Sorcerer

A Dazzling Mage Filled with Innate Magic

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.

Core Sorcerer Traits <
Primary Ability Charisma
Hit Dice Die D6 per Sorcerer level
Saving Throws Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies Simple weapons
Tool Proficiencies None
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

Becoming a Sorcerer

As a Level 1 Character

As a Multiclass Entry

Sorcerer Class Features

As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.

Level Proficiency Bonus Class Features Sorcery Points Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Innate Sorcery β€” 4 2 2 β€” β€” β€” β€” β€” β€” β€” β€”
2 +2 Font of Magic, Metamagic 2 4 4 3 β€” β€” β€” β€” β€” β€” β€” β€”
3 +2 Sorcerer Subclass 3 4 6 4 2 β€” β€” β€” β€” β€” β€” β€”
4 +2 Ability Score Improvement 4 5 7 4 3 β€” β€” β€” β€” β€” β€” β€”
5 +3 Sorcerous Restoration 5 5 9 4 3 2 β€” β€” β€” β€” β€” β€”
6 +3 Subclass feature 6 5 10 4 3 3 β€” β€” β€” β€” β€” β€”
7 +3 Sorcery Incarnate 7 5 11 4 3 3 1 β€” β€” β€” β€” β€”
8 +3 Ability Score Improvement 8 5 12 4 3 3 2 β€” β€” β€” β€” β€”
9 +4 β€” 9 5 14 4 3 3 3 1 β€” β€” β€” β€”
10 +4 Metamagic 10 6 15 4 3 3 3 2 β€” β€” β€” β€”
11 +4 β€” 11 6 16 4 3 3 3 2 1 β€” β€” β€”
12 +4 Ability Score Improvement 12 6 16 4 3 3 3 2 1 β€” β€” β€”
13 +5 β€” 13 6 17 4 3 3 3 2 1 1 β€” β€”
14 +5 Subclass feature 14 6 17 4 3 3 3 2 1 1 β€” β€”
15 +5 β€” 15 6 18 4 3 3 3 2 1 1 1 β€”
16 +5 Ability Score Improvement 16 6 18 4 3 3 3 2 1 1 1 β€”
17 +6 Metamagic 17 6 19 4 3 3 3 2 1 1 1 1
18 +6 Subclass feature 18 6 20 4 3 3 3 3 1 1 1 1
19 +6 Epic Boon 19 6 21 4 3 3 3 3 2 1 1 1
20 +6 Arcane Apotheosis 20 6 22 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells. See chapter 7 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:

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


Level 2: Metamagic

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 Aberrant Mind, Clockwork Soul, Draconic Sorcery, and Wild Magic Sorcery subclasses are 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 chapter 5) 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 chapter 5) 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.

Sorcerer 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.

Sorcerer Spell List

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.

Sorcerer Cantrips (Level 0 Spells)

Spell School Special
Acid Splash Evocation β€”
Blade Ward Abjuration C
Chill Touch Necromancy β€”
Dancing Lights Illusion C
Elementalism Transmutation β€”
Fire Bolt Evocation β€”
Friends Enchantment C
Light Evocation β€”
Mage Hand Conjuration β€”
Mending Transmutation β€”
Message Transmutation β€”
Mind Sliver Enchantment β€”
Minor Illusion Illusion β€”
Poison Spray Necromancy β€”
Prestidigitation Transmutation β€”
Ray of Frost Evocation β€”
Shocking Grasp Evocation β€”
Sorcerous Burst Evocation β€”
Thunderclap Evocation β€”
True Strike Divination β€”

Level 1 Sorcerer Spells

Spell School Special
Burning Hands Evocation β€”
Charm Person Enchantment β€”
Chromatic Orb Evocation M
Color Spray Illusion β€”
Comprehend Languages Divination R
Detect Magic Divination C, R
Disguise Self Illusion β€”
Expeditious Retreat Transmutation C
False Life Necromancy β€”
Feather Fall Transmutation β€”
Fog Cloud Conjuration C
Grease Conjuration β€”
Ice Knife Conjuration β€”
Jump Transmutation β€”
Mage Armor Abjuration β€”
Magic Missile Evocation β€”
Ray of Sickness Necromancy β€”
Shield Abjuration β€”
Silent Image Illusion C
Sleep Enchantment C
Thunderwave Evocation
Witch Bolt Evocation C

Level 2 Sorcerer Spells

Spell School Special
Alter Self Transmutation C
Arcane Vigor Abjuration β€”
Blindness-Deafness Transmutation β€”
Blur Illusion C
Cloud of Daggers Conjuration C
Crown of Madness Enchantment C
Darkness Evocation C
Darkvision Transmutation β€”
Detect Thoughts Divination C
Dragon's Breath Transmutation C
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Flame Blade Evocation C
Flaming Sphere Evocation C
Gust of Wind Evocation C
Hold Person Enchantment C
Invisibility Illusion C
Knock Transmutation β€”
Levitate Transmutation C
Magic Weapon Transmutation β€”
Mind Spike Divination C
Mirror Image Illusion β€”
Misty Step Conjuration β€”
Phantasmal Force Illusion C
Scorching Ray Evocation β€”
See Invisibility Divination β€”
Shatter Evocation β€”
Spider Climb Transmutation C
Suggestion Enchantment C
Web Conjuration C

Level 3 Sorcerer Spells

Spell School Special
Blink Transmutation β€”
Clairvoyance Divination C, M
Counterspell Abjuration β€”
Daylight Evocation β€”
Dispel Magic Abjuration β€”
Fear Illusion C
Fireball Evocation β€”
Fly Transmutation C
Gaseous Form Transmutation C
Haste Transmutation C
Hypnotic Pattern Illusion C
Lightning Bolt Evocation β€”
Major Image Illusion C
Protection from Energy Abjuration C
Sleet Storm Conjuration C
Slow Transmutation C
Stinking Cloud Conjuration C
Tongues Divination β€”
Vampiric Touch Necromancy C
Water Breathing Transmutation R
Water Walk Transmutation R

Level 4 Sorcerer Spells

Spell School Special
Banishment Abjuration C
Blight Necromancy β€”
Charm Monster Enchantment β€”
Confusion Enchantment C
Dimension Door Conjuration β€”
Dominate Beast Enchantment C
Fire Shield Evocation β€”
Greater Invisibility Illusion C
Ice Storm Evocation β€”
Polymorph Transmutation C
Stoneskin Transmutation C, M
Vitriolic Sphere Evocation β€”
Wall of Fire Evocation C

Level 5 Sorcerer Spells

Spell School Special
Animate Objects Transmutation C
Bigby's Hand Evocation C
Cloudkill Conjuration C
Cone of Cold Evocation β€”
Creation Illusion β€”
Dominate Person Enchantment C
Hold Monster Enchantment C
Insect Plague Conjuration C
Seeming Illusion β€”
Synaptic Static Enchantment β€”
Telekinesis Transmutation C
Teleportation Circle Conjuration M
Wall of Stone Evocation C

Level 6 Sorcerer Spells

Spell School Special
Arcane Gate Conjuration C
Chain Lightning Evocation β€”
Circle of Death Necromancy M
Disintegrate Transmutation β€”
Eyebite Necromancy C
Flesh to Stone Transmutation C
Globe of Invulnerability Abjuration C
Mass Suggestion Enchantment β€”
Move Earth Transmutation C
Otiluke's Freezing Sphere Evocation β€”
Sunbeam Evocation C
True Seeing Divination M

Level 7 Sorcerer Spells

Spell School Special
Delayed Blast Fireball Evocation C
Etherealness Conjuration β€”
Finger of Death Necromancy β€”
Fire Storm Evocation β€”
Plane Shift Conjuration M
Prismatic Spray Evocation β€”
Reverse Gravity Transmutation C
Teleport Conjuration β€”

Level 8 Sorcerer Spells

Spell School Special
Demiplane Conjuration β€”
Dominate Monster Enchantment C
Earthquake Transmutation C
Incendiary Cloud Conjuration C
Power Word Stun Enchantment β€”
Sunburst Evocation β€”

Level 9 Sorcerer Spells

Spell School Special
Gate Conjuration C, M
Meteor Swarm Evocation β€”
Power Word Kill Enchantment β€”
Time Stop Transmutation β€”
Wish Conjuration β€”

Sorcerer Subclasses

A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. You can choose from the following Sorcerer Subclasses: