
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.
Thanks for the reply. I agree completely.
I love the magic and spells of D&D, so it sucks that the sorcerer class feels so underpowered, aside from the newest subclasses (though Abberant Mind does seem dope).
Would love to see the other subclasses updated to match.
If you want to add additional thematic spells to Storm Sorcery or Shadow Magic, you can always copy those subclasses into homebrew and edit them. The problem with doing that is that then you would need to get permission from your DM, since you are using your own, unofficial, homebrew content.
Sorcerers getting very few spells is just one of the reasons why a lot of people don't like this class. It is waaaaay too similar to wizard. Sorcerers basically get the same spell list as wizard, but aren't able to learn as much spells. Just like wizard, sorcerers don't gain much features in the base class. They do gain metamagic and sorcery points, but that's it. This is a cool class, but I feel like it is stomped out by wizard.
Maybe WoTC should add more features to the base class, and allow sorcerers to learn more spells. I know, I have mentioned this criticism many times, but that's because sorcerer REALLY NEEDS an update. A class in D&D should be unique, and powerful in its own way. That way, there are reasons to play every class.
Well the reason why Aberrant Mind and Clockwork have expanded spell lists is because they came out in the newest book, Tashas. While the other subclasses came out in older books. Though I do agree that the other subclasses should be updated to have expanded spell lists.
Okay so my main gripe with this class is that they don't know enough spells.
Then I noticed that two of the subclasses give you additional spells for free: Abberant Mind and Clockwork Soul.
Now, can someone explain to me why none of the other subclasses get additional spells? This seems like a very obvious and unbalanced oversight. I'm genuinely very confused.
EDIT: This came up in particular, because I liked the idea of creating either an Air or Water Genasi Storm Sorcerer, but I mean damn. The lack of additional spells makes zero sense to me and makes this subclass feel underpowered AF.
There's nothing in the feature's text that says you can't look the effects up so this now makes it so you are far less likely to get a bad effect from the wild magic surge. You're still choosing from 2 of 50 randomly determined effects so I don't think it goes against the reason people take the subclass at all, and it feels like a Wild Magic sorcerer learning to control some of their powers.
Sure, remember one thing, but do i also have to remember what numbers turn me into a plant? or that 83-84 will damage your allies too? 49-50 will prevent you from casting spells? i can keep going for a while, all i'm saying is that it requires considerable metagaming effort and it's counter to the point of the subclass, if you just want good things to happen there are other classes with all positive effects or you could just stick to casting spells without odd effects.
I think it's good because most Wild magic sorcerers should know that a 7 or 8 is fire ball on yourself, so if you roll that, then you can stop it
I do see how that's useful, altough since it costs sorcerery points I feel it might not be to everyone's tastes. So I made a homebrew ability sorcerer's can get as a replacement.
https://docs.google.com/document/d/1Y2R_wz-KkBQr9O9sGAS9scwJHbkQ_I7k425b6twhvAw/edit?usp=sharing
As always critiques welcome.
Is anyone thinking that controlled chaos is the most useless ability in dnd ever (minus true strike)? Why? 1. Who is going to memorize the entire wild magic table just to know which effects you've rolled? 2. It goes against the reason people take this subclass. For a lvl 14 ability it's the hottest garbage i've ever seen, i wouldn't even want it as a lvl1 add-on to the other abilities.
amiright?
Magical Guidance is a HUGE buff to sorcerer. Something I haven't been hearing people talk about but consistently getting to reroll important skill checks feels fantastic at the table. Careful though, I tend to use this feature probably more than I should and burn through some sorcery points
I agree. Sorcerers get very few spells. They get less spells than bards, which doesn't make sense, because bards gain a whole lot of other class features, like bardic inspiration, song of rest, magical secrets, countercharm, and skill versatility. All that sorcerers get in the base class are metamagic and sorcery points. The sorcerer class does seem kind of underpowered, especially since the spell list is the same as the wizard spell list.
Please, please, please update the sorcerer class. I beg you, WoTC. Thank you. :(
Well, one good thing about sorcerers is they work really well for multiclassing.
If you have PHB or XGtE, Chromatic Orb and Chaos Bolt are really strong options. The good thing about chromatic orb is that it can deal any type of elemental damage, which will allow you to overcome the resistances and immunities of certain creatures. If you learn chromatic orb, you're going to need a diamond worth at least 50 gp. All power comes with a price. For cantrips, I would recommend fire bolt, ray of frost, shocking grasp, and one utility cantrip of your choice, preferably light, prestidigitation, or mage hand. If you have TCoE, you should choose replace one of your combat cantrips with mind sliver. Mind Sliver is a really powerful cantrip that deals a small amount of damage and temporary weakens a creature's resilience against saving throws.
If you have mind sliver, add at least one spell that requires a saving throw, like burning hands or thunderwave. Since your sorcerer's ancestor is a blue dragon, try to add some lightning spells. Chromatic orb can deal lightning damage, so that solves the problem.
Overall, here is my recommended spell list:
Cantrips: ray of frost, shocking grasp, prestidigitation, fire bolt. (replace one of the combat cantrips with mind sliver if you have TCoE)
1st level: chromatic orb, shield. (If you don't have a diamond, choose magic missile or burning hands. If you don't have a diamond, but have XGtE, choose chaos bolt).
At higher levels, make sure to pick up some spells that deal lightning damage, since your draconic ancestry is a blue dragon. Luckily, you don't get Elemental Affinity until 6th level, so you could wait til you get to lvl. 5 to learn lightning bolt. Chromatic Orb and Chaos Bolt are damage-type-ambiguous spells, so those are useful. Same with Dragon's Breath if you have XGtE. If you want to learn a lightning spell at an earlier level, choose witch bolt. Witch Bolt doesn't deal much damage, but it can deal a lot of damage if you can maintain concentrations for several rounds, and it scales REALLY WELL.
In general, your best choices for 1st-level spells are chromatic orb and chaos bolt. If you neither have a diamond nor XGtE, learn either witch bolt, magic missile, or burning hands.
Let me know if this helped you.
Very funny! That spell really reinforces the "reckless magic" vibe of the sorcerer class. Imagine hurling yourself around the battlefield.
The reason why I added the attack roll debuff is because the raw magic temporary gets into a creature's body. The chaotic energy temporary impairs a creature's coordination and accuracy, because the raw energy is wild and volatile.
I'm trying to make a bunch of sorcerer-exclusive spells, because that would really fix the sorcerer class. Most sorcerer spells that I make will be raw damage spells, because sorcerers have the same spell list as wizards, but without much of the utility spells. I'm pretty sure it's like that because sorcerers were meant to be destructive combat spellcasters. It would make sense, because the magic of sorcerers is raw, chaotic, dangerous, and powerful. By adding more destructive spells, it would reinforce the vibe of magic that is reckless and destructive, powerful raw energy waiting for an outlet.
Oooh. I like it. Good damage and potential for a debuff.
I created a unique cantrip for sorcerers. Energy Blast. It's where you hurl a ball of raw magic at a target of your choice. Click on the link to view it. Sorcerers REALLY NEED more unique spells.
While looking at your character on DnDBeyond, go to (SPELLS >> MANAGE SPELLS). You'll get the window on the right to pop up where you can 'manually' remove spells, freeing up slots so you can add in the new spell. You'll have to double check the spell type for yourself as DnDBeyond doesn't care what you replace it with.
♪♫
I disagree. Sorcerers should get their spells by subclasses. They can fill a number of different roles, etc.
A few things:
1: Your stats are godly if rolled, and impossible if point buyed.
2: I recommend proficiency in persuasion.
3: You have rare magic items, gold, etc at first level?
4: Draconic AC = 13 + Dex, not base 17
5: Choose a couple of spells!