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Sorcerer (5e24)

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Sorcerer exists in other D&D editions see:

Sorcerer (disambiguation).

 5th edition (2024)

SRD 5.2 • CC-BY



Sorcerer is a class in 5th edition (2024).


Core Sorcerer TraitsEdit

Core Sorcerer Traits  [1][2][3] 
Primary Ability Charisma
Hit Point Die D6 per Sorcerer level
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose any 2 Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies Simple Weapons
Tool Proficiencies None
Armor Training None
Starting Equipment Choose A, or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP


Becoming a RogueEdit

 [1][2][3] 

As a Level 1 CharacterEdit

As a Multiclass CharacterEdit

  • Gain the Hit Point Die from the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine your available spell slots.

Sorcerer FeaturesEdit

Sorcerer Features[1][2][3]
Level Proficiency
Bonus
Features Sorcery Points Cantrips Prepared Spells Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Innate Sorcery 4 2 2
2nd +2 Font of Magic, Metamagic 2 4 4 3
3rd +2 Sorcerer Subclass 3 4 6 4 2
4th +2 Ability Score Improvement 4 5 7 4 3
5th +3 Sorcerous Restoration 5 5 9 4 3 2
6th +3 Subclass Feature 6 5 10 4 3 3
7th +3 Sorcery Incarnate 7 5 11 4 3 3 1
8th +3 Ability Score Improvement 8 5 12 4 3 3 2
9th +4 9 5 14 4 3 3 3 1
10th +4 Metamagic 10 6 15 4 3 3 3 2
11th +4 11 6 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 16 4 3 3 3 2 1
13th +5 13 6 17 4 3 3 3 2 1 1
14th +5 Subclass Feature 14 6 17 4 3 3 3 2 1 1
15th +5 15 6 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 18 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 19 4 3 3 3 2 1 1 1 1
18th +6 Subclass Feature 18 6 20 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 19 6 21 4 3 3 3 3 2 1 1 1
20th +6 Arcane Apotheosis 20 6 22 4 3 3 3 3 2 2 1 1

SpellcastingEdit

1st level [1][2][3] 

Also see: Sorcerer Spells


Drawing from your innate magic, you can cast spells. See the rules on spellcasting. The information below details how you use those rules with Sorcerer Spells

Cantrips. You know four Sorcerer Cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Innate SorceryEdit

1st level [1][2][3] 
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 Minute, during which you gain the following benefits:

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Font of MagicEdit

2nd level [1][2][3] 
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost Min. Sorcerer Level
1 2 2
2 3 3
3 5 5
4 6 7
5 7 9

MetamagicEdit

2nd, 10th, 17th level [1][2][3] 

Also see: Metamagic Options


Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic Options of your choice. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Metamagic Options table
Name Sorcery Point Cost
Careful Spell 1
Distant Spell 1
Empowered Spell 1
Extended Spell 1
Heightened Spell 2
Quickened Spell 2
Seeking Spell 1
Subtle Spell 1
Transmuted Spell 1
Twinned Spell 1

Sorcerer SubclassEdit

3rd level [1][2][3] 
You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.

List of Sorcerer SubclassesEdit

(5 official and unofficial Sorcerer subclasses.)

Subclass Features Flags Source
Aberrant Sorcery Psionic Spells, Telepathic Speech, Psionic Sorcery, Psychic Defenses, Revelation in Flesh, Warping Implosion Canon, Pointer Player's Handbook (5e24)
Clockwork Sorcery Clockwork Spells, Restore Balance, Bastion of Law, Trance of Order, Clockwork Cavalcade Canon, Pointer Player's Handbook (5e24)
Draconic Sorcery Draconic Resilience, Draconic Spells, Elemental Affinity, Dragon Wings, Dragon Companion Canon SRD 5.2
Spellfire Sorcery Spellfire Burst, Spellfire Spells, Absorb Spells, Honed Spellfire, Crown of Spellfire Canon, Pointer Forgotten Realms Heroes of Faerun
Wild Magic Sorcery Wild Magic Surge, Tides of Chaos, Bend Luck, Controlled Chaos, Tamed Surge Canon, Pointer Player's Handbook (5e24)

Ability Score ImprovementEdit

4th, 8th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, and 16.

Sorcerous RestorationEdit

5th level [1][2][3] 
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to Half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

Sorcery IncarnateEdit

7th level [1][2][3] 
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Epic BoonEdit

19th level [1][2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Arcane ApotheosisEdit

20th level [1][2][3] 
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your Turns without spending Sorcery Points on it.

End of the SRD 5.2 material

DescriptionEdit

Unofficial Description: Sorcerers have an innate ability to generate magic, pull it from the universe, and shape it.

Sources and NotesEdit

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Wizards RPG Team (22 April 2025). SRD 5.2. (5e 2024) Wizards of the Coast. p. 64-70. Licensed: CC-BY.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 Wizards RPG Team (3 September 2024). 2024 D&D Free Rules. (5e 2024) Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 Wizards RPG Team (17 September 2024). Player's Handbook. (5e 2024) Wizards of the Coast. ISBN 9780786969821. p. 138-151. Licensed: © Wizards of the Coast (used under 'fair use' clause).

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Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].