The DnD 2024 Sorcerer naturally inherited their magical abilities, thanks to anything from ancestry to freak accidents. This means that, unlike other spellcasters, the Sorcerer 5e can warp spells to their own benefit, often with explosive results. This guide explains the rules for the hugely flexible (and potentially complex) Dungeons and Dragons Sorcerer class.
If you’d like to see what the Sorcerer 5e was like in the 2014 rules, head to our linked guide. Or, to compare with other player options, here’s everything you need to know about all DnD classes.
DnD 2024 Sorcerer rules:
Hit Points
Hit dice | 1d6 per Sorcerer level |
HP at first level | 6 + Constitution modifier |
HP at higher levels | 1d6 + Constitution modifier per Sorcerer level after first |
Proficiencies
A Sorcerer is proficient in Constitution and Charisma saving throws, as well as simple DnD weapons. There are no tool or armor proficiencies on the table, but Sorcerers are also proficient in two of the following DnD skills:
Skill | Tier | Reason |
Arcana | C | You’re likely to dump Intelligence, and besides, studying magic is for nerds, not Sorcerers |
Deception | A | A useful, Charisma-based skills for navigating social situations |
Insight | B | Useful in social situations, but Wisdom isn’t a priority stat |
Intimidation | B | Also a Charisma-based problem solver, but a bit more situational |
Persuasion | A | Just as useful as Deception, but for people who don’t like lying |
Religion | C | Another Intelligence-based skill, and it’s not very thematic for a Sorcerer |
Spellcasting
Level: One
Sorcerers use Charisma as their spellcasting stat. The table below shows how many spells you can have prepared, how many cantrips you know, and how your spell slots change with a DnD level up.
A Sorcerer regains all spent spell slots on a long rest. When they gain a level, they can swap a cantrip and/or spell they already know for another from the Sorcerer spell list. Sorcerers can also use an Arcane Focus to help them cast spells.
Spell slots per spell level | |||||||||||
Level | Cantrips | Prepared spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 4 | 2 | 2 | – | – | – | – | – | – | – | – |
2 | 4 | 4 | 3 | – | – | – | – | – | – | – | – |
3 | 4 | 6 | 4 | 2 | – | – | – | – | – | – | – |
4 | 5 | 7 | 4 | 3 | – | – | – | – | – | – | – |
5 | 5 | 9 | 4 | 3 | 2 | – | – | – | – | – | – |
6 | 5 | 10 | 4 | 3 | 3 | – | – | – | – | – | – |
7 | 5 | 11 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8 | 5 | 12 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Innate Sorcery
Level: One
As a bonus action, Innate Sorcery lets you trigger the following effects for one minute:
- The spell save DC of your Sorcerer spells increases by one.
- You have advantage on Sorcerer spell attack rolls.
This can be used twice before you need a DnD long rest. Innate Sorcery is a brand-new feature for the 2024 Sorcerer, and it offers an excellent buff to your offensive spellcasting. When you’re a magic user with limited spell slots, every attack counts – and Innate Sorcery helps make your Sorcerer more consistent.
Font of Magic
Level: Two
With Font of Magic, you gain access to Sorcery Points, the class’ signature resource. You can spend Sorcery Points to create a spell slot as a bonus action, or you can spend a spell slot to create Sorcery Points with no action required. The table below shows the conversion rate for these resources at different levels:
Spell slot level | Sorcery Point cost | Minimum Sorcerer level |
1 | 2 | 2 |
2 | 3 | 3 |
3 | 5 | 5 |
4 | 6 | 7 |
5 | 7 | 9 |
You regain all Sorcery Points after a long rest, and extra spell slots you created disappear at that time. At level two, you start with two Sorcery Points, and you gain an additional one with each level up.
Metamagic
Level: Two, 10, 17
You gain two of the Metamagic options below, and you can spend Sorcery Points to activate them and modify your spellcasting. Unless specifically stated, you can only use one option on a spell. You can also swap a Metamagic option you know when you gain a Sorcerer level.
Careful spell
Cost: One Sorcery Point
When you cast a spell that requires one or more targets to make a saving throw, you can protect a number of creatures equal to your Charisma modifier. Protected creatures automatically succeed on the save, and they take no damage if the spell rules would usually say that they take half damage.
Distant Spell
Cost: One Sorcery Point
You can double a spell’s range if its original range was at least five feet. Alternatively, you can give a Touch spell a range of 30 feet.
Empowered Spell
Cost: One Sorcery Point
You can reroll spell damage dice equal to your Charisma modifier. You must use the new rolls. Additionally, you can use this Metamagic option even if you’ve already applied one to the spell.
Extended Spell
Cost: One Sorcery Point
This option doubles a spell’s duration (maximum 24 hours). It also gives you advantage on saving throws you make to maintain concentration on the affected spell.
Heightened Spell
Cost: Two Sorcery Points
When you cast a spell that requires one or more targets to make a saving throw, you can give one target disadvantage on saves against that spell.
Quickened Spell
Cost: Two Sorcery Points
When you cast a spell that costs an action, you can change that casting time to a bonus action. However, you can’t use this ability if you’ve already cast a spell of level one or higher on the current turn. You also can’t cast a level-one or higher spell on that turn after using Quickened Spell.
Seeking Spell
Cost: One Sorcery Point
Seeking Spell lets you reroll a d20 when you miss with a spell attack roll (you must use the new result). You can use this option even if you’ve already modified the spell with a Metamagic option.
Subtle Spell
Cost: One Sorcery Point
You can cast a spell without its verbal, somatic, or material components. The one exception is that Subtle Spell can’t be used to ignore material components that are consumed by the spell or that have a specified cost.
Transmuted Spell
Cost: One Sorcery Point
You can change the DnD damage type of your spell to acid, cold, fire, lightning, poison, or thunder damage.
Twinned Spell
Cost: One Sorcery Point
When you cast a spell that can be upcast to target additional creatures, you can use Twinned Spell to increase the spell’s ‘level’ by one – essentially allowing you to target one more creature than usual.
For example, Charm Person can target two creatures when cast at second level. With Twinned Spell, it could target three.
Sorcerer Subclass
Level: Three
The 2024 Player’s Handbook features four Sorcerer Subclass options (though you can find more in our DnD Sorcerer subclasses guide).
Aberrant Sorcery
The Aberrant Sorcery subclass gains psionic powers thanks to a Sorcerer’s ties with creatures from the Astral Realm or the Far Plane. It also means your Sorcerer always has these spells prepared:
Sorcerer level | Spells |
3 | Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver |
5 | Hunger of Hadar, Sending |
7 | Evard’s Black Tentacles, Summon Aberration |
9 | Rary’s Telepathic Bond, Telekinesis |
At level three, Telepathic Speech lets you use a bonus action to create a telepathic connection with another creature within 30 feet. While you and your target are within a number of miles equal to your Charisma modifier, you can communicate telepathically in a language you share. The connection lasts for minutes equal to your Sorcerer level, and it ends when you use the ability to connect with a different creature.
From level six, Psionic Sorcery lets you spend Sorcery Points equal to a spell’s level instead of consuming a spell slot. Doing so lets you cast the spell without verbal, somatic, or material components. However, you must still provide material components if they have a specified cost or are consumed by the spell.
The level-six Psychic Defenses ability makes you resistant to psychic damage, and it gives you advantage on saves against the charmed and frightened conditions.
At level 14, Revelation in Flesh lets you spend a bonus action and one Sorcery Point to activate one of the following for 10 minutes:
- Gain a swim speed equal to your speed and the ability to breathe underwater.
- Gain a fly speed equal to your speed and the ability to hover.
- You can see any invisible creature within 60 feet that isn’t behind total cover.
- You can move through any space as small as one inch, and you can spend five feet of movement to escape non-magical restraints or a grapple.
You can spend extra Sorcery Points to activate multiple effects at once, with a cost of one Point per effect.
Finally, at level 18, you gain the magic action Warping Implosion. This allows you to teleport to an unoccupied space you see within 120 feet. After you teleport, creatures within 30 feet of your original spot must make a Strength saving throw or take 3d10 force damage and be sucked toward that space. They still take half damage on a successful save. You must long rest or spend five Sorcery Points to use this ability again.
Clockwork Sorcery
A Clockwork Sorcerer gains their powers from the plane of Mechanus, and they tap into the order of the universe itself. If you choose Clockwork Sorcery as a subclass, your always-prepared spells are:
Sorcerer level | Spells |
3 | Aid, Alarm, Lesser Restoration, Protection from Evil and Good |
5 | Dispel Magic, Protection from Energy |
7 | Freedom of Movement, Summon Construct |
9 | Greater Restoration, Wall of Force |
From level three, Restore Balance lets you spend a reaction to remove advantage or disadvantage from a roll that’s about to be made by a creature you can see within 60 feet. You can use Restore Balance a number of times equal to your Charisma modifier (rather than your proficiency bonus) before you need to finish a long rest.
At level six, Bastion of Law means that you can use an action and one to five Sorcery Points to create a ward around yourself or a creature you can see within 30 feet.
The ward has a pool of d8s equal to the number of Sorcery Points you spend. Anytime the warded creature takes damage, it can spend a number of those dice and roll them, reducing the damage taken by the result. The ward lasts until you finish a long rest or use Bastion of Law again.
From level 14, you can spend a bonus action to enter a Trance of Order for one minute. Attack rolls against you during that time can’t have advantage, and you can treat any roll on a d20 test that’s nine or lower as a 10. Trance of Order can be used again when you finish a long rest or you spend five Sorcery Points to restore its use.
The level-18 Clockwork Cavalcade ability means that, as an action, you summon a 30-foot cube of spirits that originates from you. These are construct spirits that create the following effects:
- They restore up to 100 HP divided among any number of creatures of your choice in the cube.
- Any damaged objects in the cube are immediately repaired.
- Every spell that’s level six or lower ends on creatures and objects of your choice in the cube.
You must finish a long rest or spend seven Sorcery Points to restore a use of Clockwork Cavalcade.
Draconic Sorcery
Draconic Sorcery is the subclass for Sorcerers who share their powers with mighty dragons. They gain access to the following list of spells, which are always prepared:
Sorcerer level | Spells |
3 | Alter Self, Chromatic Orb, Command, Dragon’s Breath |
5 | Fear, Fly |
7 | Arcane Eye, Charm Monster |
9 | Legend Lore, Summon Dragon |
As soon as a Sorcerer chooses this subclass at level three, Draconic Resilience increases their maximum HP by three. It then increases by one whenever they gain another Sorcerer level. Plus, while not wearing any armor, a Draconic Sorcerer has an armor class of 10 plus their Dexterity and Charisma modifiers.
From level six, Elemental Affinity gives your Sorcerer resistance to one DnD damage type of your choice (acid, cold, fire, lightning, or poison). Plus, when you cast a spell that deals that type of damage, you can add your Charisma modifier to one damage roll for the spell.
At level 14, you’ll gain Dragon Wings, which you can sprout as a bonus action. These last for one hour or until you dismiss them as a free action, and they grant you a fly speed of 60 feet. You must finish a long rest or spend three Sorcery Points to use the wings again.
From level 18, Dragon Companion lets you cast Summon Dragon without material components. You can cast it without a spell slot once per long rest, and you can modify the spell so that it doesn’t require concentration. However, removing the need for concentration means the spell will only last for one minute.
Wild Magic Sorcery
Wild Magic Sorcery is pure chaos, and the subclass’ abilities reflect this. The level-three Wild Magic Surge feature means that, once per turn, you can roll 1d20 after casting a Sorcerer spell with a spell slot. On a result of 20, you roll on the Wild Magic Surge table and resolve an effect:
1d100 | Effect summary |
01-04 | Roll on this table at the start of your turns for the next minute. Ignore this result if you roll it again. |
05-08 | A friendly creature appears in a random space within 60ft for one minute. Roll 1d4 to decide the creature (A Modron Duodrone on a 1, a Flumph on a 2, a Modrone Monodrone on a 3, or a Unicorn on a 4). |
09-12 | For one minute, you regain five HP at the start of your turns. |
13-16 | For one minute, creatures have disadvantage on saving throws against the next relevant spell that you cast. |
17-20 | Roll 1d8 and resolve its effects. These include hearing faint music (1), increasing your DnD size by one (2), growing a feather beard (3), only being able to shout-speak (4), having illusory butterflies fly around you (5), growing an eye on your forehead (6), burping pink bubbles when you speak (7), or your skin turning blue for 24 hours (8). |
21-24 | For one minute, your spells that cost an action to cast can be cast with a bonus action. |
25-28 | You teleport to the Astral Plane until the end of your next turn. |
29-32 | If you cast a damage-dealing spell in the next minute, you use the highest possible number for each damage die. |
33-36 | You’re resistant to all damage for one minute. |
37-40 | You turn into a potted plant that’s vulnerable to all damage until the start of your next turn. |
41-44 | For one minute, you can teleport 20ft as a bonus action once per turn. |
45-48 | You and three creatures within 30ft are invisible for one minute (or until you make an attack, deal damage, or cast a spell). |
49-52 | For one minute, you have a +2 armor class bonus and immunity to Magic Missile. |
53-56 | You can take one additional action on this turn. |
57-60 | You cast a random spell, ignoring any concentration requirements it usually has. Roll a d10 to choose from Confusion (1), Fireball (2), Fog Cloud (3), Fly (4), Grease (5), Levitate (6), Magic Missile (7), MIrror Image (8), Polymorph (9), or See Invisibility (10). Fly is cast on a random creature within 60ft, Magic Missile is cast as if it were using a level-five spell slot, and Polymorph turns you into a Goat only. |
61-64 | For one minute, all flammable, non-magical objects you touch that aren’t being worn or carried take 1d4 fire damage and start burning. |
65-68 | If you die within the next hour, you are revived as if someone cast Reincarnate. |
69-72 | You are frightened until the end of your next turn. |
73-76 | You teleport 60ft to an unoccupied space you can see. |
77-80 | A random creature within 60ft is poisoned for 1d4 hours. |
81-84 | You emit a 30-foot radius of bright light for one minute, blinding any creature that ends its turn within five feet of you. |
85-88 | Three creatures within 30ft take 1d10 necrotic damage, and you regain the total damage in HP. |
89-92 | Three creatures within 30ft take 4d10 lightning damage. |
93-96 | You and all creatures within 30ft are vulnerable to piercing damage for one minute. |
97-00 | Roll 1d6 and resolve the effects. On a 1, regain 2d10 HP; on a 2, an ally within 300ft regains 2d10 HP; on a 3, regain your lowest-level spell slot; on a 4, an ally within 300ft regains their lowest-level spell slot; on a 5, regain all spent Sorcery Points; and on a 6, all Wild Magic effects from 17-20 happen at once. |
Also at level three, Tides of Chaos lets you give yourself advantage on one d20 test before you roll. The ability replenishes on a long rest or when you cast a Sorcerer spell with a spell slot. If the latter triggers, you automatically roll for a Wild Magic Surge.
The level-six Bend Luck ability lets you spend a reaction and one Sorcery Point to roll 1d4 and apply it to a d20 test that a creature you can see just made. The d4 can be a bonus or a penalty to that roll. At level 14, Controlled Chaos means you always roll twice on the Wild Magic Surge table and choose your preferred result.
Lastly, at level 18, there’s Tamed Surge. After you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table. Apart from the final row, you can choose any of the effects.
Ability Score Improvement
Level: Four, Eight, 12, 16
Choose one of the following:
- +1 to two DnD stats
- +2 to one stat
- A feat
Sorcerous Restoration
Level: Five
When you finish a short rest, Sorcerous Restoration lets you regain Sorcery Points equal to half your Sorcerer level (rounded down). This can’t be repeated until you finish a long rest.
Sorcery Incarnate
Level: Seven
Sorcery Incarnate means that, if you have no Innate Sorcery uses left, you can spend two Sorcery Points as part of your bonus action to activate it. While Innate Sorcery is active, you can also use two Metamagic options on a spell instead of one.
Epic Boon
Level: 19
You choose one epic boon feat from the list of DnD 2024 feats (see our guide for your options).
Arcane Apotheosis
Level: 20
While Innate Sorcery is active, Arcane Apotheosis lets you use one Metamagic option on each turn without spending Sorcery Points.
For more new rules, here’s how DnD 2024 backgrounds have changed. We can also tell you about the brand-new mechanic, DnD weapon mastery.