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'm glad to see that "careful spell" is now as effective as "sculpted spell".
These preview articles are all a little confusing because they're trying to describe a feature without actually giving any rules text.
Previously, you could not use twin spell on a spell that targets multiple creatures, ie an upcast hold person. But now, you can, and it will just add another target. It’s primary purpose is still to “twin” spells like firebolt.
You could not twin spell bane or bless in 2014 5e. Now you can use it it just adds another target.
What? It is a full buff... the change is that they removed the block on spells that already target more than 1 creature. You couldn't use Twinned Spell on Bane and Bless in the first place, now you can *AND* you get to target an extra creature while doing so. If you were using it to literally double the effect of every spell, you were using it wrong to begin with...
Direct quote from 2014 version: 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.*
Yeah basically, but from their wording it sounds like they still have to roll the save, but take no damage if they succeed? Maybe they'll clarify it in the book
Love it! Like how now Draconic sorcerers have a very high AC. Also love the Sorcerer restoration and Sorcery incarnate. Was a bit worried about the Arcane Apotheosis but since it says I can choose which one of the Metamagic I can use for free this makes me a happy spender. So far also enjoying the new tweaks to the Metamagics and that one can be changed per level. Before this was a bit troublesome and sometimes there was one that you just didnt use much. So far, I hope to remake my old sorcerers and see how feel now.
Ranger players try not to mention 2024 ranger challenge
For twinned spell, really hoped they added a ton more spells with additional target upcasting, because boy there ain't many good 2014 ones worth taking this metamagic. Also, 3rd level hold person twinned, wouldn't that be... tripled technically? Really shoulda thought of a better name, especially with it being very different from 2014 version. But the other metamagics are great improvements.
The best thing about Aberrant Mind was getting to choose new spells. I really hope they changed the spell list up because there was an abundance and redundancy of tentacles and telepathy. There's little point in expanded spells lists when so many spells are so similar to each other.
As a draconic sorcerer, I don't want to summon a dragon, I want to be a dragon, especially when every single other subclass feature is screaming "I'm a f****** dragon!" Bonus spells is still great though.
Wild magic - finally good, and maybe the only one that got improvements without downsides like the other subclasses, but boy it wasn't in a good place.
Yea but are you really going to make the 3 level commitment just to get the warlock subclass if you are a sorcerer? Doesn't seem worth it. 1-2 levels makes far more sense.
I'll be sticking with the 2014 version. Having to 'prepare' spells as a sorcerer sounds stupid. The sorcerer is suppose to have a limited number of spells that they always know but can cast them far more often then the wizard.
I see your point, but I’d consider going the three levels into warlock if the psychic spells feature they get works with sorcerer spells too. I guess I’ll have to see how any changes to the multi-classing rules pan out and how they apply to this combination. If it gets too messy, I’ll take your advice and just stick to the 1-2 level dip for 5.24. It unfortunately doesn’t fix my problem with having to have Arms/Hunger of Hadar and Black Tentacles taking up my Psionic Spells :(
Sorcerers still don’t prepare spells like clerics do. It was simply a change in the naming convention. A stupid change that I don’t agree with, but a minor one that doesn’t change the mechanics.
As much as I love Sorcerer, this new PBH can be summed up to; "We smashed together the og phb with Tasha's to give you only a handful of new content at a significantly higher price point. If you already own both these books, uh, just buy this anyways!"
I was hoping for more new content, not rehashing of old content, which has been my problem with the newer content of late anyways.
what new content were you hoping for?
"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."
Honestly, and I know I'm going to come off really charged here, but this is just kinda insulting, and adds even more to the confusion between the two.
Spontaneous spellcasting isn't gone, and acting as though it's gone while doing nothing to address that you gave everyone spontaneous spellcasting, and left only those who were "learned" casters with the downsides of it does nothing to fix it. Seeing the distinction made on the Ranger page gave me hope that something would finally be done about it, but really, I think I'd be less upset if you hadn't said anything and just made Ranger a prepared spellcaster, like they should be.
And atop that, a constant grievance that myself and others I've spoken to on it involving the number of spells learned is that the commitment to learning them is especially harsh given that more spells can be prepared at once, off of a FULL spell list, than could be learned. It's nice that we're finally equal, but it really should be greater, and atop that, hitting us with the "wizards are still better :)," really?
Lots of cool changes here - I'm really struggling to see who'd want to play a Wizard with the buffs and expanded identities every other spellcasting class is getting - but two really poor naming choices.
Firstly, saying classes 'prepare' spells when they're not able to change them daily is LESS clear than the 2014 'known spells'. Sorcerers and Bards work differently to Wizards and Clerics and Druids so why use the same name for their spell choices?
Secondly, 'Twinned Spell' no longer twins the spell...if you completely change the function of the metamagic you should probably change it's name.
Pretty cool!
Why? What reason is there to make this change to nomenclature if it isn't going to mean anything? We had a system that was perfectly clear cut to understand both mechanically and narratively, and now it's just going to confuse new players for no reason. Heck, "preparing" spells now wont mean anything because it's over-inclusive of casters with vastly different ability to change spells.
This changes seems so unnecessary. At least say why this change was made. Did it cause a problem that needed fixing? Was it not obvious how old spells atrophied when new ones were learned?
Finally someone else points this out. The literal entire point of the sorcerer is that their blood from *insert past thing here* is where their magic comes from. This one and Warlock make absolutely zero sense being at level 3.