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D&D 2024 Class GuideSorcerer Guide: Build, Metamagic and Ratings

The best species, backgrounds, feats, Metamagic and spells for a 2024 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
Difficulty
Moderate
SRD subclass
Draconic Sorcery
BlasterController
Role ratings
Damage Control Survival Utility Party support

The sorcerer is a Charisma caster born with magic. You prepare fewer spells than a wizard, but you bend the ones you have with Metamagic: cast two spells in a turn, hit two targets with one spell, or leave your allies out of a FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion.. Font of MagicFont of MagicLevel 2 featureYou 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. gives you Sorcery Points to pay for it, and you can trade them for spell slots and back.

The 2024 rules gave the class Innate SorceryInnate SorceryLevel 1 featureAn 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. at level 1, which raises your spell save DC and gives Advantage on spell attacks for a minute, twice per Long Rest. At level 7 Sorcery IncarnateSorcery IncarnateLevel 7 featureIf 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. lets you stack two Metamagic options on one spell while it is active.

Thrain's take

A wizard knows a spell for everything. A sorcerer knows six and makes every one of them hurt. Pick spells you will cast every day, not spells you might need on Tuesday. And save two Sorcery Points for Quickened Spell. The turn you cast two spells is the turn the fight ends.

Strengths
  • Metamagic changes how your spells work in ways no other caster can match
  • Innate SorceryInnate SorceryLevel 1 featureAn 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.: Advantage on spell attacks and a higher save DC on demand
  • Constitution save proficiency keeps your concentration up
  • Draconic Sorcery adds hit points, natural armor and ten free prepared spells
Weaknesses
  • d6 hit die and no armor
  • Fewer prepared spells than a wizard, and only two at level 1
  • Sorcery Points run out fast if you use Metamagic every turn
  • No ritual casting

Ability Scores

Charisma, then Constitution, then Dexterity. Charisma powers your spell attacks and save DCs. Constitution adds the hit points a d6 class needs and boosts the Constitution saves you are already proficient in. Dexterity adds to your AC, and from level 3 a Draconic sorcerer adds Charisma too. Strength can be your lowest score.

In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Acolyte background (+2 Cha, +1 Wis), assign 15 Cha, 14 Con, 13 Dex, 12 Wis, 10 Int and 8 Str, and you start with:

8STR
13DEX
14CON
10INT
13WIS
17CHA

Take the Ability Score Improvement feat at level 4 and put both points into Charisma for 19. Your next one at level 8 takes it to 20, the maximum. With Draconic Resilience, each of those Charisma increases is also a point of AC.

Best Species for a Sorcerer

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Human
Versatile adds a second Origin feat. Take AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. and you act first, which is when a Quickened control spell does the most. Resourceful gives Heroic Inspiration every Long Rest.
Legendary
Gnome
Gnomish Cunning gives Advantage on Intelligence, Wisdom and Charisma saves, which covers the saves your Constitution proficiency does not.
Epic
Dwarf
Dwarven Toughness adds a hit point every level, and it stacks with Draconic Resilience. The sturdiest d6 caster you can build.
Epic
Dragonborn
The obvious match for Draconic Sorcery. Draconic Flight gives you wings at level 5, long before Dragon Wings at 14, and a breath weapon for when the slots run dry.
Rare
Tiefling
Fiendish Legacy adds free spells you can cast with Charisma, plus a damage resistance. Good value, nothing that changes how you play.
Rare
Halfling
Luck rerolls a 1 on any d20 Test, including your concentration saves.
Rare
Elf
High Elf adds Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. for free, Fey Ancestry helps against charms, and Trance shortens your Long Rest.
Rare
Orc
Relentless Endurance keeps you standing once per Long Rest, which matters on a d6 class. The rest is built for melee.
Uncommon
Goliath
Built for melee. Stone's Endurance helps you survive, but most traits go unused on a sorcerer.
Uncommon

Best Backgrounds

Acolyte
The only free-rules background that raises Charisma. Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) adds GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and a healing or support spell the sorcerer list lacks.
Legendary
Criminal
Con and Dex increases plus the AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. feat. Your Charisma starts a point behind, but you go first.
Rare
Sage
Constitution helps, and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Wizard) adds cantrips, but no Charisma increase.
Uncommon
Soldier
Strength and Savage Attacker do nothing for a sorcerer.
Common

From the 2024 Player's Handbook, Merchant (Con and Cha, with the Lucky feat) and Charlatan (Con and Cha, with Skilled) are both strong if your table uses the full book.

Best Feats

Origin feats (level 1)

Alert
Add your Proficiency Bonus to initiative and swap places in the order with an ally.
Epic
Magic Initiate
Two cantrips and a 1st-level spell. The Cleric list gets you GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save..
Epic
Skilled
Three proficiencies. Fine if your party needs a face and you are it.
Uncommon

General feats (level 4 and up)

War Caster
Player's Handbook. Advantage on concentration saves and a Charisma increase. With your Constitution proficiency, your concentration almost never breaks.
Epic
Elemental Adept
Player's Handbook. Your spells of one damage type ignore Resistance. Pick the type of your Elemental Affinity.
Rare

Epic boons (level 19)

Boon of Dimensional Travel
Teleport a short distance after you cast. The class's recommended pick, and it keeps you out of melee.
Epic
Boon of Spell Recall
When you cast with a level 1 to 4 slot, roll a d4. If it matches the slot level, you keep the slot. More slots means more Sorcery Points.
Epic

Subclass: Draconic Sorcery

Draconic Sorcery is the sorcerer subclass in the free 2024 rules. It fixes the class's fragility with extra hit points and natural armor, and adds a free spell list of its own.

Draconic ResilienceLEVEL 3

Your Hit Point maximum rises by 3, then by 1 for each Sorcerer level after. While you wear no armor, your AC is 10 plus your Dexterity and Charisma modifiers.

Draconic SpellsLEVEL 3

Always prepared, at no cost to your list: Alter SelfAlter Self2nd-level TransmutationConcentrationCastingActionRangeSelfDuration1 hourDamage1d6You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers., Chromatic OrbChromatic Orb1st-level EvocationCastingActionRange90 feetDurationInstantaneousDamage3d8You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type., CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. and Dragon's BreathDragon's Breath2nd-level TransmutationConcentrationCastingBonus ActionRangeTouchDuration1 minuteSaveDexterityDamage3d6You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. at level 3, then FearFear3rd-level IllusionConcentrationCastingActionRangeSelfDuration1 minuteSaveWisdomEach creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. and FlyFly3rd-level TransmutationConcentrationCastingActionRangeTouchDuration10 minutes, Arcane EyeArcane Eye4th-level DivinationConcentrationCastingActionRange30 feetDuration1 hourYou create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. and Charm MonsterCharm Monster4th-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it., and Legend LoreLegend Lore5th-level DivinationCastingMinuteRangeSelfDurationInstantaneousName or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. and Summon DragonSummon Dragon5th-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourYou call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. as you level.

Elemental AffinityLEVEL 6

Choose Acid, Cold, Fire, Lightning or Poison. You gain Resistance to it, and add your Charisma modifier to one damage roll of a Sorcerer spell that deals it. Fire gets the most out of Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried. and FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion..

Dragon WingsLEVEL 14

A Bonus Action gives you a 60-foot Fly Speed for an hour. Once per Long Rest, or spend Sorcery Points to do it again.

Dragon CompanionLEVEL 18

Cast Summon DragonSummon Dragon5th-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourYou call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. without a Material component, and once per Long Rest without a spell slot.

The 2024 Player's Handbook also has Aberrant Sorcery, Clockwork Sorcery and Wild Magic Sorcery. They are not in the free rules, so this guide does not cover them.

Best Metamagic Options

You pick two Metamagic options at level 2 and two more at levels 10 and 17. You can swap one each time you gain a Sorcerer level, so a weak early pick is not permanent.

Quickened Spell
Cast an action spell as a Bonus Action. You still cannot cast two leveled spells in one turn, so pair it with a cantrip, or Quicken the spell and Dash or Dodge.
Legendary
Twinned Spell
Works on spells that add a target when upcast, such as 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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. and Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it.. One more target for a single point.
Legendary
Heightened Spell
One target has Disadvantage on its save against your spell. Save it for the Hold MonsterHold Monster5th-level EnchantmentConcentrationCastingActionRange90 feetDuration1 minuteSaveWisdomChoose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. that has to land.
Epic
Careful Spell
Chosen allies automatically succeed on the save and take no damage from it. Your FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. becomes safe in close quarters.
Epic
Extended Spell
Doubles a spell's duration and gives Advantage on concentration saves for it. Good on 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 Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. and FlyFly3rd-level TransmutationConcentrationCastingActionRangeTouchDuration10 minutes.
Rare
Subtle Spell
Cast with no words or gestures. Nobody in the room knows you cast SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies..
Rare
Seeking Spell
Reroll a missed spell attack. Innate SorceryInnate SorceryLevel 1 featureAn 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. already gives you Advantage, so this rarely matters.
Uncommon
Transmuted Spell
Change a spell's damage type. Useful against resistant enemies, or to fit your Elemental Affinity.
Uncommon

Best Sorcerer Spells

Ratings assume a Draconic sorcerer with Fire affinity in a party of three to five. Spells you get free from Draconic Spells are left out. Hover or tap a spell for its details.

Cantrips

Pick 4 at level 1
Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried. Your main attack, boosted by Elemental Affinity
Sorcerous BurstSorcerous BurstEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d8You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Pick the damage type each cast
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. Cover, distractions, lures
Shocking GraspShocking GraspEvocation cantripCastingActionRangeTouchDurationInstantaneousDamage1d8 LightningLightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Escape melee without opportunity attacks
Mage HandMage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. 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
PrestidigitationPrestidigitationTransmutation cantripCastingActionRange10 feetDuration1 hourYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. Flavor and small tricks

1st Level

2 prepared at level 1
ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force 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 EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. Ends early fights
Magic MissileMagic Missile1st-level EvocationCastingActionRange120 feetDurationInstantaneousDamage1d4 + 1 ForceYou create three glowing darts of magical force. Each dart strikes 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
Ice KnifeIce Knife1st-level ConjurationCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage1d10 PiercingYou create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. Single target plus a small area
Mage ArmorMage Armor1st-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. Only until Draconic Resilience at 3

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 you can see. Escape any grab
WebWeb2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityDamage2d4 FireYou conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. Holds a whole doorway
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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Twin it for two humanoids
Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Three rays, Affinity on one
Mirror ImageMirror Image2nd-level IllusionCastingActionRangeSelfDuration1 minuteThree illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. No concentration defense

3rd Level

From level 5
FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Careful Spell makes it safe
CounterspellCounterspell3rd-level AbjurationCastingReactionRange60 feetDurationInstantaneousSaveConstitutionYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. Stops the enemy caster
Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. Takes half a fight out at once
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 Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. Great on your fighter

Sorcerer Builds

Dragonborn sorcerer
DamageThe Dragon's Heir
Species
Dragonborn (fire ancestry)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
Draconic Sorcery (Fire)
Metamagic
Quickened, Careful
8STR
13DEX
14CON
10INT
13WIS
17CHA

Fire breath at level 1, FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. at level 5, and your Charisma added to its damage from level 6. Careful Spell keeps the party out of the blast.

Build this sorcerer
Free to start. No card needed.
Gnome sorcerer
ControlThe Steady Twin-Caster
Species
Gnome
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
Subclass
Draconic Sorcery
Metamagic
Twinned, Heightened
8STR
13DEX
14CON
10INT
13WIS
17CHA

Hard to shut down with mental saves, holds two enemies with one 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 have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success., and makes the big save fail with Heightened Spell.

Build this sorcerer
Free to start. No card needed.

Sorcerer Features by Level

LvlPBFeatures CantripsPrepared SpellsSorcery Points 123456789
1 +2 Innate SorceryInnate SorceryLevel 1 featureAn 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. SpellcastingSpellcastingLevel 1 featureDrawing 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. 4 2 – 2 – – – – – – – –
2 +2 Font of MagicFont of MagicLevel 2 featureYou 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. MetamagicMetamagicLevel 2 featureBecause 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. 4 4 2 3 – – – – – – – –
3 +2 Sorcerer SubclassSorcerer SubclassLevel 3 featureYou 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. Draconic ResilienceDraconic ResilienceLevel 3 featureThe magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. Draconic SpellsDraconic SpellsLevel 3 featureWhen you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Table: Draconic Spells 4 6 3 4 2 – – – – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou 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. 5 7 4 4 3 – – – – – – –
5 +3 Sorcerous RestorationSorcerous RestorationLevel 5 featureWhen 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. 5 9 5 4 3 2 – – – – – –
6 +3 Elemental AffinityElemental AffinityLevel 6 featureYour draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. 5 10 6 4 3 3 – – – – – –
7 +3 Sorcery IncarnateSorcery IncarnateLevel 7 featureIf 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. 5 11 7 4 3 3 1 – – – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou 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. 5 12 8 4 3 3 2 – – – – –
9 +4 5 14 9 4 3 3 3 1 – – – –
10 +4 MetamagicMetamagicLevel 2 featureBecause 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. 6 15 10 4 3 3 3 2 – – – –
11 +4 6 16 11 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou 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. 6 16 12 4 3 3 3 2 1 – – –
13 +5 6 17 13 4 3 3 3 2 1 1 – –
14 +5 Dragon WingsDragon WingsLevel 14 featureAs a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. 6 17 14 4 3 3 3 2 1 1 – –
15 +5 6 18 15 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou 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. 6 18 16 4 3 3 3 2 1 1 1 –
17 +6 MetamagicMetamagicLevel 2 featureBecause 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. 6 19 17 4 3 3 3 2 1 1 1 1
18 +6 Dragon CompanionDragon CompanionLevel 18 featureYou can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. 6 20 18 4 3 3 3 3 1 1 1 1
19 +6 Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended. 6 21 19 4 3 3 3 3 2 1 1 1
20 +6 Arcane ApotheosisArcane ApotheosisLevel 20 featureWhile your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it. 6 22 20 4 3 3 3 3 2 2 1 1

Leveling Your Sorcerer, 1 to 20

LVL1
Cantrips: Fire Bolt, Sorcerous Burst, Minor Illusion, Mage Hand. Prepared: Shield and Sleep. Innate Sorcery twice per Long Rest for your hardest fights.
LVL2
Font of Magic and Metamagic: take Quickened and Careful for damage, or Twinned and Heightened for control. Add Magic Missile and Mage Armor.
LVL3
Choose Draconic Sorcery: more hit points, AC from Charisma, and four free spells including Chromatic Orb and Command. Swap Mage Armor for Misty Step, and add Web or Hold Person.
LVL4
Ability Score Improvement: +2 Charisma to 19. Fifth cantrip: Shocking Grasp.
LVL5
The big one. Fireball and Counterspell, plus Fear and Fly for free. Sorcerous Restoration gets Sorcery Points back on a Short Rest once per Long Rest.
LVL6
Elemental Affinity: Fire. Your Charisma now adds to Fire Bolt and Fireball damage. Add Hypnotic Pattern.
LVL7
Sorcery Incarnate: two Metamagic options on one spell while Innate Sorcery is active. 4th-level slots: Polymorph or Banishment.
LVL8
Ability Score Improvement: Charisma to 20, or War Caster if your concentration keeps breaking.
LVL9
5th-level slots. Hold Monster with Heightened Spell, or Cone of Cold. Summon Dragon and Legend Lore come free.
LVL10
Two more Metamagic options: Extended and Subtle. Sixth cantrip.
LVL11-14
6th and 7th-level slots. Chain Lightning or Disintegrate for damage, Mass Suggestion for control. Dragon Wings at 14.
LVL15-20
8th and 9th-level slots. Two more Metamagic options at 17. Dragon Companion casts Summon Dragon for free once a day. Boon of Dimensional Travel at 19, and Arcane Apotheosis at 20: one free Metamagic option each turn while Innate Sorcery is active.

Sorcerer FAQ

Is the sorcerer good in D&D 2024?

Yes. Innate Sorcery gives Advantage on spell attacks and a higher save DC, Sorcery Incarnate lets you stack Metamagic, and Draconic Sorcery gets ten free prepared spells. The 2024 sorcerer is much stronger than the 2014 version.

What is the best species for a sorcerer in D&D 2024?

Human is the strongest pick because Versatile gives you a second Origin feat. Gnome and Dwarf are close behind, and Dragonborn is the natural fit for a Draconic sorcerer. Any species works, because your ability scores come from your background.

What is the best Metamagic for a 2024 sorcerer?

Quickened Spell and Twinned Spell. Quickened lets you cast a spell as a Bonus Action, and Twinned adds a target to spells like Hold Person for one Sorcery Point. Careful Spell is the best third pick for a Fireball caster.

Does Twinned Spell work on Haste in 2024?

No. In the 2024 rules Twinned Spell only works on spells that can target an extra creature when cast with a higher slot, such as Hold Person or Charm Person.

Is the sorcerer good for beginners?

It is a moderate pick. You prepare few spells, which keeps choices simple, but Sorcery Points and Metamagic take a few sessions to learn. The Dragon's Heir build above is the easiest way in.

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This guide includes material from the System Reference Document 5.2 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.