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.

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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.
  • Telepathic Speech: Essentially free Sending as long as the creature is within 3oft. This will end up being helpful, but it won’t have a massive impact.

6th level

  • Psionic Sorcery: This will allow you to get a lot more mileage out of your sorcerery points than converting them to spell slots with Font of Magic. An added bonus is that it allows you to cast without verbal, somatic, and material components (as long as the components are expended) which is a better version of the Subtle Spell metamagic.
  • Psychic Defenses: Resistance to a relatively common damage type and advantage on saving throws against two common conditions.

14th level

  • Revelation in Flesh: This feature provides a ton of utility. Being able to see invisible creatures, fly, swim, breathe underwater, and get out of restraints for the equivalent of a 1st-level spell AND as a bonus action can get a lot of mileage.

18th level

  • Warping Implosion: 120ft teleportation with a 30ft AoE effect from the space you left may seem awesome, and it definitely can be, but the issue is that this could easily get shut down if you have party members within 30ft that you don’t want to target. If you can pull this off, it can easily set up massive AoE attacks with the Quickened Spell metamagic.

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.
  • Restore Balance: Being able to negate another creature’s advantage or disadvantage can help prevent massive swings in ability checks, saving throws, and attacks. This is a very versatile feature that can be used to buff party members and debuff enemies from range as a reaction.

6th level

  • Bastion of Law: Essentially variable temporary hitpoints. With an average of 4.5 damage reduction with each sorcery points spent, it puts it at slightly less effective than Aid (2nd-level spell costs 3 sorcery points). Bastion of Law could end up lasting longer if you cast it at the beginning of the day, but 5hp likely won’t last that long.

14th level

  • Trance of Order: This is an extremely strong feature that can cause a failed attack, ability check, or saving throw to easily succeed. Unfortunately, Sorcerers just aren’t the type of class to put themselves into positions that require these all that often. Most of their spells cause saving throws, they don’t get a lot of proficient abilities, and they are hopefully out of the fray enough to avoid saving throws. The same goes for negating attacks made with advantage.

18th level

  • Clockwork Cavalcade: This is essentially a Heal or Mass Cure wounds level spell combined with hyped-up Dispel Magic that can end any spell of 6th-level or lower without having to make a check against it. These effects will be huge when getting into those higher-tier boss fights when enemies are slinging around damage and conditions like they are going out of style. The repairing broken objects feature is cool but won’t have nearly the same level of effect as the previous two mentioned effects.

Divine Soul

1st level

  • Divine Magic: Getting access to an entirely new set of spells will provide a ton of utility, even more so because of how good the Cleric spell list is. The only downside is the lack of known spells for Sorcerers will make it hard to pick and choose.
    • Good: Cure Wounds – Access to healing is great for a class that usually has none
    • Evil: Inflict Wounds – Great single target damage spell that scales really well and can crit. Unfortunately, it is touch range and does necrotic damage which can become less useful at higher levels.
    • Law: Bless – Easily one of the best buffs in the game.
    • Chaos: Bane – Great debuff
    • Neutrality: Protection from Evil and Good – Great single target buff.
  • Favored by the Gods: Adding 2d4 to a missed attack or failed saving throw once per short rest is incredibly useful in defensive and offensive situations.

6th level

  • Empowered Healing: Solid ability that is limited by the 5ft range.

14th level

  • Otherworldly Wings: Flight is one of the biggest advantages you can gain in a fight.

18th level

  • Unearthly Recovery: This is a lot of healing for a bonus action and no spell slot.

Draconic Bloodline

1st level

  • Dragon Ancestor: At the time of writing, these are the spells and monsters that have resistances to certain type of damage. Note: this may not be completely up to date but provides a rough idea.
    • Acid: 17 Spells, 29 Resistant, 21 Immune – Middle of the pack spell, resistant and immunity count. You can also take Elemental Adept.
    • Cold: 24 Spells, 85 Resistant, 33 Immune – Definitely not a great pick if you look at the numbers.
    • Fire: 34 Spells, 74 Resistant, 32 Immune, 14 Vulnerable – The most spells but also the most resistances. Taking Elemental Adept is necessary for this build but makes it very powerful at the same time.
    • Lightning: 19 Spells, 70 Resistant, 32 Immune – Much less spell choice than fire or cold and a similar amount of Resistances and Immunities.
    • Poison: 10 Spells, 17 Resistant, 173 Immune – Yikes. The least amount of spells and SO many immunities.
  • Draconic ResilienceThe HP is negligible but the unarmored AC is greatly needed.

6th level

  • Elemental Affinity: This can be huge damage when combined with AoE spells because you get to add your CHA multiple times. Gaining resistance for an hour for one sorcery point is also great economy.

14th level

  • Dragon Wings: Bonus action, non concentration flight is straight up gold.

18th level

  • Draconic Presence: Sorcery points are a very needed resource but at this level you have 18 to throw around. This is essentially a 5th level spell slot for a 120ft radius Fear spell, which is very powerful crowd control and much more range than the 3rd level version.

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

  • Eyes of the Dark: 120ft Darkvision is good in itself. Being able to pay 2 sorcery points to be able to see in it will allow you to get advantage (and give everything else disadvantage). This is an extremely strong combo to have at 1st level and works well at higher levels.
  • Strength of the Grave: This will certainly be effective at early levels. At high levels, you could easily be hit for 30 damage, making this ability useless.

6th level

  • Hound of Ill Omen: Only being able to target one creature with this is somewhat limiting so it won’t be useful in fights with lots of smaller creatures. This can come in handy against a stronger opponent.

14th level

  • Shadow Walk: Unlimited teleportation as a bonus action is amazing. Not quite as good as flight because you have to be in darkness or dim light. Knowing the Darkness spell can certainly help with your escapes.

18th level

  • Umbral Form: At 18th level, force and radiant damage are common but this is still an absolutely amazing ability.

Storm Sorcery

1st level

  • Wind Speaker: Four free languages has a chance of being useful at some point in your campaign.
  • Tempestuous Magic: A nice “get out of jail free card” if you ever find yourself in melee combat.

6th level

  • Heart of the Storm: Extra damage within 10ft, combined with Tempestuous Magic, is actually a fairly good combo. The resistances are nice.
  • Storm Guide: This can make you look cool but that’s about it.

14th level

  • Storm’s Fury: Another useful ability if you find yourself in melee combat, which Sorcerers really don’t want to do.

18th level

  • Wind Soul: Immunity to a common type of and free flying speed, forever. You can also share this ability with friends. This is definitely the best capstone ability out of any of the Sorcerer Origins.

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

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.

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