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Sorcerers: The Innate Magic of Dungeons & Dragons
Unlike wizards who meticulously study spells, or clerics and warlocks who beseech higher powers, sorcerers possess an inherent magical aptitude. In Dungeons & Dragons, their power springs from within.
This innate magical talent makes sorcerers exceptionally skilled with their limited spell repertoire. Their natural charisma also shines in social situations. Whether you envision a spellcaster navigating courtly intrigue or a powerful blaster conquering dungeons, the sorcerer class might be your perfect fit.
Updated January 30, 2025 by Jack Filsinger: This guide has been updated to include considerations for magic items and alignment, and reorganized for improved clarity, providing a comprehensive resource for your D&D sorcerer build.
Sorcerers, like wizards, are arcane spellcasters. However, they leverage Charisma, not Intelligence, as their spellcasting ability. Unlike wizards who learn from books, sorcerers' magic is an inherent talent, shaped by lineage or unique experiences.
While not bookish scholars, sorcerers possess considerable street smarts, using their high Charisma to influence others. They excel as party leaders, adept negotiators, and skilled bargainers, even when magic isn't involved.
Although sorcerers have fewer spells than other full-casters, their mastery of those spells is unparalleled. This specialization allows for dynamic spell modification, enhancing power, speed, and precision.
Sorcerers have undergone significant enhancements since the 2014 Player's Handbook. A key improvement is the substantial increase in prepared spells: the 2024 sorcerer can prepare up to 22 spells—a nearly 50% increase from the 2014 limit of 15.
In addition to the expanded spell capacity, sorcerers can now swap out a cantrip with each level-up. This flexibility is valuable for adapting to evolving campaign needs.
The new Innate Sorcery ability lets sorcerers exchange a bonus action for a minute of heightened spell save DCs and attack rolls for sorcery spells. This can be used twice per long rest, with the ability to regain uses using Sorcery Points at level seven.
Innate Sorcery continues to strengthen at levels seven and 20. At level seven, sorcerers can use two Metamagic options simultaneously on an active spell. At level 20, they can utilize a Metamagic option without spending Sorcery Points.
Metamagic itself has been revamped: it's now available at level two (previously three), and, like cantrips, can be altered as you level up.
Sorcerous origin has been reclassified as a subclass, chosen at level three instead of character creation.
Draconic Bloodline and Wild Magic remain, significantly enhanced. They are joined by Aberrant Mind and Clockwork Soul, largely unchanged from Tasha's Cauldron of Everything.
If the origin of your magical talent isn't immediately clear, discuss its roleplaying aspects with your DM early on, without affecting game balance.
Finally, Sorcerous Restoration has been moved from a level-20 capstone to a level-five feature. At level five, you regain Sorcery Points equal to half your level after a short rest (once per long rest).
The 2024 Player's Handbook features
sorcerer subclasses: Draconic Bloodline and Wild Magic return from the 2014 edition, joined by Aberrant Mind and Clockwork Soul from Tasha's Cauldron of Everything. Aberrant Mind and Clockwork Soul remain largely the same, while Draconic Bloodline and Wild Magic have received substantial buffs.
Aberrant Mind sorcerers gain psionic abilities due to otherworldly influences. They gain access to psionic spells and can use Sorcery Points instead of spell slots to cast them. Additional mental abilities include telepathy and the power to alter their bodies for flight, underwater breathing, and seeing through invisibility.
Clockwork Soul sorcerers draw power from order and structure. They gain access to spells focused on balance and removing negative effects, making them valuable additions to parties lacking dedicated healers. However, they offer limited offensive capabilities.
Draconic Bloodline sorcerers inherit their power from dragons. They gain access to spells reflecting dragon abilities (like Dragon's Breath or Fly) or innate Charisma (like Command or Fear). They are exceptionally durable, gaining extra hit points and adding their Charisma bonus to their unarmored AC, making them formidable spellcasters in combat.
Wild Magic sorcerers are known for unpredictable magical effects. This subclass doesn't grant additional spells, but instead triggers random effects when casting spells of first level or higher. These effects can be beneficial, detrimental, or hilariously absurd. Many effects have been improved since the 2014 version.
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