Sorcerer 5E | Guide | Dnd | Dungeons & Dragons Fifth Edition 2022

sorcerer 5e Guide

In Dungeons and Dragons, the only class which can make a good Face other than Paladins and Bards are the Sorcerer 5E. They depend on their Charisma to make it through any fix. Moreover, these characters can serve as Controllers, Utility Casters, Blasters, Strikers_ you name it.

Otherworldly influences or exotic bloodlines confer on them a magical birthright. Furthermore, since their mind, spirit, and body is imbued with magic, they find no use for patrons or spellbooks. Therefore, this leads to their being categorized into a variety of Sorcerous origins 5e.

Though Sorcerers know fewer spells than Wizards do, they gain more spell slots than those of Warlocks. As a result, they use higher-level spell slots to cast plenty of low-level spells. All in all, the powers of sorcerers shouldn’t be compared with wizard guide 5e as they are two distinct classes.

But what spells can Sorcerers cast, and how many? What are the different Sorcerer origins 5e? Which races would make the best Sorcerer characters for your party?

However, instead of being overwhelmed with all these questions, take a look at our 5e Sorcerer guide. You won’t feel like tearing your hair out anymore!

Sorcerer 5E Guide: All the 5E Sorcerer Class Features

  • Hit Points:- Unfortunately, Sorcerers can’t boast of high Hit Points. In fact, their Hit Points are the lowest possible in the game_ 1d6. At the 1st level, you get Hit Points equal to your Constitution modifier added to 6. So, as you keep leveling up, your Hit Points equal your Constitution modifier per Sorcerer level, combined with 1d6 or 4.
  • Saves:- Both Charisma and Constitution make excellent saves for a Sorcerer. You can also use your Constitution saving throws to gain Concentration.

Starting Equipment

  • Firstly, any plain weapon, or 20 bolts with a Light Crossbow
  • An explorer’s pack or a dungeoneer’s pack
  • A couple of Daggers
  • An arcane focus or a component pouch


  • Weapons: Light Crossbows, Daggers, Slings, Darts, and Quarterstaffs.
  • Armor: None
  • Skills: Any two out of Deception, Persuasion, Arcana, Religion, Intimidation, and Insight.
  • Tools: None

Ability Score Improvement

Finally, at the 4th level, your sorcerer achieves an option of adding 2 to any 1 ability score or add 1 to any 2 ability scores. Furthermore, this option resurfaces itself again at the 8th, 12th, 16th, and 19th levels. However, it has a limitation, and this feature cannot increase this score above 20.


  • Spellcasting Ability: For casting 5e Sorcerer spells, since the power of magic relies on Charisma, it’s no brainer to have Charisma as Sorcerer’s Spellcasting ability. Additionally, while using a Sorcerer spell to make an attack roll, you have to use your Charisma modifier.
  • Spell attack modifier= Your Charisma modifier combined with your proficiency bonus
  • Spell Save DC= 8 added to a combination of your proficiency bonus and your Charisma modifier.
  • Spells Known at All Levels:- You need to select two spells of your choice from the list of Sorcerer spells. However, if you want to learn more spells, choose each spell of a level corresponding with your Sorcerer spell slots. In addition, on leveling up, you can replace one of your Sorcerer spells with another spell from the spell list. Keep in mind, though, that the new spell must also be of a level corresponding with the spell slots you already have.
  • Cantrips:- You get any four cantrips from the list of Sorcerer spells at the 1st level. Also, once you attain higher Sorcerer levels, you can learn bonus Sorcerer cantrips, as you can see from the Sorcerer dnd table above.
  • Spell Slots:- From the dnd Sorcerer table, you’ll know the number of spell slots you have for casting your spells. In order to cast a spell, you have to find the desired spell’s level and spend this level’s slot. So, after finishing a long rest, you can regain all the spell slots you’ve already spent.

Sorcerer Bloodlines 5E

You need to choose any of the 5e Sorcerer bloodlines at the 1st level. Also, your choice will grant you the features associated with the selected archetype at Levels 6, 14, and 18.

Font of Magic

Within you lies a pool of magic, which you can tap into at the 2nd level. Your sorcery points represent this deep pool, allowing you to create different magical effects in each of the variations of this class.

  • Sorcery Points:- For starters, you have two sorcery points, and you’ll gain more as you level up. But you can never have sorcery points more than those already assigned for your level. On finishing a long rest, you can regain all the sorcery points you’ve spent.
  • Turning Sorcery Points into Spell Slots:- On your turn, converting sorcery points you haven’t spent into one spell slot qualifies as a bonus action. But you can use this feature only till the 5th Spell Slot Level, and not at levels higher than that. Although, if you finish a long rest and you’ve used this feature to create a spell slot, the said spell slot disappears.
  • Flexible Casting:- You can gain bonus spell slots by using your sorcery points. Alternatively, you’re able to earn extra sorcery points by sacrificing your spell slots_ it’s your choice! But attaining higher Sorcerer levels lets you use your sorcery points in other ways.
Spell Slot LevelPrice in Sorcery Points

Metamagic 5E

You can start twisting your spells as and when necessary, starting from the 3rd level. So, choose any two out of the following Sorcerer metamagic 5e options after reaching Level 3. At the 10th and 17th levels, you gain more of these options. But while casting a spell, you can use only one metamagic 5e option on that spell.

You can even create havoc with these spells if you wish to, much like the barbarian guide 5e. Since they are known for causing chaos on the battlefield, you can do the same with your magical spells.

  • Heightened Spell:- If your enemy makes a saving throw to resist your spell’s effects, use 3 sorcery points to give them a disadvantage on their first such saving throw.
  • Twinned Spell:- Not all spells are eligible for this feature. Since for being eligible, a spell must be able to target one creature, at the most, at the current Sorcerer spell level. Chromatic Orb and Ray of Frost, for example, are eligible, but not Scorching Ray or Magic Missile.
  • Quickened Spell:- You might decide to cast a spell, the casting time of which is one action. In that case, you can change this casting time to a bonus action by spending 2 sorcery points.
  • Extended Spell:- If the spell you cast lasts for a minute or longer, you can double this spell’s duration by spending one sorcery point. But you’ll be able to increase its duration to a maximum of 24 hours.
  • Careful Spell:- When other creatures make saving throws against a spell you cast, you can protect some of those creatures from the spell’s full effects. For instance, select a number of these creatures you want to save up to your Charisma modifier. You also need to spend one sorcery point to use this feature.
  • Subtle Spell:- You can cast a spell without any verbal components by spending one sorcery point.
  • Empowered Spell:- This feature can be used even while availing of a different 5e metamagic option.
  • Distant Spell:- Casting a spell that’s got a range of 5 feet or more feels excellent! If you want to double the spell’s range, you have to spend one sorcery point. Also, you can convert a spell’s range of touch into a range of 30 feet. To do so, spending one sorcery point is all you need.
  • Sorcerous Restoration:- Every time you finish taking a short rest, you regain 4 sorcery points that you had spent already. However, this feature is enabled at the 20th level.

Optional Class Features

These are the additional features as described in Tasha’s Cauldron of Everything. However, unlike previous features, you will have to consult your Dungeons Master before incorporating any of these additional features.

Additional Sorcerer Spells

You achieve more spells, as shown in the given table.

Cantrip (0 Level) :- 

  • Sword Burst
  • Lighting Lure
  • Mind Silver
  • Booming blade
  • Green-flame Blade

1st Level:- 

  • Tasha’s caustic brew
  • Grease

2nd Level:-

  • Tasha’s Mind Whip
  • Flame blade
  • Magic weapon
  • Flaming sphere

3rd Level:-

  • Intellect Fortress
  • Vampiric touch

4th Level:-

  • Fire shield

5th Level:-

  • Bigby’s hand

6th Level:-

  • Otiluke’s freezing sphere
  • Tasha’s otherworldly guise
  • Flesh to stone

7th Level:-

  • Dream of the blue veil

8th Level:-

  • Demiplane

9th Level:-

  • Blade of disaster

Additional Metamagic Options

  • Seeking Spell: This allows you have a reroll when you make a failed spell attack roll. However, the cost of using this is 2 sorcery points, which is pretty high.
  • Transmuted Spell: This provides you with an option of changing the damage type of the spells by spending one sorcery point. However, the final and initial damage type should be between the following: acid, fire, thunder, poison, lightning, and cold.

Sorcerous Versatility

This feature allows you to either replace one cantrip or a Metamagic choice. However, you can only use this whenever you achieve an ability score improvement.

Magical Guidance

Finally, at the 5th level, you achieve the power to reroll a failed ability check.

5E Sorcerer Guide: Abilities, Skills, and Feats

No matter which of the Sorcerer bloodlines 5e you choose, the skills, feats, and abilities remain the same.


  • Charisma:- Whatever action you decide to take, or an attack you wish to make, depends on your Charisma.
  • Dexterity:- It’s helpful for your AC, so you can take a bit of it.
  • Constitution:- You can compensate your abysmal d6 Hit Points by taking some Constitution stats.
  • Wisdom:- It’s common for Sorcerers to make Wisdom saving throws. Plus, with Wisdom, you get Insight, which goes a long way to help your Face character.
  • Strength:- This ability isn’t really useful for your Sorcerer, so you might as well dump the Strength stats.
  • Intelligence:- You can take some of it if you want to power up your knowledge skills.

Standard Array

Standard Array 

Point Buy

Point Buy 


  • Deception (CHA):- Some gamers see this as the most essential skill for a Face. Moreover, if your Sorcerer’s one, they’ll need an endless amount of the Deception skill to pull your party out of any fix.
  • Persuasion (CHA):- Persuasion is only second to Deception when it comes to a Sorcerer who’s a Face. As a result, your Sorcerer can persuade enemies into doing something they don’t want to do in the first place.
  • Intimidation (CHA):- For a Face character, this skill is as vital as the other Face skills. Therefore, a Sorcerer who makes their foes feel threatened by their presence is a crucial member of any party.
  • Insight (WIS):- It helps a lot if your Sorcerer is a Face. But to back up this skill, you’ll need plenty of Wisdom, which you might not possess.
  • Religion (INT):- Adequate Intelligence can power up this knowledge skill. However, with so much Charisma flowing within you already, you might not have enough Intelligence.
  • Arcana (INT):-It’s one of the most crucial knowledge skills, but you might face the same problem as above.

The Best Feats for Sorcerer 5E

Learn how you can go about your 5e Sorcerer optimization by selecting the best feats for them.

  • Inspiring Leader:- If your party doesn’t have adequate healing magic to increase your Hit Points, use this feat to use your Charisma effectively.
  • Spell Sniper:- This feat is incredible if your Sorcerer is a spellcaster whose hobby is to make spell attacks. Also, if they belong to the variant Human race at the 1st level, the Spell Sniper feat will help you. It’ll be of use to you when you rely on cantrips heavily for colossal damage output.

Sorcerer Guide 5E: The Best Races

Which is the best race for Sorcerer 5e? This is a question most players can’t find answers to, but you’ll be able to decide for yourself from the following race list:-

  • Elf:- You get a few chances to increase your Charisma, and you get Dexterity, along with free Perception. For instance, selecting the Eladrin Elf race gives you not only extra Charisma, but also free teleportation! How cool is that?
  • Half-Elf:- No other race can give your Sorcerer as huge a bonus to Charisma as this race can. You also get an extra cantrip if you choose the High/Moon/Sun. However, with the Vanilla variant, you’ll receive two new skills, which will help you if you’re the Face of your party.
  • Human:- A versatile race, choosing the variant Human grants you bonus Charisma. Since additional Charisma doesn’t hurt, this is an ideal race for your 5e Sorcerer build.
  • Tiefling:- Apart from a bonus to your Charisma, your Sorcerer can get fire resistance_ wow! If you want to improve your AC with Dexterity, select either of the variants between Glasya and Dispater. But if you want to increase your Hit Points with Constitution, the Levistus variant is best the race for your Sorcerer. And with the Winged variant, you don’t even need Concentration to avail of Flight.
  • Yuan-Ti Pureblood:- Poison Immunity and Magic Resistance combine to make the Sorcerer more durable than most of the other characters in your party are.  The bonus to your Charisma, is, of course, excellent. Consequently, this makes the Yuan-Ti Pureblood the best Sorcerer build 5e.
  • Verdan:- This race offers you free Persuasion, so whoop if your Sorcerer is a Face. Since you depend on your Charisma to cast spells, the combination of Charisma and Constitution is perfect. You can even overcome linguistic barriers with the Telepathic Insight that you receive on choosing the Verdan race.

The Best Backgrounds for Sorcerer 5E

Since Sorcerers are there to showcase their excellent Faces, the best background will be the one that helps them in achieving it. This can be done by choosing a background of multiple languages, and so on. Here are our rankings for the best backgrounds for Sorcerer 5e.

  1. Faction Agent
  2. Courtier
  3. Guild Artisan
  4. Acolyte
  5. City Watch
  6. Urban Bounty Hunter
  7. Noble
  8. Hermit

D&D 5E Sorcerer Weapons

It doesn’t matter which of the Sorcerer archetypes 5e you’ve decided to go with. Although they all have the same primary weapons, you can add to their spells and weapons, depending on their archetype.

  • Light Crossbow:- Firstly, don’t use your Fire Bolt spell until and unless you reach the 5th level, to say the least. Till then, using the Light Crossbow will deal enough damage to your foes.
  • Dagger:- Even though you can use a Dagger to make opportunity attacks, you should refrain from doing this often. It doesn’t deal enough damage, though carrying a couple of these at any level can serve your utility purposes.
  • Quarterstaff:- Many players find a Quarterstaff to be useless in a battle. Instead, you can go with a Dagger or a Shocking Grasp spell.


For people who just want to know the fundamental attributes of this class, we have created the below-given table.

Sorcerer Attributes 
Hit Died6
Spell Casting AbilityCharisma
Beginning Gold3d4 x 10
Name of SubclassSorcerous Origin
Best AbilitiesConstitution, Charisma

The DND Sorcerer Table

From this Sorcerer handbook 5e, you’ll learn how many cantrips, spells, and sorcery points you can gain at each level in this class.

LevelProficiency BonusFeaturesSorcery PointsSpells KnownCantrips Known
1st+2Sorcerous Origin, Spellcasting24
2nd+2Font of Magic234
4th+2Ability Score Improvement (CHA 16 – >18)455
6th+3Sorcerous Origin feature: Elemental Affinit675
8th+3Ability Score Improvement (CHA 18 – >20)895
12th+4Ability Score Improvement (CON 14 – >16)12126
14th+5Sorcerous Origin feature: Dragon Wings14136
16th+5Ability Score Improvement (CON 16 – >18)16146
18th+6Sorcerous Origin feature: Draconic Presence18156
19th+6Ability Score Improvement (CON 18 – >20)19156
20th+6Sorcerous Restoration20156

Spell Slots Per Spell Level

Spell Slots Per Spell Level