Sorcerer class icon: a hand crackling with magic
Icon by Delapouite, CC BY 3.0

Sorcerer 5e class

Sorcerers are born with magic in their blood. They know fewer spells than a wizard but bend them with Metamagic, spending sorcery points to twin, quicken or empower their Charisma spells. Their origin explains where the power came from.

Jump to: Playing a sorcerer · Sorcerer table · Class features · Sorcerous Origin options · What changed in 2024 · Common questions

Sorcerer at a glance

Hit die
d6
Hit points at 1st level
6 + Constitution modifier
Hit points per level after 1st
1d6 (or 4) + Constitution modifier
Saving throws
Constitution, Charisma
Armor
None
Weapons
Daggers, darts, slings, quarterstaffs, light crossbows
Tools
None
Skills
Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
Spellcasting ability
Charisma
Subclass
Sorcerous Origin at 1st level

See the full sorcerer spell list

Planning ability scores? Try the point buy calculator or the 4d6 ability score roller. Multiclassing with another spellcaster? The multiclass spell slot calculator works out your combined slots.

What the sorcerer is good at

The sorcerer is a Charisma full caster who knows fewer spells than a wizard but bends them further. From 2nd level you have sorcery points equal to your sorcerer level, and you can turn them into spell slots (2 points for a 1st-level slot up to 7 for a 5th) or turn slots back into points.

At 3rd level you learn two Metamagic options, and more at 10th and 17th: Quickened Spell casts an action spell as a bonus action, Twinned Spell targets a second creature with a single-target spell, Careful Spell protects allies from your area spells, Subtle Spell casts without words or gestures, and Heightened Spell gives one target disadvantage on its first save. Your origin, chosen at 1st level in the 2014 rules, explains where the power came from.

Choosing ability scores

Charisma first for your spells. Constitution second: a d6 hit die and lots of concentration spells make it vital. Dexterity third for Armor Class.

With the standard array: Charisma 15, Constitution 14, Dexterity 13. The point buy calculator helps you plan.

Picking a sorcerous origin

The SRD’s Draconic Bloodline adds 1 to your hit point maximum per sorcerer level, gives an Armor Class of 13 + your Dexterity modifier without armor, and from 6th level adds your Charisma modifier to one damage roll of spells that deal your dragon ancestor’s damage type. It’s the sturdiest origin and suits a blaster.

The Player’s Handbook adds Wild Magic, with its random surges. Later books add Divine Soul (access to cleric spells), Shadow Magic, Storm Sorcery, Aberrant Mind and Clockwork Soul, among others.

Common beginner mistakes

  • Two leveled spells in one turn. In the 2014 rules, if you cast a spell as a bonus action (with Quickened Spell, say), the only other spell you can cast that turn is a cantrip with a casting time of 1 action.
  • Converting slots back and forth. A 2nd-level slot gives 2 points, but a new 2nd-level slot costs 3, so round trips lose power.
  • Too many narrow spells. You know few spells; pick ones that work in many situations, and pick ones that work well with your Metamagic.
  • Forgetting your Constitution save. Your best spells need concentration, and you’re a d6 caster.

Sorcerer level progression

LevelProficiency bonusFeaturesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Sorcerous Origin—422————————
2nd+2Font of Magic2433————————
3rd+2Metamagic34442———————
4th+2Ability Score Improvement, Sorcerous Versatility†45543———————
5th+3Magical Guidance†556432——————
6th+3Sorcerous Origin feature657433——————
7th+3—7584331—————
8th+3Ability Score Improvement, Sorcerous Versatility†8594332—————
9th+4—951043331————
10th+4Metamagic1061143332————
11th+4—11612433321———
12th+4Ability Score Improvement, Sorcerous Versatility†12612433321———
13th+5—136134333211——
14th+5Sorcerous Origin feature146134333211——
15th+5—1561443332111—
16th+5Ability Score Improvement, Sorcerous Versatility†1661443332111—
17th+6Metamagic17615433321111
18th+6Sorcerous Origin feature18615433331111
19th+6Ability Score Improvement, Sorcerous Versatility†19615433332111
20th+6Sorcerous Restoration20615433332211

The numbered columns are spell slots per spell level.

† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Sorcerous Versatility and Magical Guidance. They aren’t in the SRD, so their text isn’t on this page.

Sorcerer class features (2014 rules, SRD 5.1)

As a sorcerer, you gain the following class features. Each one shows the sorcerer level you gain it at; features chosen at a later level (like your sorcerous origin) add more as you go.

Spellcasting

1st level

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

1st level

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

2nd level

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic

3rd, 10th and 17th level

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.

Ability Score Improvement

4th, 8th, 12th, 16th and 19th level

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Restoration

20th level

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origin options

The builder offers 9 subclasses for the sorcerer, and only shows the ones your build can take.

Official

The SRD includes one sorcerous origin in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Draconic Bloodline page has its full text in both editions, a guide and what changed in 2024.

RulesSRD subclassFeatures by level
2014 (SRD 5.1)Draconic BloodlineDragon Ancestor (1st), Draconic Resilience (1st), Elemental Affinity (6th), Dragon Wings (14th), Draconic Presence (18th)
2024 (SRD 5.2)Draconic SorceryDraconic Resilience (3), Draconic Spells (3), Elemental Affinity (6), Dragon Wings (14), Dragon Companion (18)

What changed in 2024

The 2024 Player’s Handbook revised the sorcerer, and the System Reference Document 5.2 has the new version. Here is the sorcerer side by side in both editions, and what changed, worked out from the two SRDs.

2014 rules (SRD 5.1)2024 rules (SRD 5.2)
Primary ability—Charisma
Hit died6d6
Saving throwsConstitution and CharismaConstitution and Charisma
SkillsChoose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, ReligionChoose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
ArmorNoneNone
WeaponsDaggers, darts, slings, quarterstaffs, light crossbowsSimple weapons
ToolsNoneNone
SubclassSorcerous Origin at 1st levelSorcerer subclass at level 3
SpellsKnows a set number of spells (2 at 1st level)Prepares spells: 2 at level 1, 22 at level 20
Cantrips at level 144

Features by level, 2014 and 2024

Level2014 features2024 features
1Spellcasting, Sorcerous OriginInnate Sorcery, Spellcasting
2Font of MagicFont of Magic, Metamagic
3MetamagicSorcerer Subclass
4Ability Score ImprovementAbility Score Improvement
5—Sorcerous Restoration
6Sorcerous Origin featureSubclass feature
7—Sorcery Incarnate
8Ability Score ImprovementAbility Score Improvement
9——
10MetamagicMetamagic
11——
12Ability Score ImprovementAbility Score Improvement
13——
14Sorcerous Origin featureSubclass feature
15——
16Ability Score ImprovementAbility Score Improvement
17MetamagicMetamagic
18Sorcerous Origin featureSubclass feature
19Ability Score ImprovementEpic Boon
20Sorcerous RestorationArcane Apotheosis

Sorcerer class features in the 2024 rules (SRD 5.2)

As a sorcerer, you gain these class features when you reach the listed Sorcerer levels. They are listed in level order.

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description.

Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Level 1: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Level 2: Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots

Spell Slot LevelSorcery Point CostMin. Sorcerer Level
122
233
355
467
579

Level 2: Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Level 3: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels.

For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

Level 5: Sorcerous Restoration

When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 7: Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20: Arcane Apotheosis

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

Common questions

How many sorcery points does a sorcerer have?

In the 2014 rules, a number equal to your sorcerer level from 2nd level (20 at 20th), all regained on a long rest.

Can you use two Metamagic options on one spell?

In the 2014 rules, only one per spell unless an option says otherwise; Empowered Spell is the exception. In 2024, while Innate Sorcery is active, Sorcery Incarnate (level 7) lets you use two on each spell.

What’s the best Metamagic?

Quickened Spell and Twinned Spell are the most used; Careful Spell makes area spells like Fireball safe for allies, and Subtle Spell casts without words or gestures, which helps in social scenes and against enemy casters watching for a Counterspell.

Sorcerer or wizard?

Pick the sorcerer if you want fewer, stronger spells and the flexibility of Metamagic; pick the wizard for the most spells and ritual casting.

What changed for the sorcerer in 2024?

Spells are prepared, Innate Sorcery (level 1) raises your spell save DC by 1 and gives advantage on your spell attacks for a minute, Metamagic comes at level 2, Sorcerous Restoration at level 5, the subclass at level 3, and Arcane Apotheosis is the new capstone.

The sorcerer compared with similar classes

ClassHow it compares
WizardMany more spells and ritual casting from a spellbook; no Metamagic.
WarlockThe other Charisma arcane caster: few slots that return on a short rest, and invocations.
BardA Charisma full caster built for support and skills.
ClericA full caster with armor and healing; Wisdom instead of Charisma.

How to build a sorcerer

Open the builder, choose the 2014 or 2024 rules on the first step, then pick Sorcerer as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, sorcerous origin, ability scores, background, skills, equipment and spells. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses, spell save DC and every skill modifier.

Other classes: Artificer · Barbarian · Bard · Cleric · Druid · Fighter · Monk · Paladin · Ranger · Rogue · Warlock · Wizard