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.
My college of dance bard/sorcerer draconic ancestry multiclass is going to be insane. Also I really like the artwork for this article
Since they’re not mentioned, does this mean that Sorcerous Burst and Arcane Eruption are gone? I don’t recall them being mentioned in the Spells article either. Plus, with Crawford dropping that Chromatic Orb can jump to other targets, I’d be surprised if there’s a cantrip and a L1 spell that let you choose the damage type and have the possibility of jumping to another target.
Finally Sorcerous Restoration is available at earlier levels. In 5e a lot of campaigns never reach that far...
But I really dont like the subclass being something that you "choose" at lvl 3 as it was something to be gained, most of the time because of ancestry.
Again about the aberrant mind: "Psionic Sorcery no longer affects Material components that have a specified cost." What a weird change. You can no longer change the spells for other enchantment and divination spells anyway, and only ONE of the spells on the subclass list has costly components. Which is, by the way, one of the coolest, of course. Why restrict the usability of the spells you gain even more?
It still is, they are just standardizing the wording afaik (someone correct me if I'm wrong)
Agreed. It's almost like they were trying to make the subclass less enjoyable, maybe to prop up the numbers for the other subclasses? Hard to compete with that much "free" (no material components) summoning that early in the game, esp. if you don't need spell slots for it.
/r
I was almost certain I'd pre-order but the Sorcerer info shown so far is making me pause--for a class that finally came online with Tasha's, the nerf to those subclasses (presumably to not have to figure out how to implement the retraining mechanic in DND Beyond), Draconic capstone not being transforming into a dragon, and the lack of mention of the Sorcerous Burst and Arcane Eruption... meh, not sure right now.
Aberrant Mind with his extended spell list is nerfed very hard, since he can't swap these anymore ....
Clockwork Soul has a very good extended spell list and is not hit with that ...
Wild Magic is still a very strange class ....
Draconic sorcerer got a good buff to his AC and some spells, but i would like to see what spells he all gets .....
i'm curious what the Divine Soul will be at 2024 .... even when you just go with the old version and give him the basic sorcerer abilitys he will probaly
the most powerful of the subclasses available ....
But I mean with a different ancestry than there type
I mean like in the last post if it's a different ancestry than there type
On the line of Rangers I think that with Rangers and now that I think of it every class should get to start with two archetypes/subclasses. It feels like when you just have free content your forced into that box
…minor changes?! MINOR? They absolutely trashed the aberrant mind. Arms of Hadar is not a spell a sorcerer wants to cast, calm emotions is situational, it’s a crime Suggestion isn’t on their list, and Rary’s is kind of silly on a subclass with baked-in telepathy. We just lost our RAW way to play a Psion. Nice job, wotc.
YUP
100%. Suggestion and Tasha’s Mind Whip missing are criminal, and Rary’s is a joke. Missed opportunity to give Synaptic Static instead.
If Rary’s lasted 8 hours it might see some use every once in a blue moon. But still, terrible last spell to get, nothing to look forward to after the L4 spells.
You could have parents of different kinds. One could be a descendant of a Red Dragon, while a other is of a Gold Dragon. You might have the characteristics of a Red Dragon, but your Gold Dragon bloodline blossoms into that of a Golden Draconic Sorcerer.
Also most Dragons come from Tiamat or Bahamut, so intermingled bloodlines inst that hard to have.
A Sorcerer doesnt have to gain their abilities from a Bloodline, it can be given or the result of an accident, also you might not know what your powers are immediately, the first couple levels are meant to help you figure out yourself. Also the Warlock having the ability to pick Blade, Tome, or Chain as a Evocation at lvl 1 also allows them to figure out where the magic is coming from. They dont have to immediately make a Pact with someone at lvl 1, it could be something that just happened and they arent exactly sure who or what is giving them this power.
Here’s my hail mary attempt to restore my love for my favorite subclass:
If anyone at WoTC actually reads these comments, please make it so any prepared spell of the divination or enchantment schools can count as Psionic Spells for the 6th level Aberrant Mind feature. Just brainstorming ways to keep the Aberrant Mind still fun and flavorful with this massive nerf. The GOO-lock already has a similar feature now, so this change wouldn’t be game-breaking, right? I know the books are probably already set in stone but a nerd can hope :/
Look great but with one MAJOR flaw and possibly a second one. Sorcerer in 2014 had 2 big flaws.
Not enough spell known: We cannot judge yet of this is fix since we don't have the number. But those new spell list that can no longer be changed... Based on previous spell list given to subclass you can hope for at best half the spell to be good and decent. The other half being redundant spell, bad spell or super niche spell that might or might not be useful in your campaign. So we'll see what it looks like when we see it.
Second flaw lack of sorcerer points: yes the new sorcerous restoration will help but it's far from enough.
The wizard can add metamagic like ability for free to all his spell of a chosen schools. Evoker have an improved version of careful spell on EVERY evocation spell. Illusionnist got a speudo subtle amd speudo distant on all illusion (they have 2 metamagic at the same time) enchanter can continue using the the old twin metamagic on all enchanter spells. But the sorcerer is limited by his sorcerer point.
That without counting on arcane recovery that if the sorcerer want to emulate it will cost him all his sorcerer point.
So great I can recover half my sorcerer level in sorcerer point once per long rest... Still not enough. We would need something like the monk for his focus point: recover all on a short rest no limit per day + regaining ALL once per day on initiative.
Yes Arcane apotheosis is good but at level 20 is kind of late. Switching Arcane apotheosis free metamagic with sorcery incarnate double medamagic would have help tremendously. But I guess it's too late now... An other 10 years at being a subpar wizard...
I don't understand why the wording was changed to "prepared". The distinction was clear between "prepared" and "known", but now that every class' spellcasting feature uses the word "prepared", it only creates confusion.
One question that I have which is not specific to class or race/species in the 2024 rules, but rather surrounding all of the "backward compatibility" between 2014 ("5E") and 2024/2025 (5.5E or 6E) and that has to do the ability to utilize content which we have purchased in the various supplements that have provided access to dozens of additional races and class specializations. Using the material which I currently own, I could choose one of nine different sorcerous origins for my character. Using the newest edition of the rules, will we be limited to only the four specified subclasses listed under the new rules, or will we be able to choose from options presently available that we purchased in 5E?
If I choose to purchase the 5.5E/6E version of the game, will we no longer be able to utilize any of the source material from the supplemental, legacy material which we purchased from the current array of sourcebooks and adventures to still have available as options under the new rules? Will I be able to select a Kender from Dragonlance or select a feat, spell, background, or anything else that were purchased outside of the standard "core" 5E rulebooks using the new rules? Will the spells, species, feats, and whatnot from third-party content work within the framework of the new rules system out here on DDB? (i.e., can we still select races, classes, sub-classes, spells, the aforementioned feats and backgrounds) purchased still be selectable for character generation and DM use in DM tools such as the encounter builder and homebrewed material?
Over the years, many of us have invested hundreds or potentially thousands of dollars of virtual property from DDB/WoTC/Hasbro. Before I sink any more money into whatever everyone decides to collectively call the newest edition, I would like someone to be able to tell me that we will still be able to utilize all of the material that we currently own in that new system. I have no doubt that updated versions of various existing sourcebooks will be published, all of which I would not choose to purchase all over again in its newest incarnation. This might very well be a concern of many DMs and players who have purchased multiple sourcebooks - can I still use the stuff I already purchased?