D&D Sorcerer 5e Guide
Published on September 27, 2021, Last modified on December 12th, 2024
In this post, we will be examining the sorcerer’s class features and how you can optimize your sorcerer through choosing your race, background, ability scores, subclass, feats, and spells.
Izzy - Wizards of the Coast - Crimson Mage
Sorcerer 5e Guide Rating Scheme
This guide is meant as a deep dive into the DnD 5e sorcerer. For a quick overview of other 5e classes, check out our Guide to DnD 5e Classes.
The color code below has been implemented to help you identify, at a glance, how good that option will be for your sorcerer. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.
- 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
D&D 5e Sorcerer Overview
Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | – | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | – | – | – | – | – | – | – | – |
2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | – | – | – | – | – | – | – | – |
3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | – | – | – | – | – | – | – |
4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | – | – | – | – | – | – | – |
5th | +3 | 5 | – | 5 | 6 | 4 | 3 | 2 | – | – | – | – | – | – |
6th | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | – | – | – | – | – | – |
7th | +3 | 7 | – | 5 | 8 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9th | +4 | 9 | – | 5 | 10 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11th | +4 | 11 | – | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13th | +5 | 13 | – | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14th | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15th | +5 | 15 | – | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Playstyle
Sorcerers are different from Wizards in that their magic comes from innate magical talent passed down through their bloodline rather than studying the arcane arts.
Sorcerers have a relatively short spell list, fewer spells they can learn when leveling up, and fewer spell slots when compared to Wizards. This is made up for by their versatility in spellcasting using the Metamagic ability. This ability allows Sorcerers to do things like duplicate spells, weave spells around friendlies, or recover used spell slots.
If you can look at the Sorcerer spell list, find ten spells that you are happy casting all day, every day, and aren’t going to constantly regret not having a dozen other spells available, then the Sorcerer will be a great choice.
Strengths
Sorcerers are full casters and are constantly compared to Wizards because both classes are entirely focused on spellcasting. The way they differ from the Wizard is a somewhat restricted spell list, the Fonts of Magic/Metamagic class features, and differently formulated subclasses.
The Sorcerer’s main class feature revolves around unique resources called Sorcery Points. Sorcery Points allow them to manipulate their spellcasting in unique ways, making their already practical spellcasting even more effective.
Much like Wizards, Sorcerers have access to all of the best damage dealing spells. This, combined with the Sorcerer’s Metamagic, allows them to go “nova” and deal out massive amounts of damage in a single burst.
Weaknesses
As mentioned above, Sorcerers have a restricted spell list compared to Wizards. Much like Druids, they learn spells as they level up and cannot learn any more until the next level up. This means that Sorcerers won’t have the utility that some other casters do, but the decrease in variety is certainly made up for in the buff to sheer damage and utility Sorcerer Points can provide.
As with other full casters, Sorcerers are susceptible to melee damage as they have low AC and hit points. They also have to manage their resources more effectively than melee classes. If your party is having a particularly bad day with no time for a Long Rest, Sorcerers can run out of spell slots and Sorcery Points quite easily, meaning they will have to rely on weaker, non-limited spells called cantrips.
Best Races for Sorcerers
Choosing a race that complements the Sorcerer’s innate magical prowess and Charisma-based spellcasting is one of the best ways to get a head start on your blaster caster. Check out our Guide to Sorcerer Races, will point you in the right direction.
For a quick pick from the Basic Rules or Player’s Handbook, consider Tieflings. With a +2 bonus to Charisma and innate spells like Hellish Rebuke and Darkness, Tieflings are a natural fit for Sorcerers.
Ability Scores
Ability Score Increases (ASI) at 4th, 8th, 12th, 16th, and 19th level.
Sorcerers need CHA. They have a miserable hit dice so CON is a good secondary pick.
STR: No use beefing out your sorcerer.
DEX: Early AC can help survivability, but there are better options.
CON: More hitpoints and better CON saves make the sorcerer less squishy and less likely to lose concentration on spells.
INT: Who needs INT when you’re naturally gifted?
WIS: Can help with WIS saves and Perception.
CHA: Your spellcasting modifier and great for face skills.
Sorcerer Class Progression
1st Level
Hit Points: Sorcerers have a measly d6 hit dice. You can somewhat mitigate this by increasing CON since you only need to worry about CHA as your main stat.
Saves: A proficiency in CON saving throws is awesome for casters because they are used for Concentration checks. CHA saves are much less common but can keep you from being banished at later levels.
Proficiencies: No armor proficiencies and the weapon choice is barely worth mentioning. But you weren’t really hoping to swing a greatsword with your sorcerer, were you?
Skills: Unfortunately the sorcerer only gets to pick two skills.
- Arcana (INT): You will probably be the party member who is relied on for Arcana checks, and great flavor too.
- Deception (CHA): Very solid social skill that meshes with your stacked CHA.
- Insight (INT): Insight is a solid skill but it doesn’t do well with your dropped INT.
- Intimidation (CHA): Usually the least useful social skill. Can be mitigated by your proficiency in either Deception or Persuasion.
- Persuasion (CHA): Another great social skill. Depending on your build, you will likely either choose this or Deception.
- Religion (INT): Not as crucial as Arcana for an INT based skill.
Spellcasting: If you want to cast spells you’ve come to the right place. Sorcerers are a full caster. Unfortunately, they don’t get to learn as many spells as most of the other caster classes. Sorcerers can use an arcane focus as their spellcasting focus.
Sorcerous Origins: At 1st-level sorcerers get to choose their Sorcerous Origins. All of these options have their own unique merits and playstyle.
- Aberrant Mind:
- Clockwork Soul:
- Divine Soul:
- Draconic Bloodline:
- 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.
- Shadow Magic:
- Storm Sorcery:
- Wild Magic: Channeling pure chaotic magic, Wild Magic sorcerers amplify their magic with random and explosive surges.
2nd Level
Fonts of Magic: With sorcerers, flexibility is the name of the game. You might not get access to as many utility spells, but your damage spells are going to be more applicable and more effective than other casting classes. Fonts of Magic provides flexibility to create more spell slots, or use sorcery points to manipulate your spells with Meta Magic. Keep in mind, you have to finish a long rest to get your sorcery points back.
3rd Level
Metamagic: As mentioned before, sorcerers are mainly focused on damage dealing and it shows in the Metamagic abilities. Most of the abilities allow you to hit enemies harder, faster, and more effectively than other casting classes. You gain access to 2 of these at 3rd Level
- Careful Spell: For 1 sorcery point you can weave your big AoE blasts around your party members. This is something that takes an entire subclass dip for Wizards.
- Distant Spell: Doubling the range of ranged spells and getting 30ft of range on touch spell can be useful in a pinch.
- Empowered Spell: This can be nice in situations where you roll a 1 on something like Inflict Wounds. Rerolling a d10 can net way more damage.
- Extended Spell: This is a solid effect that can work well with certain spells in certain circumstances. Most of the time, a 1 minute duration will be enough for combat so there’s not a whole lot of use doubling the duration of these spells. When you start to look at spells that have 10 minute duration or longer, you can start to see some use in this. Need to fly somewhere that you can’t get to in 10 minutes? Now you have 20 minutes. This option really shines if you’re able to extend an 8 hour duration spell so you can cast the spell, long rest, then have the spell for your next adventuring day.
- Heightened Spell: Invoking disadvantage on saving throws is a great mechanism when you really want a spell to hit.
- Quickened Spell: Casting your favorite spells as a bonus action is awesome for action economy. Keep in mind that you can only cast a cantrip for your main action spell if you cast a spell as a bonus action.
- Seeking Spell: Seeing as this is for spells that use spell attacks vs saving throws it won’t come up quite as often or be used for less powerful spells.
- Subtle Spell: The best use of this is certainly circumventing Counterspell, it’s a worthwhile pick if you are constantly going up against spellcasters that are interfering with you casting your spells. This can also be useful for casting spells while hidden or bound and gagged.
- Transmuted Spell: Seeing as fire is a common resistance and is common in high damage spells, changing your spells damage type can be used to make your big damage spells hit for full damage.
- Twinned Spell: Being able to twin a spell like Haste is a completely amazing ability. A useful option for buffing damage of cantrips on the cheap as well.
You gain another Metamagic option at 10th and 17th level.
4th Level
5th Level
20th Level
Sorcerous Restoration: It’s not a particularly impressive capstone ability but it can be useful for a long adventuring day at 20th-level.
Best Feats for Sorcerers
Check out our Guide to Sorcerer Feats.
Best Spells for Sorcerers
Check out our Guide to Sorcerer Spells.
Best Multiclass Options for Sorcerers
Multiclassing is always an opportunity cost, you have to determine if taking a level of another class is worth what you will lose from the original class. Many factors come into this decision, with the main factor being how long your campaign will run and, ultimately, what level you will be playing until. With Sorcerers and other full casters, you want to avoid taking more than 3 multiclass levels, or else you won’t be able to get access to 9th-level spells.
Another thing to take into consideration is the additional class’ primary ability scores. Sorcerers are CHA-based casters and you want to be able to use their high CHA to synergize with the additional class.
Paladin: The Sorcadin is considered one of, if not the most powerful multiclass options in D&D 5e. This build allows for an awesome cross between a tank and a caster and allows for insane nova damage. The most common Sorcadin build is Paladin 2 / Sorcerer 18 which allows you get to get access to armor/shield/weapon proficiencies, Lay on Hands, and smites. Only dipping two levels into Paladin restricts access to some nice Paladin features like Aura of Protection and extra attacks, but it gives access to high-level Sorcerer spell options, plenty of sorcery points, and the Sorcerer Origin capstone feature.
Bard: Three levels in Bard will get you Bardic Inspiration, Jack of All Trades, and the starting features of a College of your choice. The best Bard subclasses to choose would be Eloquence for better CHA-based ability checks and a buffed Bardic Inspiration, Lore for extra proficiencies and Cutting Words, and Valor for medium armor/shields and the ability to add Bardic Inspiration to weapon attack damage rolls. The good news with the Bard multiclass is that your spell slot progression isn’t hindered in the least when you do this, and Bards have access to stellar early-level spells like Vicious Mockery and Dissonant Whispers.
Warlock: Warlocks get access to a ton of stuff at 1st-level. First off is the amazing damage cantrip Eldritch Blast, next up is the ability to restore Warlock spell slots on a short rest, and finally is the Pact feature. The Celestial Pact has some healing features, but by far the best choice would be the Hexblade for access to Hexblade’s Curse, proficiency in medium armor/shields, a great expanded spell list, and the ability to melee attack using your CHA modifier.
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
Is Meteor Swarm really that good? Its fire and bludgeoning damage for a ninth level spell. I think if you are high enough level to cast that spell, you should expect your opponent to have at least resistance to both damage types.
Meteor Swarm is probably the best spell in terms of AoE damage available. Certainly resistances can be an issue. But if you’re trying to cover a large area, or even take out a bunch of buildings, this spell does wonders!
Isn’t Tiny Hut a Bard/Wizard spell?
Absolutely! Thank you for pointing that out ????
Contingency is only a wizard spell I believe 🙂
Good catch! This has been fixed.
Perhaps it could be noted that Subtle Spell can be used to circumvent Counterspell, to cast spells while staying hidden, and to allow you to cast spells when bound and gagged. Specifically useful for those who want to play a more clandestine shadow sorcerer, a wild magic sorcerer with a penchant for trouble with the guards , or a sorcerer who wants tot test their might in a mages duel.
Great point! I’ve added this in.
Will you guys ever do guides based on different subclasses of Sorcerer? your guide was really helpful for my Eldritch knight and I was hoping to find something for Storm Sorcerers.
Yes absolutely! We are currently working on revamping all of our class guides, and subclass guides will be a part of that 🙂
I think you’ve underrated Dragon’s Breath. It’s a buff far better cast on a familiar or friendly summoned animal that has an ineffectual or non-existent attack. Giving the wizard’s owl or Warlock’s Imp a flamethrower seems better than your rating would suggest, at least in a longer fight. Properly used, it’s a buff to the party’s action economy with an AoE in a flexible damage type.
Woah, didn’t think of that application. Thanks for pointing that out! I’ve adjusted the rating.
Question: if I’m playing aDivine soul sorcerer and I multi class as a cleric, could I also count the spells I get from Cleric Class as Sorcerer spells and use my charisma spell modifier? I’m planning on multiclassing anyway one level because I like being able to add five more spells to my list with just one level and gaining ritual casting to boot, but I wanted to see how much benefit I would get.
Unfortunately, you’d have to cast your cleric spells with your WIS modifier. This isn’t a huge deal if you stick to spells that don’t require your WIS modifier (bless is a great choice here).
Thanks. I’ll think with that when picking those spells. The other thing I like about the multiclassing to cleric is that I have at least 3 spells that I can switch out every long rest which will give more versatility, even if they’ll only be level one spells ):
Sorry, one last question regarding my multiclassing idea, the PHB doesn’t specify how Cantrip relate to multiclassing. Do I just get 3 extra Cleric Cantrip son top of my 4 Sorcerer Cantrips?
Yup, you get the 3 extra cantrips when you multiclass into Cleric 🙂
One comment on the Sorcadin multiclassing: which class you start with makes a difference. If you start off as a Paladin, you’ll be proficient in heavy armor, but not Constitution saving throws. If you start off as a Sorcerer, you’ll get proficiency in constitution saving throws, but will only gain proficiency in medium armor and shields when you multiclass to Paladin- in which case you may prefer to
Multiclass to a warlock he blade, since you’ll get all the same equipment proficiency benefits, but will also get extra spells and cantrips. By going up one more level you won’t get smites, but you will get invocations, which you’ll most likely want to chose agonizing blast and devil’s sight.