The DnD 2024 Sorcerer is able to warp spells to their own benefit, often with explosive results. This caster’s core identity remains the same in the new Dungeons and Dragons Player’s Handbook, but they have a lot more Sorcery Points and general power to play with. This guide explains the rules for the new One DnD Sorcerer class.
The DnD 2024 Sorcerer hasn’t seen the same drastic makeover as other DnD classes, but the new Player’s Handbook has still changed plenty. And now that we’re allowed to talk about our early readthrough of the new rules, we can tell you exactly how. To compare DnD classes, check out our guide to the Sorcerer 5e. Or, if you want to know more about the new rulebook, here’s our DnD 2024 Player’s Handbook review.
Here’s everything you need to know about the DnD 2024 Sorcerer:
Proficiencies and equipment
Primary ability | Charisma |
Hit point die | D6 per Sorcerer level |
Saving throws | Constitution and Charisma |
Skill proficiencies | Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
Weapon proficiencies | Simple |
Armor proficiencies | None |
Sorcerers start with 50 GP or the following equipment:
- Spear
- Two daggers
- Arcane focus (crystal)
- Dungeoneer’s pack
- 28 GP
The Sorcerer’s weapon proficiencies have gotten a lot more flexible, but that isn’t the only thing that’s changed.
Spellcasting
Level: One
The basic rules for spellcasting work pretty much as they did in fifth edition. 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. You can replace a spell you know with another Sorcerer spell when you gain a level in this class.
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, you can 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 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
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 DnD level up.
Metamagic
Level: Two, 10, 17
Metamagic works very similarly. 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
Careful Spell works as it did in fifth edition, but it has new rules to further prevent friendly fire. You still choose a number of creatures to protect from your spell’s saving throw (equal to your Charisma modifier). However, as well as automatically succeeding on the save, your protected targets take no damage if they would otherwise take half damage.
Distant Spell
Cost: One Sorcery Point
As in fifth edition, 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
Just like in the 2014 rules, you can reroll damage dice equal to your Charisma modifier. You must use the new roll. 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 still doubles a spell’s duration (maximum 24 hours). The 2024 version also gives you advantage on saving throws you make to maintain concentration on the affected spell.
Heightened Spell
Cost: Two Sorcery Points
Heightened Spell’s cost has been reduced to two Sorcery Points. It also gives a target of your choice disadvantage on all saves against your spell (rather than just the first).
Quickened Spell
Cost: Two Sorcery Points
As in fifth edition, you can change the casting time of a spell to a bonus action. However, the 2024 rules specify that you can’t use this option if you’ve already cast a level one or above spell on that turn. You also can’t cast one after modifying a spell with Quickened Spell.
Seeking Spell
Cost: One Sorcery Point
Like in Tasha’s Cauldron of Everything, 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. The only real change here is that Seeking Spell now costs one Sorcery Point instead of two.
Subtle Spell
Cost: One Sorcery Point
You can still use Subtle Spell to cast a spell without its verbal, somatic, or material components. However, the 2024 rules say that you can’t ignore any material components that are consumed by the spell or that have a specific cost.
Transmuted Spell
Cost: One Sorcery Point
This works exactly as it did in Tasha’s Cauldron of Everything. 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
In the 2024 rules, Twinned Spell can only be used if the spell you’re casting is capable of targeting additional creatures when cast with a higher-level spell slot. The Metamagic option lets you increase the ‘level’ of the spell without actually spending a higher spell slot, meaning you can target additional creatures.
2024 Sorcerer subclasses
Level: Three
Since all classes choose their DnD subclasses at level three in the 2024 rules, many of the low-level Sorcerer subclass abilities appear later on in the build. This is where the similarities end. Some DnD 2024 Sorcerer subclasses are near-identical to their original selves, while others have been overhauled in significant ways.
The 2024 Player’s Handbook features four DnD Sorcerer subclasses:
DnD Aberrant Sorcery
The 2024 Aberrant Sorcerer looks incredibly similar to its fifth edition counterpart. There have been some minor rules tweaks that make its abilities more practical, but that’s about all.
Sorcerer level | Subclass features |
3 | Psionic Spells, Telepathic Speech |
6 | Psionic Sorcery, Psychic Defenses |
14 | Revelation in Flesh |
18 | Warping Implosion |
Psionic Spells
Aberrant Sorcerers always have 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 |
The Aberrant Sorcerer’s spell list is identical to the one found in fifth edition.
Telepathic Speech
As in the 2014 rules, you can 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. Unlike in the 2014 rules, becoming incapacitated no longer ends your Telepathic Speech.
Psionic Sorcery
Psionic Sorcery also works as it did in fifth edition. When you cast a Psionic Spell with a level of at least one, you can spend Sorcery Points equal to the spell’s level instead of a spell slot. Doing so lets you cast the spell without verbal, somatic, or material components. The 2024 rules say that you must still provide material components if they have a specified cost or are consumed by the spell.
Psychic Defenses
As before, you are resistant to psychic damage and have advantage on saves against the charmed and frightened conditions.
Revelation in Flesh
Like in fifth edition, you can 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.
DnD Clockwork Sorcery
This was one of the best DnD Sorcerer subclasses in fifth edition, so it’s unsurprising that the Clockwork Sorcerer is pretty much unchanged.
Sorcerer level | Subclass features |
3 | Clockwork Spells, Restore Balance |
6 | Bastion of Law |
14 | Trance of Order |
18 | Clockwork Cavalcade |
Clockwork Spells
The Clockwork Sorcerer’s spells are the same as in fifth edition.
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 |
Restore Balance
As before, you can 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. In the 2024 rules, 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. This scales slightly better, giving you more chances to exert control over fate.
Bastion of Law
This feature is unchanged from the 2014 rules. 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.
Trance of Order
As before, 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.
Clockwork Cavalcade
The subclass’ capstone is also identical to its original version. 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.
DnD Draconic Sorcery
The 2024 Draconic Sorcerer is the only subclass in the new Player’s Handbook that’s seen serious remodeling. It now has its own spell list, more consistent defense, and a brand-new capstone ability.
Sorcerer level | Subclass features |
3 | Draconic Resilience, Draconic Spells |
6 | Elemental Affinity |
14 | Dragon Wings |
18 | Dragon Companion |
Draconic Resilience
Draconic Resilience is now a third-level feature, and it immediately increases your HP maximum by three (instead of one). It increases again by one whenever you gain a Sorcerer level. Additionally, while not wearing armor, your armor class now equals 10 plus your Dexterity and Charisma modifiers.
Draconic Spells
The 2024 Draconic Sorcerer now has its own list of spells that 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 |
Elemental Affinity
Elemental Affinity now means you’re always resistant to a chosen damage type, with no need to spend Sorcery Points. You can choose from acid, cold, fire, lightning, or poison. Like in fifth edition, you can also add your Charisma modifier to the damage of spells that deal your chosen damage type.
Dragon Wings
Like in fifth edition, you can sprout dragon wings as a bonus action. They last for one hour as before, but now they can also be dismissed as a free action. In the 2024 rules, they can also be activated while you’re wearing DnD armor. They provide a fly speed of 60 feet, and you must finish a long rest or spend three Sorcery Points if you want to use the ability again.
Dragon Companion
The new Dragon Companion capstone lets you cast Summon Dragon without a material component. 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.
DnD Wild Magic Sorcery
The core of the Wild Magic Sorcerer remains the same, but they have some seriously different Wild Magic Surge options. With these come several quality-of-life tweaks to their core abilities:
Wild Magic Surge
Wild Magic Surge is now a level-three feature, and the player chooses when to roll for a surge rather than DM. Surges now trigger on a 20, and spells you might cast thanks to your surge still require concentration. There are fewer Wild Magic Surge options, and many of them have been tweaked in the 2024 rulebook.
Tides of Chaos
You can give yourself advantage on one d20 test before you roll. Tides of Chaos (now at level three) works mostly as before, but 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.
Bend Luck
As in the 2014 rules, Bend Luck 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.
Controlled Chaos
When you roll on the Wild Magic Surge Table, you can roll twice and use the result you prefer. This is identical to the 2014 Wild Magic Sorcerer rules.
Tamed Surge
Finally, there’s the new capstone, 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 (which lets you regain HP, spell slots, or Sorcery Points, depending on a dice roll), you can choose any of the effects.
Ability Score Improvement
Level: Four, Eight, 12, 16
As in fifth edition, you choose one of the following:
- +1 to two DnD stats
- +2 to one stat
- A DnD 2024 feat
Sorcerous Restoration
Level: Five
The Sorcerer 5e’s level-20 capstone is now a level-five feature. 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
The new Sorcery Incarnate feature 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, you can 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.