
Sorcerer Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Unexplained Powers
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.
Creating a Sorcerer
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
QUICK BUILD
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.
The Sorcerer Table
Level | Proficiency | Sorcery | Features | Cantrips | Spells | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | 2 | 4 | 3 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | 3 | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | 4 | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 6 | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 8 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Two daggers
Spellcasting
An 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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic
At 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.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL |
SORCERY POINT COST |
---|---|
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic
At 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.
Careful Spell
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, you 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.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
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). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
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.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Ability Score Improvement
When 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Sorcerous Origins
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.
Draconic Bloodline Legacy This doesn't reflect the latest rules and lore. Learn More
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Dragon Ancestor
At 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
Dragon | Damage Type |
---|---|
Black |
Acid |
Blue |
Lightning |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Gold |
Fire |
Green |
Poison |
Red |
Fire |
Silver |
Cold |
White |
Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
As 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.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting 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. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 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.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
But they are less flexible because they have a limited amount of spells they know. Wizards have all the spells they know written down in their spellbook. Wizards are like clerics and druids, they can switch out the list of prepared spells depending on the circumstances. Sorcerers don't prepare spells, and that's good in a way. The main thing that is troubling is that sorcerers get very few spells, making them inflexible, because you can't change the spells in your loadout each day. With wizards, you can alter your spell loadout as you desire, making them more versatile. Sorcerers on the other hand, are kind of pigeon-holed. If sorcerers can't prepare spells, they should learn more spells, preferably as much as bards.
The idea of this class is great, but there just isn't must good reasons to play a sorcerer when wizards are much better at their role. Sorcerer's get the same spell list as wizards, but can't learn as much spells, and don't gain much other class features to make up for that. I know they get Metamagic and sorcery points, but that isn't enough. They need more features or more spells, or both.
The older sorcerer subclasses should be updated. That's an issue I noticed with D&D, WoTC puts too much into the newer subclasses, and doesn't take the time to update older subclasses. Because of this, newer origins like Aberrant Mind and Clockwork Soul are the only subclasses with thematic spells, making players compelled to play these sorcerous origins. In D&D, all classes and subclasses have to be balanced so there are reasons to play a character with that class or subclass. If there are no reasons to play a particular subclass or class, then it might as well be removed from the game. Why have something in the game if nobody is going to use it? That's the exact thing that is happening with sorcerer, few reasons to play it. I know the idea of the class is good, and they should keep the class. It just needs to be revised and updated.
Several things need to happen in order to fix the sorcerer class:
Overall, these changes all have one thing in common, making sorcerers unique compared to other spellcasters. Every class should shine in their own way, that's the point of D&D.
Something needs to be done. A lot of people (including me), are complaining about this class being under-powered, and bland.
also why the heck does bard get foresight, or druid for that matter but not sorcerer
it makes no sense why the dancer/singer/performer gets to see into the future but the innate caster tied to the weave does not
Sorcerer really needs a rework and it needs to accomplish 2 things in my opinion.
1. it needs to make sorcerers progression less stale and put them on a standing equal to the other casters as right now sorcerer has one of the smallest spell lists and the least spells known of the full casters with even bard and warlock getting more.
2. it needs to put the sorcerer in a unique standing apart from the other casters as playing a sorcerer should not feel the same as playing a wizard but with less spell option and spells known than one. Not to mention metamagic is not enough to carry the class it needs more features and something to really set it apart besides. and they need more spells known, sorcerers are supposed to be flexible they can't really be that when they have 15 spells across 20 levels.
"Have you played sorcerer to level 12 yet?" is a poor justification. Even if people said no, that'd just mean that sorcerers are poor *up to level 12* and given most campaigns don't last all the way from level 1-20 that'd still be a problem.
I think some people do exaggerate how bad sorcerers are, but they are mechanically boring and unflavourful, and mechanically are worse than other classes I'd still say by a little.
Granted levels 1-3 will usually be a bit dull mechanically, but by level 6 or 7 you should be getting some real fun which sorcerers don't give, and I lament because the idea of sorcerers is awesome. Especially the ideas behind some of their subclasses.
Also the idea that sorcerers can just dish out damage more than other spellcasters is just...not really true. Druids and Clerics (can't comment on bards confidently) definitely take the cake there.
My top rec is to offer up the optional spellcasting rule of spell points pools as something a sorcerer could use. It grants sorcerers a flexibility bonus but one very distinct from a wizard. (After all, sorcerers WERE meant to be the more flexible spellcasters in-the-moment because everyone else had to go prepping spells and in the olden days that mattered!)
I do find it sad sorcerer's don't have origin-specific spell lists.
Guys, Gals, Daves...I hope you get a chance to read this comment because anyone who is griping about Sorcerer about being weaksauce is narrowminded. Want proof? BEHOLD:
Metamagic
Twin Spell. Before Tasha's Cauldron Feats, what class can Twin Haste, Twin DISINTEGRATE? My personal favorite is Twin (Divine Soul) True Ressurection for only one 25,000gp diamond. [Offer a King or Emperor the gift to raise two of their beloved from the grave, just to flex.]
Heighten Spell. What class feature imposes a disadvantage on a spell save. I didn't say archetype feature, there are a few that can, but not as a class, such as Wizard.
Careful, Quicken, Distant, Extended, Empowered, Subtle, Seeking and Transmuted. All of them are very powerful, which is why the designers of D&D said, yea, Sorcerer doesn't need any more than that. Don't forget you can sacrifice spell slots for more spell points!!!
I rest my case there because I could go on about Extended Foresight (16 hours), or Extended Dominate Person/Monster. Cone of Cold (Transmuted into Fire hehe). Personally, I love Subtle spell the most, because only Detect Magic can reveal I cast a spell, but oh wait I have Non-Detection up, and no, there is nothing you can do DM to determine how I cast that spell!
Those of you who have said Sorcerers do not get enough class features for losing spells known. If your willing to give up access to some of your Metamagic or Sorcery Points, I would be willing to homebrew an extra feature or two, like Jack of All Trades (ROFL). Just multiclass into Bard 2 levels if you want it that badly, but all my Sorcerers are 100% Sorcerers because I want more metamagic faster, and with Tasha's, that hasn't changed, now I just get more POWA!
Here is a question for you, the reader of my comment: Have you played Sorcerer above level 12 yet? Better yet, have you played a Sorcerer to the point you unlocked a 9th level spell slot and made your DM regret it? Most Sorcerers build nearly all damage-dealing spells because 5e public games predominately focus combat with very little roleplaying because larger groups take up more time to roleplay. Sorcerers are one of the strongest classes for dishing out damage, greater than the Wizard. Wizards played by myself are the swiss army knife of the party, like Bard; capable of bringing a knife to any gunfight and still show off!!! Damage (Sorcerer > Wizard) Utility/Versatility (Wizard/Bard/Cleric/Druid > Sorcerer).
Check out this link about levels most played, I didn't look for a more recent statistic, just the 2019 stats.
https://www.enworld.org/threads/90-of-d-d-games-stop-by-level-10-wizards-more-popular-at-higher-levels.666097/.
Break out of your shell and go play higher-level games, there tons on the internet. Even better yet, build up a great group you love playing with and step up and DM a high-level campaign. I just finished a game that ended at level 24, our strongest striker was a Storm Sorcerer with 4 additional levels as Draconic Bloodline (Blue).
So, i dont get why people hate sorcerer. Wild magic is simpily the BEST subclass ever, specialy if you like colateral damage. Sorcerers have so much versitality!!!!!!!
Clive, that's may have been so in older editions like 3.5, but in 5e, preparation casting is endlessly better than having spells known. Sorcerers HAVE to pick their spells in advance which really cripples versatility since they only have spells known added on level up. If a wizard needs a certain spell, they could learn it from a scroll and prepare it whenever they need it, if a sorcerer needs that same spell, they would need to level up before being able to get it. Sorcerers don't have their entire spell list available, that trait is reserved for divine and primal casters (and artificer, I suppose), and they can't learn spells outside of level up. Wizards have far more versatility since this edition doesn't have you prepare what spells will be in each slot
No one is mentioning one of the biggest upsides to Sorcerer. They do not have to prepare spells ahead of time. Thus they are prepared for any situation. You never have to worry about bringing too many Fireballs or forgot you didn't prepare Dispel Magic on your previous rest. They have their entire learned spell list available to them at all times which makes them far more flexible than a Wizard when situations drastically change.
Bards are considered Arcane Spellcasters, like Warlocks, Wizards, and Sorcerers.
Tasha's Cauldron of Everything fixed the sorcerer class to a certain degree, but not completely. The old sorcerer subclasses should be updated, but the main issue lies in the base class, not the subclasses. I don't like the sorcerers get less spells than bards, because bards gain a whole lot of other interesting features, like Bardic Inspiration, Song of Rest, Magical Secrets, Expertise, and Jack of All Trades. All that sorcerers get is Metamagic and Sorcery Points. Since sorcerers don't gain as much other features as bards, sorcerers should gain more spells, because that would balance out the classes more. The main thing is giving sorcerers more unique spells, because that would give players a reason to play this class. If sorcerers have the same spell list as wizard, but MUCH LESS spells known, there is essentially no reason to play a sorcerer, because the wizard would be better at the sorcerer's role.
That's the main thing sorcerer needs. Reasons for players to play this class. If this class gained more class features, more spells known, and more spells on the spell list, it would shine in its own way, and be its own unique class.
That's not really an issue with this class, because they have the same hit dice as wizards. Sorcerers and wizards are meant to stay in the back, blasting enemies from afar with their powerful spells. They don't need advanced weaponry because their true power comes from magic. Instead of wearing armor, sorcerers and wizards use mage armor instead.
Draconic Bloodline addresses these weaknesses greatly. It allows you to always have the benefit of mage armor, and gives you half of the Tough Feat.
Aberrant Mind’s Psionic Sorcery ability is actually quite powerful, because it says you don’t need material components if they aren’t consumed by the spell. It doesn’t say that they don’t have to be costly components. Summon Aberration and Scrying (if you sub it in) both have specific costly components that aren’t consumed.
I AM NAZUUUUUUUUUUUUUU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
That's the whole point of the class, they only know a handful of spells but they know them and how to use them really well (through Metamagic options). If you want a class with alot of different spells available, try a Wizard, or one of the Divine Spellcasters such as Bard, Druid or Cleric.
They are really cool but... they need a lot more spells!!!!!!!!!!!!!!!! I mean really, why do they know sooooooooooooooooo little spells.😕😕😕
Same could be said of the wizard. Luckily there are many classes to choose form so you don't have to play a class that does not appeal to you.
But he is proficient with Con saves + draconic bloodline gives nice AC boost
My main complaint about this class is that it's HP is always so low, it's not proficient in any armour, and its not proficient in any good weapons
These are great points. I've also seen a lot of discussion about the fact that sorcerers don't get many unique spells at all, which is really lame! Just Chaos Bolt if I'm not mistaken.
The metamagic feature is their only unique trait, but if the two newest subclasses have Additional Spells, they should absolutely update the other ones.