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.
I wanna thank Wotc for all these changes. It'll save me a butt tonne of money.
DISPEL MAGIC
then two characters lose a turn.
They'll at least think twice about doing it again.
I'm all for massive combos like this, but after 3, 4, 6 sessions of the same thing, SOME villain would surely figure out a way to counter it.
Unless the haste spell changed it will not work with the new Twin spell as it currently doesn't upcast.
Eh you could argue dispelling the magical boon also dispels the magical sidefects(depends on how the spell works in that world) , but honestly IF making a subpar spell thats worse than bless into a usable one with twin is a problem.... not sure how hell handle sorcerors using the actualy good spells like hypnotic patern or wall of force later that do infact eliminate problems completely (especialy now that heightened spell has been heavily buffed)
Indeed, and with Fey Touched literally every sorcerer has access to Bless. My Clockwork Soul is usually concentrating on that or Wall of Fire/Force, though he does have the Haste spell (largely for flavor, to go with Slow). Twinning it is fun on rare occasions to let the martials have a bit of fun, especially if you gotta go fast. But it's rarely the best option - it's just sometimes a fun change of pace.
We're not switching to the new edition, personally.
I wanted to write out a more thought-out bit on what I think was handled poorly with this class. Not sure how much of it will resonate with people, but my hope is to coalesce around a few core ideas that could maybe inform some kind of dialogue in the future?
In my view, the things that went wrong:
In short, given that that Sorcerer players waited 6 years for exciting subclasses like the ones in Tasha's, it doesn't feel great that they're getting nerfed just 4 years later. Plus, the feature that was supposed to solve the classes other main problem (Sorcerous Restoration) also got nerfed relative to the UA isn't great either. The result is that the tactical versatility that Crawford called out as the Sorcerer’s design intent (loose paraphrase) doesn’t come up as much during an adventuring day, given how quickly sorcery points run out.
Personally I still think this Sorcerer will be more fun than most of the ones we already have (the possible exception being Aberrant Mind), but the feeling of “this was so close to being amazing… but isn’t” is frustrating. Hopefully there's a chance to revisit some of these design choices later on.
It's hard to say. That was also my initial impression. However, the fact they moved away from warlock level scaling in playtest 7 and implemented several other restrictions (e.g., magical secrets, magic initiate) to prevent non-warlocks from accessing warlock spells suggests to me that "warlock exclusive" will mean "at least 1 level of warlock." If eldritch blast does scale with warlock level, then I will be displeased with the martial vs. caster bias when it comes to multi-classing. Some martials will be able to take 1 level of warlock and benefit significantly from pact of the blade (unless that is also changed).
Yeah. It is nice they finally fixed the draconic bloodline, but it is sad to see they took the one thing from the aberrant mind subclass that made this fun subclass work and threw it away.
If I would play an abberant mind sorcerer in a 2024 setting, I would definitely play the old version. The fact that you can still twin your support and crowd control spells too, makes it an easy call.
you would need your DM's acceptance to do that since they said : "you can only use something from the old sourcebooks if it isn't presented in the new 2024 books" and since aberrant mind was printed in the new you can't play the old version :(
and i agree the AM is completly destroyed the way it is in the 2024 phb ....
Didn't crawford also say that you are allowed to use any character that was 100% 2014 in a 2024 campaign. If you mix and match though and there is a 2024 version of something with the same name, you do have to take it, so you'd be stuck with aberrant mind 2024.
Yes but don't forget DMs always get final say of what allowed in their group and Adventures league will have their own rules. Some groups will stick with 2014 only, some will allow a mix and other will be 2024 content only.
Yeah. Myself, I will probably allow my players to make a case for any 2014 material if we switch or just stick with 5e, since if wizards messed up this badly with the aberrant mind they are bound to have rushed other character options too.
But in the tables that fully switch to dnd 2024 many sorcerers will probably play the draconic bloodline by default - even those who want to play a psionic sorcerer - as it allows you to do everything the aberrant mind offers and quite a bit more now that the aberrant mind needs the subtle spell metamagic to do things like subtly making a suggestion or causing confusion too.
I wouldn't say it was a mess up, but it's definitely a nerf. The 2014 version of those classes got the ability to change them because Sorcerer's had too few spells known. It was a round about way to give them more spells known. I think they took that ability away because if they didn't everyone would be upset the other classes (like Draconic) that get expanded spell list didn't get to do that. I mean no other class with expanded spell list has anything like that either.
This way if DMs like you want to allow it then it's still possible but the official version of the subclass doesn't allow it so we can't complain Draconic (and all future subclasses) don't have it.
It is more than just a nerf though. The starting ability of the AM being very weak compensated for the flexibility in the spell list. Removing the flexibility without giving the subclass a combat relevant ability instead alone would be a nerf, but also not changing the level 6 ability which is completely dependent on the spelllist and which doesn't interact well with the default list of the aberrant mind seems closer to gutting the subclass
I wish WotC had just allowed the other Sorcerer subclasses to do the same thing (within two appropriate schools of magic) and left the Clockwork Soul and Aberrant Mind alone. A ton of people homebrewed expanded spell lists for the other subclasses back when those two were released, and they were really fun. It would have made the Sorcerer as a whole a very unique and interesting class.
That would have been cool. Pondering what spells to take and how you can mold them has always been part of the sorcerer experience. What classes you choose spells from, might also have been dependent on the subclass. The druid and wizard spelllist would for example make sense for storm, while cleric and warlock spelllist would be cool for a reworked divine soul.
Of course they'd have needed to balance the other abilities around this buff and reduced the power of the level 3 abilities significantly especially since they buffed the base sorcerer, but they made it work in tasha's and those sorcerers were really fun to play and a breath of fresh air.
Yes I agree that would have been a better way to go but I think they didn't want to commit to this for all subclasses going forward.
Not useless, just not as use-FUL. Being able to upcast a charm person or a tasha's hideous laughter or blindness/deafness or enhance ability or hold person or invisibility or hold monster or catnap or fly or banishment for 1 sorcery point is pretty good. That was just with a cursory glance at the sorcerer spell list. It is still TWINNED because you cast a second level spell like hold person and it now targets TWO targets instead of ONE. That's twinned. Now, yeah it sucks that it doesn't work for everything, but it does twin certain spells. Like Empowered Spell metamagic, which only works on damaging spells and heighten spell that only works on saving throw spells, Twinned Spell only works on spells that upcast to include an additional opponent. For 1 sorcery point compared to a higher level spell slot. This saves on sorcery points that you used to have to use on the old Twinned Spell. Will it always be effective? No. Will it be situational, like every other metamagic? Yes.
I will never wanna play the 2024 Aberrant Mind Sorcerer, the inability to swap out the Subclass spells wouldn't be bad, if the subclass had good spells, but they gave them spells thay are useless and as such It falls behind the 2014 Aberrant Mind subclass, if they had allowed them to keep the ability to swap out spells thay it would of been good