The Sorcerer in the 2024 Player’s Handbook is a master spellcaster, manipulating magic on a whim and brimming with new arcane power. The class now benefits from additional spells, features that allow you to unleash your inner magic, and a revamped capstone. And you didn’t even have to memorize incantations or dedicate your soul to a higher power to get it!
Let’s take a look at the key changes for the Sorcerer in the new Player's Handbook. If we don’t cover a feature, such as Font of Magic, that means that it remains unchanged.
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2024 Sorcerer Class Features Overview

Spellcasting — Level 1
The Sorcerer’s Spellcasting feature grants you more spells and flexibility, and has seen some slight tweaks to nomenclature.
First, everybody "prepares" spells now. But this change is a stylistic one for the Sorcerer. You still edit your spell list when you level up and can only change one spell on your list at a time.
The most significant change to Spellcasting for Sorcerers in the 2024 Player’s Handbook is they can prepare more spells than their 2014 counterparts could learn. In fact, once they reach level 3, Sorcerers now prepare just as many spells as the Druid, Bard, Cleric, and Wizard! (The Wizard, as Mystra’s favorite, pulls ahead of the pack at level 14.)
Lastly, Sorcerers can now change one cantrip when you level up. This is in addition to swapping one spell from your prepared spell list.
Innate Sorcery — Level 1
Magic is in your blood; and some of your enemies may have to learn that the hard way.
With Innate Sorcery, you can use your Bonus Action to surge in magical power for 1 minute. During that time, your spell save DC for Sorcerer spells increases by 1, and you have Advantage on attack rolls for Sorcerer spells. You can use this feature twice per Long Rest.
Metamagic — Level 2
Metamagic, the Sorcerer’s trademark feature, has seen some upgrades: You now get this feature at level 2 instead of level 3, and you learn two additional Metamagic options at level 10 and 17 instead of one. You can also change one Metamagic option when you level up. Additionally, the two optional Metamagic options introduced in Tasha’s Cauldron of Everything have now been incorporated into the core class.
Six of the ten Metamagic options were tweaked. If you don’t see a Metamagic option in the list below, it remains unchanged from the 2014 Player’s Handbook.
- Careful Spell: Now protects your allies from taking half damage on a successful save. Next time your Barbarian is surrounded, throw a Fireball at their feet without fear of harming your friend.
- Extended Spell: You now also have Advantage on saving throws made to maintain Concentration on spells affected by this Metamagic.
- Heightened Spell: Costs 2 Sorcery Points instead of 3. Now also affects all subsequent saves a target makes against the heightened spell. (Hello, my old friends: Hold Person and Slow.)
- Seeking Spell: Costs 1 Sorcery Point instead of 2. You can still use this Metamagic option even if you are using another one on that same spell.
- Subtle Spell: Now allows you to ignore Material components as well, as long as those Material components do not have a cost specification and are not consumed by the spell.
- Twinned Spell: This Metamagic option has been reconfigured. Now, Twinned Spell applies to spells that can be upcast to target an additional creature, such as Banishment, increasing the spell’s effective level by 1. It also only costs 1 Sorcery Point. So, for example, if you are level 7, you can’t yet cast Banishment at the 5th level slot necessary to target another creature, but you can cast it at 4th level and spend 1 Sorcery Point to twin it!
Sorcerer Subclass — Level 3

Sorcerers now get their subclass at level 3 instead of level 1, just like all the other classes in the 2024 Player’s Handbook.
Aberrant Mind and Clockwork Sorcery were largely unchanged from Tasha’s Cauldron of Everything, Wild Magic was only slightly altered, and Draconic Sorcery was given a … breath of new life. (Get it? Because dragons breathe—oh, never mind.)
- Aberrant Mind: Aberrant Mind saw some minor changes. Psionic Spells can no longer be replaced with Divination or Enchantment spells from the Sorcerer, Warlock, or Wizard spell list. Psionic Sorcery no longer affects Material components that have a specified cost.
- Clockwork Sorcery: Clockwork Sorcery underwent only two changes from Tasha’s Cauldron of Everything. Clockwork Spells can no longer be replaced with Abjuration or Transmutation spells from the Sorcerer, Warlock, or Wizard spell list. Restore Balance is now tied to your Charisma modifier instead of your Proficiency Bonus.
- Draconic Sorcery: This iconic sorcerer subclass has significantly improved, granting you new spells and stronger, more dragon-like features. You gain ten additional spells as you level up, including Command, Fear, Charm Monster, and Legend Lore. Draconic Resilience’s new AC calculation includes your Charisma modifier (10 + DEX + CHA), and the new capstone feature, Dragon Companion, allows you to cast the new Summon Dragon spell once per day without using a spell slot, Material components, or Concentration.
- Wild Magic Sorcery: Wild Magic surges now trigger on a 20 instead of a 1, and the Wild Magic Surge table has been reorganized, but its effects are all familiar. The Wild Magic Surge table itself has undergone quite the makeover, organizing similar effects into their own mini-rollable tables. (Don’t worry, you can still be transformed into a potted plant!) Casting a spell after using Tides of Chaos now automatically triggers a Wild Magic Surge. Bend Luck costs 1 Sorcery Point instead of 2. The subclass’ new capstone feature, Tamed Surges, allows you to trigger a Wild Magic Surge effect of your choice once per day.
Sorcerous Restoration — Level 5
Once per day, you can regain expended Sorcery Points (equal to half your Sorcerer level, rounded down) on a Short Rest. Now when the party Warlock asks for a Short Rest, you’ll get a little something out of it too!
Consider when to use this feature and how to strategically manage your Sorcery Points. For example, let’s say you are level 10, and you have 8 Sorcery Points remaining. If your party is taking a Short Rest before confronting a boss, you can regain up to 5 using Sorcerous Restoration. Before taking that Short Rest and using this feature, consider using Font of Magic to convert 3 Sorcery Points into a level 2 spell slot. This way, you’ll still be able to face the boss with all 10 of your Sorcery Points, but you’ll also have an extra level 2 slot.
Sorcery Incarnate — Level 7
Innate Sorcery wasn’t even your final form. With Sorcery Incarnate, you can regain a use of Innate Sorcery by spending 2 Sorcery Points. In addition, Innate Sorcery now allows you to use up to two Metamagic options on each spell.
Fighting two powerful foes? Cast a Twinned and Heightened Hold Monster to set your Paladins and Rogues up for Critical Hits. Sticking to long range? Reach for a Quickened and Distant Blindness/Deafness on an enemy 60 feet away, then follow it up with a Fire Bolt.
Epic Boon — Level 19
Time to select an Epic Boon feat, a new type of feat that is reserved for characters of level 19 or higher. Take a look through your twelve options and choose whichever you like best. You can also take a regular feat if that suits your build better. The 2024 Player’s Handbook recommends:
- Boon of Dimensional Travel: Increase one ability score by 1 (up to a maximum of 30), and immediately after you take the Attack or Magic action, you can teleport up to 30 feet.
Arcane Apotheosis — Level 20
Your Innate Sorcery feature is taken to new heights.
When Innate Sorcery is active, you can use one Metamagic option per turn without expending Sorcery Points. If you’re using multiple Metamagics on a turn, be sure to make the most expensive one free! (In the 2024 Player’s Handbook, Quickened Spell and Heightened Spell cost 2 Sorcery Points each, while the rest of the Metamagic options only cost 1.)
This feature also grants you more strategic flexibility. For example, if you are headed into an important battle low on spell slots, you might normally hesitate to spend Sorcery Points to create new slots because you also want to use Metamagic during the upcoming fight. But if you know that Arcane Apotheosis will allow you to use some Metamagic for free, you have more freedom to use your Sorcery Points to enable you to cast spells.
Fated for Greatness
The 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The 2024 Player’s Handbook better delivers on the vision of the Sorcerer as an arcane powerhouse: someone destined to twist magic to suit your needs, to make it do tricks for your amusement. New Sorcerers who take off on an adventure will be bringing along extra spells, more (and improved) Metamagic options, and the ability to temporarily surge with magical power via Innate Sorcery—so start thinking of clever Metamagic combinations!
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!

Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
This article was updated on August 13, 2024, to issue corrections or expand coverage for the following features and subclasses:
- Sorcerer Subclass (Aberrant Mind): Removed inaccuracy surrounding the conditions causing Telepathic Speech to drop.
Innate Sorcery makes Elven Accuracy a viable feat option for spellcasters. Half-Elves now become even better "species” options if you go the bloodline narrative as they can be half-whatever bloodline.
100% agree! As a Sorc I want my own magic to expand and if I choose to take a summon spell, then I'll summon something.
I was annoyed with the UA on Sorc. since (as far as I could find) they never really explained how things scored in UA like they did for other classes. If I'd seen the bits we've ben presented with now, I would have certainty rated them down. Don't get me wrong, it's not all bad, but I feel like they ignored areas what I (and surely others) said didn't look good.
I'll be interested to see how they aligned the spell with the core content, hopefully making it better. 100% agree that this is redundant though because presumably the cool thing here is you can ride the dragon since it is large, but you'll be able to conjure your own, now faster wings so is it necessary? And like you said you already have resistance from the sub, so do you really need resistance from this summon? Just feels kinda' lazy IMO, not to mention off-brand for the class.
Here's hoping they one day give us an updated Divine Spark (that they don't ruin) and maybe a fey sorcerer (that doesn't suck and is kinda' like Fey Warlock)
I don't think they plan to have half-elves (or any half- species) in 2024, at least not in the PHB.
Yeah, I'll be sticking with 5e, thanks. Ruining the Tasha's subclasses by removing their flexibility and reworking Twinned Spell to take away one of the few unique powers a sorcerer had? Between this and the nerf to Paladins and Gloomstalkers, my table isn't interested. At all. I'm glad I can save a few hundred dollars, I suppose.
Since they said its backwards compatible you can just use the 2014 version one, half-elves from 2014 will be a lot better too ( +2,+1,+1 instead of +2/+1 ) (UA might have changed it in the 2024 one, but i haven't heard anything about it, and that would remove the backward comp. if they changed that ^^ so i dont think that was changed ) .
but if you have choose to use the 2014 stat increases you forgo the stat increases from your background, or you can you to use the background ones and don't get the 2014 stat increases ......
Can still run regular Elves for Elven Accuracy (assuming the racial feat makes it in). Half-Elves just fit thematically.
Also im baffled by the fact that they gave sorceror the ability to summon dragon spirit without the costly component... yet somehow decided that the abberant mind sorcerer does not deserve the ability to cast their own summon without the component
See, you overvalue it. You don't entirely swap out your list pre-combat - you typically don't know that there'll be combat or what kind of combat. In practice, I've swapped spells literally just a couple of times.
If Sorcerers were still at 15 prepared spells, you'd have a point, but now they have the same as all the other full caster + extras from their subclass + other features from their subclass. Wizard needs their subclass just to match some features Sorc gets, like Illusionist and Subtle Spell. And they don't get any extra features on top, can't boost all the other school's spells in any way, and will have fewer prepared spells at the moment to choose from.
Rituals are out of combat utility that rarely comes into play whereas Sorc metamagic can be used consistently on any session, regardless if battle or social. Subtle can too be used for social situations, you realize? Or Higthened, which was got boosted and made cheaper at the same time. And when you have 22 spells to choose + 10 entirely extra spells prepared, you'll have a spell for every situation. It doesn't matter that you can't swap, you'll outclass the Wizard at the table every time.
the problem i and many others who are complaining are seeing is:
its nice to have 10 more known spells, but when 7 or 8 of those spells can only be used for a tiny very small circumstance they are worth close too nothing.
plus the AB was hit very hard with the nerf bat, they not only now have an extended spell list, that is pretty much useless but also a lvl 6 ability that is useless, because it is only useable on these useless spells ......
if you ask 100 players about if they would swap out 7+ of these spells if possible i'm sure 95-99 of them would say in a heartbeat
i also thinking they did that especially because they couldn't figure out a way to get the swapping on the extended spell list workable on dnd beyond ......
That's because the game is called Dungeons & Dragons, not Alcoves & Aberrations.
Actually, when it comes to summons, Aberrant Mind may still pull ahead of Draconic Bloodline because the spell summon aberration might fall under the psionic spell list. If that's the case, it would not require any spell components if you use sorc. points, and the spell unlocks earlier (level 13) rather than being the subclass capstone.
What's with these spell restrictions? I don't understand what they're trying to achieve by restricting which spell schools these subclasses can use with their respective features.
They removed AM's ability to cast Summon Aberration w/o material components, re read the notes :(.
I’m hoping that the change is that you can change it to any spell on the sorcerer spell list and they just didn’t say it here. I get to keep that hope until Aug 1 or 2 when YouTubers tell use all about the books. While that won’t fix the material cost problem, it will let you swap it out. As it reads here you are stuck with spells they gave you and it you would show everyone you were casting by grabbing the materials. 6th level AM feature would be pointless.
Even if they are not the most optimal spells, they aren't useless spells either. You can use Calm Emotion subtly in social situations, and even if it will fit fewer of them than Suggestion would, it's still a viable choice in many, and you still get to pick as many of your own spells as a Wizard would. In the same situation, if a Wizard picks martial spells, they don't have that Suggestion or Calm Emotion ready, or if they have Suggestion - they lack a combat spell. And even if they have both because they sacrifice something else, they can't cast either subtly or heighten it to ensure the target fails the saving throw. So Sorcerer has a bigger variety at hand and can cast them in situation the Wizard wouldn't be able to (because of subtle) and ensure they actually work (highten, seeking).
Wizard does get out of combat utility in the forms of rituals and some utility spells like Knock that can be swapped in when needed, but I just don't see how that makes up for the gap. DnD is a combat-oriented game and almost all class features are related to combat. It might look on paper that Wizard still has more variety, but given in how many more situations a Sorcerer can use their spells when a Wizard would get in trouble for it, I don't even think that's true.
Abjurer and Illusionist at last got boosts to patch the gap up a little - a couple of extra prepared spells (also not optimal in Illusionist's case) and nice features like silent casting for Illusionist (though not subtle), or that spell breaking thing. But Evoker and Diviner got nothing. Evoker is entirely eclipsed by Sorcerer now - when any Sorcerer that wants to blast will just pick hightened spell and careful spell, and come what, lvl 6? 7? They can even use both at once. What does Evoker get that's comperable? A lvl 6 Sorcerer can careful-cast 6 spells (it only costs 1 sorcery point now), and they only have 3 3rd level slots. They can sculpt all their Fireballs and use Innate Sorcery at the same time, and still have one sorcery point left that will then regenerate on Short Rest.
And any Sorcerer that wants to play with enchantments will just pick twinned and subtle, and they already cover
allmore (because subtle) than Enchanter got as subclass features! A 10 lvl Sorcerer can twin 10 spells, and they have 15 spell slots... But it's not like they're going to be casting Hold Person one after another, it's a concentration spell. And again, if they pay 2 they also get a higher DC for it; if they want to make it absolutely sure the targets fail their saves, they just need to expend two more point. They'll still have 5 left to for instance sculpt their next five Fireballs - something no Enchanter can do. Any base Sorcerer can outclass an Enchanter at enchantments just by picking the right Metamagic Option while still having their own subclass features and extra metamagic options at lvl 10.Granted, that's a 2014 Enchanter - but that's why I say the only way forward for Wizard is to get stronger subclasses from now on, compared to their 2014 versions. But they already left Evoker and Diviner behind.
E// Also I just noticed that Innate Sorcery doesn't even cost Sorcery Points, I don't know why I thought it did - so there's even more times Sorcerer can use Metamagic than I wrote above, while still getting a bonus to their DC or advantage on attack rolls.
Expanding off my previous comment..
Elven Accuracy + Innate Sorcery & 1 level into Warlock for Eldritch Blast.
Eldritch Blast + (quickened) Scorching Ray for a crit-fishing machine gun build while Innate Sorcery is active.
Unfortunately Innate Sorcery specifies "Advantage on attack rolls for Sorcerer spells" so it won't help with Eldritch Blast at all. :/
To further this point- pretty sure they stated in the Warlock video that they have made a change to make Eldritch Blast a warlock exclusive. I'm thinking they maybe changed the wording on that one cantrip to where it only scales with Warlock levels but time will tell.
Fair enough! I missed this specific wording. This makes the most sense.
Yeah I will never buy the 2024 players handbook with twinned spell ruined like this