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.
The problem is that casters are presented with fewer if any reasonable options for multiclassing. Single level dips in barbarian, ranger, and fighter still provide a lot of synergy for the martial classes. However, all casters get from a 1-level dip now is some armor, potentially some weapons (useless), and some low-level spells. There really is very little synergy. There may still be cases supporting a 1-level warlock dip, but we won't know until the NDA is lifted. A 2- or higher-level dip in any class comes at significant cost due to the improvements of many capstones (e.g., bard) and the epic boon granted at level 19.
You get 1 invocation at 1st level not 2. Also Hexblade gave you a lot more than just attacking with your Charisma. You got Hexblade's Curse (which has 3 features built-in), Medium Armor & Shield Proficiency, and access to the Shield Spell as well.
i might interpret here something but they don't especially say you only getting 1 invocation ... and in the UA the warlock got 2 invocations at 1st level ( iirc that wasn't changed in the later UA ), and until the NDA lifts we will never know exactly. But even if you only get 1 invocation, that would be enough for a sorcerer to gain pact of the blade for hit/dmg with weapons ....
As for the armor, like i said you can take lightly armored feat with background, which will grant you ( UA ) now light, medium armor and shield and its at least imho a better use then a magic initiate, lucky or tough background feat. your right about the hexblades curse tough, but if that is now worth it to sacrify a level in sorcerer for and loose arcane apo. thats something everyone must decide for him/herself
customize a background ( UA ) : Feat. Choose one 1st-level Feat. Your character gains that Feat.
so i personally would expect alot more spellcasters in medium armor & using shields without the need to mc and 1 lvl of warlock splashes if the want to melee
Crawford stated it was one way to interpret Pact Slots as being fundamentally different than normal spell slots for anything other then strictly casting spells. Personally I hold this view as well since the Eldritch Smite invocation can only be triggered by a pact slot and not a regular spell slot. This intrinsically means that on some level, WOTC views them as being slightly different. Here is Crawford stating this view as potentially valid as well:
https://x.com/JeremyECrawford/status/1029177242985742337
Does this mean they can still twin Haste? Because I am a little tired of balancing every enouncter around there always being 2 hasted melee.
You really need to re-read PT7. It was 1 Invocation at level 1 and 2 more at level 2. I just doubled checked and I am correct...
Only way to get lightly armored at level 1 is to play a human as none of the backgrounds offer it.
Custom backgrounds and Customizing Backgrounds didn't make it into the PHB so it is at best an optional rule in the DMG and at worst homebrew.
Not unless they rewrote Haste to allow more targets when upcasted. It's very unlikely, but Crawford did mention they would be letting more rewriting more spells to interact with the new Twinned when they first showed it off in the UA, and Haste is one of the big Twinned options so the possibility exists.
i would be very surprised if they didn't do customized backgrounds in the phb, since it was in the 2014 as basic ( not optional rule ) and it was presented in the UA also as not optional. and i haven't seen any mentioning of it beeing optional. As for the invocations i remembered something wrong here, but you still get 1 and if you realy want to do a melee sorc thats the only one you need. As for the blaster version, i wouldn't want to say if that is still possible until i know more about the warlock in the phb, there has been too many changes in the UA to say if eldritch blast will even scale with warlock lvls or also with normal lvls ^^
BUILD YOUR BACKGROUND
Using the rules here, you can build a Background from scratch or customize a premade Background, focusing on details related to the backstory you have in mind for your character.
and that wasn't flagged for optional but core ruling same as it was in the 2014 one, presented in the very first UA they showed us and it wasn't changed in the later UA's. So i don't believe that it will be moved into the DMG and / or optional ruling, but they could have done that it just don't think it likely
They already said they are NOT doing custom backgrounds in the PHB. It was one of the first videos they released... They are in the DMG. I think 99% of these post could be eliminated if people actually watched the videos ;).
Thanks for the link. Looks like others directed JC to his earlier sage advice comment. He punts and suggests his X comment doesn't conflict with the sage advice comment, though it clearly does. Not surprising, he is unwilling to commit to a firm ruling. The lack of consistency implies a DM can go either way, though I'd argue the more recent post was written simply to appease persons upset about coffeelocks and looking for an out. RAW I don't think there's anything indicating that pact slots can't be used with flexible casting.
so it all comes down to the following regarding backgrounds ......
how is it presented in the phb ( nobody knows yet ) if they have the sentence in it, you can customize your background but the exact ruling is found in the dmg we still will have the old ruling
or
there is nothing in the phb then in al it will broil down to the rules in the al play regarding al in normal tables it will then come down to the DM.
worst case you can't do it, then it will come down to the following:
i have an idead of a character, it will be class a
- now i will have to check what background i have to take !!!!!! so it will not be a burden to my party ( because i need to take one that offers + to the Abilitys in my class ). Adding to it it might mean i'm settled with a 1st lvl feat, that is about useless for my character and skills that don't fit the character i have in my mind or are not suited to the party
- after that, i will need to completly rewrite the backstory of the character i had in my mind so it fits the background i will have
i see 3 problems in this case.
- A lot of characters will look alike because they need to have the same background to not burden their party with a character that is alot weaker then others ( drizzt clones ring a bell ? )
- the available choices ( at least in the UA ) are very slim, it was the same in the 2014 phb, but there you could do something new and expand the avail. choices
- and the last problem i see, how is this going to be compatible with the material in earlier versions ( CoS, Strixhaven, Tasha's, Cauldron .... ) when someone chooses a background from there. Again i see 2 ways that can be ruled in that case. one you don't get any + to your ability's and no free feat, or two you are not allowed to use any of them .....
i know, that in games i run i will either not use the 2024 rulings at all, or will use the old wording for backgrounds and allow my players to change them, but more and more i see why so many don't like the 2024 rulings
Changes to twinned spell are dumb
It is certainly in the realm of DM fiat. There is a RAW case to be made though that you can only use Pact Slots for casting spells you know from other classes and not for fueling class features that require spell slots. From the multi-classing rules on Spellcasting:
"Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."
There is a solid RAW argument that it specifically states you can use them for casting spells known but explicitly leaves out using them for other features. This is from the PHB which had the Sorcerer with Flexible Casting so from day 1, their were class features that would qualify to use these pact slots if it was specified. We are left to decide if this was an oversight or intentional. Since JC won't commit to an interpretation, it was likely an oversight or something they didn't feel strongly about one way or the other. But its a perfectly valid RAW ruling if the DM sees it that way.
Fully agree on DM fiat. It's funny, I thought I'd used "DM fiat" in my response, so we're thinking on the same lines.
The PHB description for warlock pact magic refers to spell slots and not "pact magic slots." For me, this combined with references to spell slots in the description of the flexible casting feature suggests that they can be combined. However, I accept that someone might interpret the omission of other features in the description of warlock spell slots as precluding their use with flexible casting.
I was surprised nobody in the comments was talking about Dragon Sorc, so had to go back and re-read to find that they didn't explain all the changes... like how they changed how the wings work (not permanent but faster) despite UA expressly informing them that people didn't want changes to wings or how they have really leaned into this summoning a dragon concept, which to me feels out of place for Sorcerer. I've always imagined Sorcerers more as building their own power, not conjuring a dragon to help them, but that's just me...
Overall, I'm not as pleased with the changes to Sorc. as I am with other classes. I don't like the direction they are taking where Sorcerers seem to be based on a monstrous origin or an alignment-based origin. Maybe with the full rules things will be better, but feeling a bit disillusioned at the moment
Sorcerer Review Video - YouTube
The capstone feels tacked on and redundant with the abilities of the subclass, which (I believe) gets elemental resistance and can also fly. Summon draconic spirit does some of the worst damage of any summons in 5e. Unless the spell is modified, I fear this could be one of the least useful capstones for any subclass.
Based on the newest rules/adjustments we've been provided, the answer is no.
It's because multiclassing is an optional rule that isn't taken into account by the original language of each class's features.
The use of the general language "spell slots" in the Warlock's features is superseded by the aforementioned specific language found in the rules for multiclassing.
In other words, when you are not multiclassing, spell slots are spell slots, whether they come from Pact magic or Spellcasting. When you are multiclassing, pact slots are by necessity tracked separately from the others, and rules must be specified for how Pact Magic and its slots can interact with Spellcasting and its slots.
Ultimately it's up to the DM whether to interpret that specific rules language as exhaustive or not, i.e., whether what it says you can do is all you can do (use them only for casting spells, and therefore not with divine smite or font of magic) or if, for whatever reason, the other possible uses were deliberately left out by the writers.
As nifty as it is to summon a dragon, as a sorcerer I would rather do my own magic than summons. It eats turn economy and adds bloat. Certainly not what I asked for in the playtest.
Why bother to ask for our feedback with assurances of listening when they were just going to do whatever they wanted anyways? Some changes were good, but most went against feedback.
RAW a spell slot is a spell slot. Yes, Pact Magic gives you spell slots that are tracked separately than spell slots given by Spellcasting. There are some features that will be specific about the kind of spell slot needed like eldritch smite and some other invocations. 2014 is all about specific over general. There is no language that said a warlock spell slot was not a spell slot, so it’s hard to argue that by RAW you couldn’t use them to smite or for flexible casting. Notice that in later books they started using more language like “ when you cast a sorcerer/wizard/etc spell” or as eldritch smite reads, “Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot…” They used specific language to keep the features tied to the class. It looks like 2024 PHB will have more language like this. It is very possible the coffee lock is dead n 2024. It was technically dead when they added the rules about gaining exhaustion if you don’t take a long rest.