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D&D 5e (2014) Class GuideSorcerer Guide: Build, Spells and Ratings

The best races, feats, spells and Metamagic for a 2014 rules sorcerer, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d6
Saving throws
Con, Cha
Primary ability
Charisma
Armor
None (13 + Dex with Draconic Resilience)
Difficulty
Moderate
SRD subclass
Draconic Bloodline
BlasterController
Role ratings
Damage Control Survival Utility Party support

The sorcerer is a full caster whose magic is in the blood. You know far fewer spells than a wizard, but MetamagicMetamagicLevel 3 featureAt 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. bends the ones you have: cast two spells in a turn, hit two targets with one spell, or cast without anyone noticing. The Draconic Bloodline adds natural armor, extra hit points and bonus damage with one element.

Thrain's take

A sorcerer is a short list of spells used very well. Learn the ones that matter, then bend them. A twinned HasteHaste3rd-level TransmutationConcentrationCastingActionRange30 feetDuration1 minuteSaveDexterityChoose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. on two fighters wins more fights than a fireball. Pick fire for your dragon, though. Fire is never a mistake.

Strengths
  • MetamagicMetamagicLevel 3 featureAt 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.: Twinned and Quickened Spell change how your turns work
  • Draconic ResilienceDraconic ResilienceLevel 1 featureAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. gives 13 + Dexterity AC and an extra hit point per level
  • Proficient in Constitution saves, so concentration holds
  • Elemental AffinityElemental AffinityLevel 6 featureStarting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. adds Charisma to fire damage from level 6
Weaknesses
  • Very few spells known: 2 at level 1, 15 at the most
  • Sorcery points and spell slots come from the same small pool
  • d6 hit die
  • Few ritual or utility spells

Ability Scores

Charisma, then Constitution, then Dexterity. Charisma powers your spells. Constitution adds hit points to a fragile class. Dexterity adds to your Draconic Resilience armor class. In the 2014 rules your race gives the ability score increases. With the standard array and a Half-Elf (+2 Charisma, +1 Constitution, +1 Dexterity), you start with:

8STR
14DEX
15CON
10INT
12WIS
17CHA

That gives 15 AC with no armor. Put your level 4 Ability Score Improvement into Charisma (+1 to 18, +1 to Constitution) or take a feat. Reach 20 Charisma by level 8.

Best Races for a Sorcerer

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Half-Elf
+2 Charisma and +1 to Constitution and Dexterity. Two extra skills fill the sorcerer's short skill list.
Legendary
Tiefling
+2 Charisma, fire resistance and free spells from Infernal Legacy. The +1 Intelligence does little.
Epic
Halfling (Lightfoot)
+2 Dexterity and +1 Charisma. Lucky rerolls 1s on saves and attack rolls, and you can hide behind the party fighter.
Rare
Human
+1 to every score. If your table allows the variant human from the Player's Handbook, it becomes Legendary: War Caster at level 1.
Rare
Dragonborn
+1 Charisma and a breath weapon. Fits the bloodline perfectly, but the +2 Strength is wasted.
Uncommon
Dwarf (Hill Dwarf)
+2 Constitution and another hit point per level on top of Draconic Resilience. No Charisma.
Uncommon
Gnome (Rock Gnome)
Advantage on mental saves against magic and +1 Constitution. The Intelligence is wasted.
Uncommon
Elf (High Elf)
+2 Dexterity helps AC, but the bonus wizard cantrip uses Intelligence, not Charisma.
Common
Half-Orc
Strength and Constitution. Relentless Endurance is the only part a sorcerer uses.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one. Skip Resilient (Constitution): you already have Constitution saves.

War Caster
Advantage on concentration saves, on top of your save proficiency. Your Haste rarely drops.
Legendary
Elemental Adept (Fire)
Your fire spells ignore resistance, and damage dice that roll 1 count as 2. Fire is the most resisted element.
Epic
Alert
+5 to initiative and you cannot be surprised. Hypnotic Pattern works best before the enemy moves.
Epic
Lucky
Three rerolls a day on attacks, checks or saves. Good on any class.
Rare
Grappler
The one feat in the SRD. A sorcerer should never be grappling.
Common

Subclass: Draconic Bloodline

The Draconic Bloodline is the sorcerous origin in the free 2014 rules. You choose it at level 1, along with the kind of dragon in your family tree.

Draconic ResilienceLEVEL 1

+1 hit point per sorcerer level, and AC 13 + Dexterity modifier without armor.

Dragon AncestorLEVEL 1

Your dragon sets your element. Red, gold and brass give fire, which most of the best blasting spells use. You also speak Draconic.

Elemental AffinityLEVEL 6

Add your Charisma modifier to one damage roll of a spell that deals your element's damage. Spend 1 sorcery point to gain resistance to that element for an hour.

Dragon WingsLEVEL 14

A bonus action gives you a flying speed equal to your walking speed. Not through armor, unless it was made for wings.

Draconic PresenceLEVEL 18

Spend 5 sorcery points for an aura of awe or fear around you, as long as you concentrate.

The Player's Handbook adds the Wild Magic sorcerer, and later books add more origins. They are not in the free rules, so this guide does not cover them.

Metamagic Options

You learn two Metamagic options at level 3, one more at 10 and another at 17. Only one option can go on each spell, except Empowered Spell. Sorcery points come from Font of MagicFont of MagicLevel 2 featureAt 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.: one per sorcerer level from level 2.

Twinned Spell
A spell that targets one creature targets a second. Costs points equal to the spell's level. Haste, Hold Person and Polymorph twice over.
Legendary
Quickened Spell
2 points to cast an action spell as a bonus action. You can still only cast a cantrip with your action that turn, so it is a cantrip and a Fireball, not two Fireballs.
Legendary
Subtle Spell
1 point, no verbal or somatic components. Cast Suggestion in a crowded room without anyone hearing you chant.
Epic
Heightened Spell
3 points to give one target Disadvantage on its first save. Expensive, but it lands the spell that ends the fight.
Rare
Empowered Spell
1 point to reroll damage dice up to your Charisma modifier. Stacks with another option.
Rare
Careful Spell
1 point to let some allies automatically succeed on the save. Useful for Fireball in a crowded room.
Uncommon
Extended Spell
1 point to double a spell's duration, up to 24 hours.
Uncommon
Distant Spell
1 point to double a spell's range. Rarely the thing you are missing.
Common

Best Sorcerer Spells

You can swap one spell known each time you level up, so early picks are not forever. Ratings assume a fire Draconic sorcerer in a party of three to five.

Cantrips

Pick 4 at level 1
Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Fire damage, and Elemental Affinity from 6
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. Cover, distractions, lures
Shocking GraspShocking GraspEvocation cantripCastingActionRangeTouchDurationInstantaneousDamage1d8 LightningLightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. Escape: the target loses its reaction
Ray of FrostRay of FrostEvocation cantripCastingActionRange60 feetDurationInstantaneousDamage1d8 ColdA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. Slows a charging enemy
Mage HandMage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. Pull levers from a safe distance

1st Level

Know 2 at level 1
ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Keeps you alive
SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. No save. Ends level 1 fights
Magic MissileMagic Missile1st-level EvocationCastingActionRange120 feetDurationInstantaneousYou create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Never misses
Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. Fire cone for crowds next to you
Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Draconic Resilience already does this

2nd Level

From level 3
Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Escape any grab
Hold PersonHold Person2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomChoose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target. Twin it for two paralyzed humanoids
Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. Three fire rays, spread as you like
WebWeb2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityYou conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Holds a whole doorway

3rd Level

From level 5
FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. Your element at its best
HasteHaste3rd-level TransmutationConcentrationCastingActionRange30 feetDuration1 minuteSaveDexterityChoose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. Twin it on two fighters
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousYou attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. Stops the enemy caster
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. Takes half a fight out at once

Sorcerer Builds

Half-elf sorcerer
Beginner friendlyThe Half-Elf Red Dragon
Race
Half-Elf
Subclass
Draconic Bloodline (Red)
First spells
ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile., SleepSleep1st-level EnchantmentCastingActionRange90 feetDuration1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect.
Metamagic
Twinned, Quickened
8STR
14DEX
15CON
10INT
12WIS
17CHA

15 AC without armor and more hit points than a wizard. Fire Bolt every turn, Fireball from level 5, and Haste on two allies once you can twin it.

Build this sorcerer
Free to start. No card needed.
Tiefling sorcerer
DamageThe Tiefling Hellfire
Race
Tiefling
Subclass
Draconic Bloodline (Gold)
First spells
ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile., Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw.
Metamagic
Quickened, Careful
8STR
14DEX
13CON
11INT
12WIS
17CHA

Fire spells, fire resistance and Hellish Rebuke from your heritage. Drops Fireball on the front line with Careful Spell to spare the fighter.

Build this sorcerer
Free to start. No card needed.

Sorcerer Features by Level

LvlPBFeatures Cantrips KnownSorcery PointsSpells Known 123456789
1 +2 Sorcerous OriginSorcerous OriginLevel 1 featureChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. SpellcastingSpellcastingLevel 1 featureAn 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. Draconic ResilienceDraconic ResilienceLevel 1 featureAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Dragon AncestorDragon AncestorLevel 1 featureAt 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Draconic Ancestry (table) You can speak, read, and write Draconic. 4 – 2 2 – – – – – – – –
2 +2 Font of MagicFont of MagicLevel 2 featureAt 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. 4 2 3 3 – – – – – – – –
3 +2 MetamagicMetamagicLevel 3 featureAt 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. 4 3 4 4 2 – – – – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 5 4 5 4 3 – – – – – – –
5 +3 5 5 6 4 3 2 – – – – – –
6 +3 Elemental AffinityElemental AffinityLevel 6 featureStarting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. 5 6 7 4 3 3 – – – – – –
7 +3 5 7 8 4 3 3 1 – – – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 5 8 9 4 3 3 2 – – – – –
9 +4 5 9 10 4 3 3 3 1 – – – –
10 +4 MetamagicMetamagicLevel 3 featureAt 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. 6 10 11 4 3 3 3 2 – – – –
11 +4 6 11 12 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 6 12 12 4 3 3 3 2 1 – – –
13 +5 6 13 13 4 3 3 3 2 1 1 – –
14 +5 Dragon WingsDragon WingsLevel 14 featureAt 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 6 14 13 4 3 3 3 2 1 1 – –
15 +5 6 15 14 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 6 16 14 4 3 3 3 2 1 1 1 –
17 +6 MetamagicMetamagicLevel 3 featureAt 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. 6 17 15 4 3 3 3 2 1 1 1 1
18 +6 Draconic PresenceDraconic PresenceLevel 18 featureBeginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. 6 18 15 4 3 3 3 3 1 1 1 1
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 6 19 15 4 3 3 3 3 2 1 1 1
20 +6 Sorcerous RestorationSorcerous RestorationLevel 20 featureAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest. 6 20 15 4 3 3 3 3 2 2 1 1

Leveling Your Sorcerer, 1 to 20

LVL1
Choose the Draconic Bloodline and a red, gold or brass ancestor for fire. Cantrips: Fire Bolt, Minor Illusion, Mage Hand, Shocking Grasp. Spells: Shield, Sleep.
LVL2
Font of Magic: 2 sorcery points, which you can turn into spell slots or back. Add Magic Missile or Burning Hands.
LVL3
Metamagic: Twinned Spell and Quickened Spell. 2nd-level slots: Misty Step.
LVL4
Ability Score Improvement: Charisma to 18 and Constitution +1, or War Caster if your table uses feats. Fifth cantrip. Add Hold Person or Scorching Ray.
LVL5
Fireball. Swap Sleep for something that still works at this level.
LVL6
Elemental Affinity adds Charisma to Fire Bolt and Fireball damage. Haste or Counterspell.
LVL7
4th-level slots. Polymorph, Greater Invisibility or Wall of Fire.
LVL8
Ability Score Improvement: Charisma to 20.
LVL9
5th-level slots. Hold Monster or Wall of Stone. Twinned Hold Monster costs 5 points.
LVL10
A third Metamagic option: Subtle Spell or Heightened Spell. Sixth cantrip.
LVL11-14
6th and 7th-level slots: Chain Lightning, Disintegrate, Delayed Blast Fireball. Dragon Wings at 14.
LVL15-20
8th and 9th-level slots: Incendiary Cloud, Meteor Swarm, Wish. A fourth Metamagic option at 17. Draconic Presence at 18. Sorcerous Restoration at 20 returns 4 sorcery points on a Short Rest.

Sorcerer FAQ

What is the best race for a sorcerer in 5e?

Under the 2014 rules, Half-Elf is the strongest free option: +2 Charisma and two floating +1s for Constitution and Dexterity. Tiefling is close behind. If your table allows the Player's Handbook variant human, a level 1 feat makes it a top pick too.

What is the best dragon ancestor for a Draconic sorcerer?

Red, gold or brass, which all give fire. Most of the strongest damage spells on the sorcerer list deal fire damage, so Elemental Affinity applies more often. Fire is also the most resisted element, which is why Elemental Adept (Fire) is a popular feat.

Is the sorcerer good in 5e?

Yes, if you pick spells carefully. The 2014 sorcerer knows few spells, but Metamagic makes each one stronger than the same spell from a wizard, and Draconic Bloodline adds armor and hit points.

Should I play the 2014 or 2024 sorcerer?

Play whichever rules your table uses. The 2024 sorcerer gets ability increases from its background, Innate Sorcery at level 1, and picks its subclass at level 3. See the 2024 sorcerer guide for those rules.

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.