Wizard, or Sorcerer class. The biggest thing to take away from this feature is that it gets your Sorcerer access to 10 more spells, which is a massive increase from the typical 15 spell limit of 20th-level Sorcerers.
Cantrip
- Mind Sliver: INT saves aren’t common proficiencies and psychic damage isn’t a common resistance. Sure, the damage isn’t as appealing as something like fire bolt, but the d4 reduction from the next saving throw is effective in lower tiers of play.
1st level
- Arms of Hadar: Decent AoE with a short-range that will allow you to escape a group of enemies if they fail their save. This is a spell you don’t want to have to use.
- Dissonant Whispers: One of the best 1st-level spells in the game. Verbal only components, good range, psychic damage, and can cause an enemy to move away from an ally. Not only does this provide support on the battlefield, but it can also cause an opportunity attack which makes the spell even more powerful.
3rd level
- Calm Emotions: The fact that this spell has two different use cases makes it decent, even if those events may not come up too often. Enemies often have effects that charm or frighten in an area of effect, so being able to suppress those effects also in an area of your choosing could save your whole party. When used on enemies, you can make them non-hostile for a whole minute, giving you enough time to escape. The main issue with this spell is the concentration and the relatively small radius.
- Detect Thoughts: Useful spell for interrogations, or to determine if there are any hidden creatures near your location.
5th level
- Hunger of Hadar: Decent crowd control option, solid damage if you can keep baddies in there or cast it at a choke point.
- Sending: Solid communication spell for at least one party member to have.
7th level
- Evard’s Black Tentacles: Crowd control that grants the Restrained condition and continuous damage depending on if you can keep enemies in the area.
- Summon Aberration: Great summon option with a good amount of versatility. The Beholderkin provides flight and ranged attacks, Slaad can tank and has decent melee damage, and Star Spawn provides psychic damage and AoE.
9th level
- Rary’s Telepathic Bond: This can be helpful when the party gets into a tricky circumstance and needs to be able to discuss amongst themselves without “table talking”.
- Telekinesis: This is a great spell to have perpetually stocked. Toss enemies around the battlefield or crush your enemies with a giant rock.
6th level
14th level
18th level
Clockwork Soul
1st level
Clockwork Soul spells: This spell list focuses on buff and healing spells. TCoE also allows you to switch any of these spells out for any abjuration or transmutation spells from the Warlock, Wizard, or Sorcerer class. The biggest thing to take away from this feature is that it gets your Sorcerer access to 10 more spells, which is a massive increase from the typical 15 spell limit of 20th-level Sorcerers.
1st level
- Alarm: This spell is relatively useful whenever you’re resting. What’s better is it can be cast as a ritual. If you have Ritual Casting, this is never a bad pick.
- Protection from Evil and Good: You love to see this spell in any party, the buffs this can provide are extremely useful in any combat scenario. The creature types this affects are very common so this spell will likely be useful in your campaign.
3rd level
- Aid: Proactive healing rather than reactive healing and at a higher, guaranteed rate than Cure Wounds. 5 hit points can make a huge difference in keeping the party alive, and the spell doesn’t require concentration. Can be cast at higher levels.
- Lesser Restoration: Diseases and conditions do come up from time to time, so you’ll be happy to have this when they do.
5th level
- Dispel Magic: Always make sure at least one of your party members has this.
- Protection from Energy: This is typically outshined by absorb elements except in the specific circumstances when you are constantly being subjected to a type of damage.
7th level
- Freedom of Movement: It’s nice to give extra movement options to allies, but there are better buff spells and this one is pretty situational.
- Summon Construct: All of the options are fairly tanky but the Heated Body option is definitely the best feature.
9th level
- Greater Restoration: Great spell to have that can get you or party members out of very tricky situations.
- Wall of Force: You’re just making a wall. So what? You can split up opposing forces, hide behind an impenetrable wall, or make a dome over your party. It is immune to dispel magic but can be disintegrated.
6th level
14th level
18th level
Divine Soul
1st level
6th level
14th level
18th level
Draconic Bloodline
1st level
6th level
14th level
18th level
Lunar Sorcery
Lunar Sorcery sorcerers channel celestial power through the moon. Depending on the phase of the moon you channel your power from, your sorcerous abilities will alter themselves to match aspects that phase represents.
Check out our Lunar Sorcery 5e guide for a more in-depth breakdown of the Lunar Sorcery subclass, including build recommendations, playstyle breakdowns, and an example build.Shadow Magic
1st level
6th level
14th level
18th level
Storm Sorcery
1st level
6th level
14th level
18th level
Wild Magic
Channeling pure chaotic magic, Wild Magic sorcerers amplify their magic with random and explosive surges.
Check out our Wild Magic 5e guide for a more in-depth breakdown of the Wild Magic subclass, including build recommendations, playstyle breakdowns, and an example build.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