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.
if they republish the Divine Soul Sorcer and give them an extended spell list, according on how the spell lists of Aberrant Mind, Lunar Sorcerer & Clockwork soul have been put together i will expect the following ( you can't swap spells for cleric spells anymore and the extended spell list also very situational )
Im interested of the shadow sorcerers
Most likely someone at this point might have corrected you but its not a buff, spells you mention are already capable to target more if you up cast. The 2014 twin spell was useful and mainly used for the fact that you could target another with spells that could not like Haste, Fly and Polymorph, concentración spells with only one target and no chance of upcasting for more options of targets. They should have just called it upgrade metamagic or something cuz its not really twinning a spell like it used to and yes i know it had to be done in a way for balancing but lets call it by what it is.
Overall, some REALLY cool changes. But calling all spellcasting "prepared" is insanely confusing and is only going to trip people up. It's just an awful word for innate spells and a completely pointless change.
To paraphrase the top of the page; "If we don’t cover something, that means it remains practically unchanged".
Ya, but I was hoping they would atleast get a spell list included like all the other subclasses. This is one that could really use some of those Warlock spells that they gave Aberrant mind. I always see Shadow Sorcerer as a user of Curse magic.
For being compared to Rage, it's strange Innate Sorcery doesn't have the fixes Rage got - recovering one use on a Short Rest and gaining more uses as you level up.
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Why?
If I'm using 2 metamagics, I'm already using the feature that grants me advantage on all spell attacks.
This isn't about the advantage you gain from Blindness/Deafness versus Innate Sorcery, it's just giving an (awful) example of using two metamagic options at once for players who are new to the class and/or game.
Some experienced 5e players can look at the Sorcerer metamagic options and tell which are great, good, and received buffs in 2024. They also know what feats enhance a Sorcerer build in general.
Why do I feel like there’s still a 2024 class we haven’t gotten an article about. (Other than Artificer but I know they’re not being added with the PHB which kinda sucks)
This is a very good point and I agree with it pretty much 100% and I feel like weapon mastery is something martial classes should’ve gotten 10 years ago…
I'm pretty happy with these changes, though I'm wondering what spells made it in to the sorcerer's spell list from the UA. I've always loved the Sorcerer, and between it and the Fighter, I'm quite looking forward to 5.5e or whatever they're calling it.
Going more in-depth to the changes people are talking about:
In summary:
The Elephant in the room was, and always has been, Twinned spell. It haunted the design of the 2014 Sorcerer, leading to all other things being underpowered because of the fear of twinned spell, and the only way the 2024 sorcerer was going to be spared from this was with a nerf/correction to Twinned Spell. We can all admit that it was the most powerful metamagic, by far, and that it was warping metamagic into a case of Twinned Spell & something else. As I said earlier, the 2024 wording of Twinned spell is absolutely what they likely meant it to be in 2014, and the rules headaches were constant (I myself made a few reddit memes over the nonsense "target's a single creature" rule).
This is the true Sorcerer we deserved back in 2014, and that means band-aid attempts to bring it up to par through later subclasses now have to be adjusted to match the proper core class we had always deserved. And let's be honest, most of the spells we could Twin in 2014 are now cheaper and easier to do, while the ones with rules fights have been clarified in a way that no one can be confused about anymore. Can you upcast it to target another creature? Then you can twin it to target an additional creature as if you had upcast it. Damage spells were never the most powerful thing to twin, it was always spells like Haste/Polymorph/hold person and other singular buff spells.
While I agree that the class has been improved overall, the changes to aberrant mind affect one of the core functionalities of the entire subclass. If they give AM 4 spells anyone is hardly gonna use and add 4 spell selections for sorcerer, you basically gave it 0 options; which they're gonna feel more because part of the fun of playing it is expeding sorcery points to cast those spells. Gaining telepathic speach and 3 out 5 not so good spells until level 5 is kinda trash. In contrast with clockwork soul, they’d already had a worse expanded list and the options they got weren't obvious or on the nose, they were different, flavourful, they were fun. Now it feels you're a better psionicist picking certain ancestries and different subclasses (or even classes), which is a bummer
Sorcerer Rage I think reinforces Blaster Casters being the realm of Sorcerers.
YES THE SORLOCK BLASTER BUILD ONLY SOARS IN NEW DAMAGE AND HEIGHTS NEVER BEFORE SEEN!
Exactly--the 4 extra spells are moot for AM, who now has to make up for the crappy spells. 'Sending' would be a tough sell if it were a Cantrip, let alone a L3 spell.
If at least they would have allowed retraining of some kind--heck, even a subset of Sorcerer spells would've been better than a full lock down.
Did you mean Mage Rage?
I don't think thats how it works. From how it is worded Twinned makes it act like a higher level spell for the number of targets, it doesn't double the targets. So a Twinned 3rd level Charm Person would allow you to target 4 creatures as if it was a 4th level spell, but still counts as a 3rd level spell for the purposes of anything that interacts with certain spell levels. For example a 3rd level Counterspell would counter this charm attempt.
If they thought OG twin spell Meta-magic was broken they hold on to your horse folks. With all the buffs to sorcerers with items from Tasha's and this upgrade from the 2024 handbook many DMs are going to cry or have to suffer from the enemy team getting banished, held by hold person or hold monster, get buffed from bless, entire team can fly now, etc. The original twinned Meta-magic is good but this I think will make even more problems for DMs and Wizards once it hits the public.
the problem i have with twin spell how it is presented it is in no way and shape a twin spell, if they don't want the old one just scrap it and give this version with another name, but don't give us such a shame of a meta-magic with a completly wrong naming.
i personaly don't think that twin spell was OP in the 2014 phb, the only thing that needed fixing ( and thats what i do when i DM ) is to limit it to max lvl 5 spells ....... Now instead of having 2 good metamagics and alot of situational ones, we have only situational & useless ones and yes i count twin spell in this form as useless, if they changed the name i would consider it situational.
As for the AMind & CWork they went from top choices down to with the right gear, stats & build they can be made playable, but they are ways below a draconic sorcerer, which can now reach full plate AC + shield w/o wearing any kind of armor + all the rest of "goodies" he gets.