Sorcerer

PHB (2024)

Sorcerer

Core Sorcerer Traits
Primary Ability Charisma
Hit Point Die 1d6 per Sorcerer level
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Tool Proficiencies
Armor Training None
Starting Equipment Choose A or B:(A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.

Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.

Becoming a Sorcerer...
As a Level 1 Character:
  • Gain all the traits in the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.

As a Multiclass Character:
  • Gain the Hit Point Die from the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Class Features

——Spell Slots per Spell Level——

LevelProficiency BonusClass FeaturesSorcery PointsCantripsPrepared Spells123456789
1+2Spellcasting, Innate Sorcery422
2+2Font of Magic, Metamagic2443
3+2Sorcerer Subclass34642
4+2Ability Score Improvement45743
5+3Sorcerous Restoration559432
6+3Subclass feature6510433
7+3Sorcery Incarnate75114331
8+3Ability Score Improvement85124332
9+4951443331
10+4Metamagic1061543332
11+411616433321
12+4Ability Score Improvement12616433321
13+5136174333211
14+5Subclass feature146174333211
15+51561843332111
16+5Ability Score Improvement1661843332111
17+6Metamagic17619433321111
18+6Subclass feature18620433331111
19+6Epic Boon19621433332111
20+6Arcane Apotheosis20622433332211

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells. 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.

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.

Metamagic Options

The following options are available to your Metamagic feature. The options are presented in alphabetical order.

Careful Spell

Cost: 1 Sorcery Point

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, 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, and it takes no damage if it would normally take half damage on a successful save.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

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), and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Extended Spell

Cost: 1 Sorcery Point

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. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Heightened Spell

Cost: 2 Sorcery Points

When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Seeking Spell

Cost: 1 Sorcery Point

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Subtle Spell

Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

Twinned Spell

Cost: 1 Sorcery Point

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

Level 3: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. 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 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 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.

Spells

This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Spells in red are homebrew spells exclusive to this setting, clicking on the link will lead you to the statblock.

Cantrips (Level 0 Sorcerer Spells)

SpellSchoolSpecial
Acid SplashEvocation
Blade WardAbjurationC
Blood Bolt NecromancyM
Chill TouchNecromancy
Dancing LightsIllusionC
ElementalismTransmutation
Fire BoltEvocation
FriendsEnchantmentC
LightEvocation
Mage HandConjuration
MendingTransmutation
MessageTransmutation
Mind SliverEnchantment
Minor IllusionIllusion
Mysterious Presence IllusionC
Poison SprayNecromancy
PrestidigitationTransmutation
Ray of FrostEvocation
Shocking GraspEvocation
Sorcerous BurstEvocation
ThunderclapEvocation
True StrikeDivination

Level 1 Sorcerer Spells

SpellSchoolSpecial
Ancestral Communion DivinationC
Burning HandsEvocation
Charm PersonEnchantment
Chromatic OrbEvocationM
Color SprayIllusion
Command Undead NecromancyC, M
Comprehend LanguagesDivinationR
Detect MagicDivinationC, R
Devil's Due NecromancyM
Disguise SelfIllusion
Expeditious RetreatTransmutationC
False LifeNecromancy
Feather FallTransmutation
Fog CloudConjurationC
GreaseConjuration
Ice KnifeConjuration
JumpTransmutation
Mage ArmorAbjuration
Magic MissileEvocation
Ray of SicknessNecromancy
ShieldAbjuration
Silent ImageIllusionC
SleepEnchantmentC
ThunderwaveEvocation
Witch BoltEvocationC

Level 2 Sorcerer Spells

SpellSchoolSpecial
Alter SelfTransmutationC
Arcane VigorAbjuration
Blindness/DeafnessTransmutation
Blood Sacrifice NecromancyM
BlurIllusionC
Cloud of DaggersConjurationC
NecromancyM
Crown of MadnessEnchantmentC
DarknessEvocationC
DarkvisionTransmutation
Detect ThoughtsDivinationC
Dragon’s BreathTransmutationC
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
Flame BladeEvocationC
Flaming SphereEvocationC
Gust of WindEvocationC
Harrowing Ballad EnchantmentC
Hold PersonEnchantmentC
InvisibilityIllusionC
KnockTransmutation
LevitateTransmutationC
Magic WeaponTransmutation
Mind SpikeDivinationC
Mirror ImageIllusion
Misty StepConjuration
Phantasmal ForceIllusionC
Sanguine Secrets DivinationM
Scorching RayEvocation
See InvisibilityDivination
ShatterEvocation
Spider ClimbTransmutationC
SuggestionEnchantmentC
Unraveling Whisper Enchantment
Veil of the ReaperIllusionC, M
WebConjurationC

Level 3 Sorcerer Spells

SpellSchoolSpecial
BlinkTransmutation
ClairvoyanceDivinationC, M
CounterspellAbjuration
Creeping Rot Necromancy
Crimson Harvest NecromancyM
Culling Sickle NecromancyC
Cursed Cacophony EnchantmentC, M
DaylightEvocation
Dispel MagicAbjuration
FearIllusionC
FireballEvocation
FlyTransmutationC
Gaseous FormTransmutationC
HasteTransmutationC
Hypnotic PatternIllusionC
Lightning BoltEvocation
Major ImageIllusionC
Mist of Mourning Enchantment
Protection from EnergyAbjurationC
Shadow Drain NecromancyC
Sleet StormConjurationC
SlowTransmutationC
Stinking CloudConjurationC
TonguesDivination
Vampiric TouchNecromancyC
Water BreathingTransmutationR
Water WalkTransmutationR

Level 4 Sorcerer Spells

SpellSchoolSpecial
BanishmentAbjurationC
BlightNecromancy
Buried Alive TransmutationM
Charm MonsterEnchantment
ConfusionEnchantmentC
Dimension DoorConjuration
Dominate BeastEnchantmentC
Fire ShieldEvocation
Greater InvisibilityIllusionC
Ice StormEvocation
Intrusive Despair EnchantmentC, M
Murder of Crows ConjurationM
PolymorphTransmutationC
Puppet Master EnchantmentC, M
StoneskinTransmutationC, M
Vitriolic SphereEvocation
Wall of FireEvocationC

Level 5 Sorcerer Spells

SpellSchoolSpecial
Animate ObjectsTransmutationC
Bigby’s HandEvocationC
CloudkillConjurationC
Cone of ColdEvocation
CreationIllusion
Dominate PersonEnchantmentC
Hold MonsterEnchantmentC
Insect PlagueConjurationC
Mirrored Agony AbjurationM
SeemingIllusion
Synaptic StaticEnchantment
TelekinesisTransmutationC
Teleportation CircleConjurationM
Wall of StoneEvocationC

Level 6 Sorcerer Spells

SpellSchoolSpecial
Arcane GateConjurationC
Chain LightningEvocation
Circle of DeathNecromancyM
DisintegrateTransmutation
EyebiteNecromancyC
Flesh to StoneTransmutationC
Ghastly Charge NecromancyM
Globe of InvulnerabilityAbjurationC
Mass SuggestionEnchantment
Move EarthTransmutationC
Otiluke’s Freezing SphereEvocation
SunbeamEvocationC
True SeeingDivinationM

Level 7 Sorcerer Spells

SpellSchoolSpecial
Delayed Blast FireballEvocationC
EtherealnessConjuration
Finger of DeathNecromancy
Fire StormEvocation
Plane ShiftConjurationM
Prismatic SprayEvocation
Reverse GravityTransmutationC
TeleportConjuration

Subclasses