While wizards need to study their spells and clerics and warlocks have to beg higher powers for them, sorcerers are just built different. InDungeons & Dragons, sorcerers pull their power from deep inside themselves.

Since a sorcerer’s talent comes from natural talent, they’re much more proficient at the lower number of spells that they have access to and are adept at social situations. Whether you’re looking to play an arcane spellcaster in a city or court setting with lots of social interaction or need a blaster for a dungeon crawl, a sorcerer may be the class you need.

A tiefling sorcerer with blue sparks radiating off of her body in Dungeons & Dragons.

Updated Jun 01, 2025 by Jack Filsinger:Sorcerers are still one of the most popular and fun classes worth playing in Dungeons & Dragons. We’ve updated this guide with two additional elements to consider in your build: magic items and alignment, as well as reorganized some sections for clarity so you have everything you need for your sorcerer build in DND.

Sorcerer Highlights

Sorcerers are arcane spellcasters, like wizards, buttheyrely on Charisma as their spellcasting statrather than Intelligence. This is because, unlike wizards,sorcerers don’t learn magic from booksand scrolls,but rather develop it as a talentthanks to their heritage or experiences.

Sorcerers might not be book-smart, butthey’re certainly street-smart, using their high Charisma to influence the people around them.

A wizard using a ball of scrying in Dungeons & Dragons.

They make excellent leadersfor an adventuring party andcan excel at negotiating and hagglingeven when magic isn’t required.

Due to the nature of their abilities,sorcerers have access to fewer spellsthan other full-caster classes,butthey’re specialists with those spells. This specialization allows them to modify their spells on the fly, making them stronger, faster, and more precise.

A woman in a colorful skirt and blouse casts a spell using a magic wand in Dungeons & Dragons.

Differences From The 2024 Player’s Handbook

Sorcerers picked up a lot of improvements since the 2014 version of the Player’s Handbook. One of the biggest changes is thehuge increase in the number of spells they prepare: the 2024 sorcerer canprepare up to 22 spells, almost 50 percent more than the 15-spell cap in the 2014 version.

Along with the raised prepared spell cap,sorcerers can nowtrade out a cantrip each time they level up.

An aberrant sorcerer telepathically manipulating a floating rock in Dungeons & Dragons.

Trading out cantrips is useful if you build a character with cantrips for a specific setting, role, or level range, but find your needs changing as you level up.

The newInnate Sorceryability allows sorcerers totrade a Bonus Action for a full minute of increased spell save DCsand attack rolls for sorcery spells.They can do this twice each Long Rest, and at level seven they can trade Sorcery Points to regain uses.

A clockwork sorcerer with glowing emblems on their skin in Dungeons & Dragons.

Innate Sorcery continues to improveat levels seven and 20. In addition to the ability to regain uses in exchange for Sorcery Points,starting at level seven, you’re able to also use two Metamagic optionson a spell while it’s active.

At level 20, you may use a Metamagic option without spending Sorcery Points on it.

A draconic sorcerer surrounded by mystical blue water in Dungeons & Dragons.

Metamagic has also received an overhaul:Metamagic is now available at level two(down from three), and like cantrips, you canchange your Metamagic selection as you level upinstead of being stuck with one that turned out to be a poor choice.

Sorcerous origin has been changed to sorcerer subclassand is nowselected at level three instead of at character creation.

A wild magic sorcerer jumping for joy in Dungeons & Dragons.

Draconic and wild magicare still in the Player’s Handbook and have received significant buffs. They are joined byaberrant mind and clockwork, virtually unchanged from Tasha’s Cauldron of Everything.

If finding the origin of your magic talent doesn’t make sense several sessions into the adventure,talk to your DM about roleplaying it earlywithout the class features.

Dungeons & Dragons image showing a Sorcerer using wild magic.

Your level-one draconic sorcerer might feel the need to hoard gold coins, or maybe your aberrant mind sorcerer has nightmares and sees unearthly colors on the edge of her vision. These can be played out without affecting game balance.

Finally,Sorcerous Restoration has moved downfrom being a level-20 capstoneto a level-five feature. Starting at level five, you canregain Sorcery Points equal to half your level after a Short Rest, but you can only do that once per Long Rest.

Dungeons & Dragons image showing an aasimar wizard.

Subclass Highlights

The 2024 Player’s Handbook includesfour subclasses for sorcerers. Returning from the 2014 Player’s Handbook are thewild magic and draconic sorcerers, and they’re joined by the aberrant mind and clockwork soul sorcerers from Tasha’s Cauldron of Everything.

Aberrant mind and clockwork soul are almost unchangedfrom the original version, except that they can no longer trade out the bonus spells from the subclass. Meanwhile,draconic sorcerers have received a buffin both function and flavor, whilewild magic has become a little more reliable.

Dungeons & Dragons image showing a cleric summoning an ally.

Aberrant Mind

Aberrant mind sorcerersgain psionic-like abilitiesas the result of some kind of otherworldly influence. As a result, theygain access to a handful of Psionic Spells,such as Detect Thoughts, Mind Sliver, and Telekinesis, and the ability to use their Sorcery Points instead of spell slots to cast those spells.

Aberrant mind sorcerers also gaina few more mental must-haves,like free telepathy(with one character at a time) andthe ability to warp their bodies to fly,breathe underwater, see through invisibility, and other abilities.

Aberrant mind is a flavorful pair with Great Old One Patron Warlocks.

Clockwork Soul

Sorcerers are often more chaotic spellcasters, butclockwork souls sorcerers gain their power from law and order. Clockwork soul sorcerersgain access to a list of Clockwork Spellssuch as Lesser Restoration, Dispel Magic, and Freedom of Movement.

These spells are all thematically focused on balance, especially around removing negative effects.

Clockwork souls arean excellent addition to parties without a dedicated healer, as they can provide protection from various effects and distribute shields and temporary hit points.They offer little in the way of offensive advantage, though, so combat-focused sorcerers should choose another subclass.

Draconic Heritage

Draconic sorcerers are the tried-and-true classic,gaining their power from the natural magic of dragons.

Dragons are natural sorcerers, so draconic sorcerers gain access toDraconic Spells that represent a dragon’s power, like Dragon’s Breath or Fly,or that represent their innate Charisma, like Command and Fear.

Draconic sorcerers are the toughest subclass, gainingextra hit pointsas well as adding theirCharisma bonus to their unarmored AC. They also pick up an affinity for one type of energy damage of their choice. All of these features make themexcellent blasters and combat spellcasters.

Wild Magic

Wild magic sorcerers are a favorite of chaotic players for the hijinks that they can create.This is the only subclass that gains no extra spells, but instead canroll for a random effectevery time they cast a spell of level one or higher.

Effects can range from healing yourself and your allies, casting free spells, or turning into a pot of petunias.

The results of the Wild Magic table are mostly beneficial, andseveral effects have been buffed since the 2014 version, allowing players to use Wild Magic without worrying about quite as many drawbacks.

Best Species Options

There are a handful ofgreat species optionsthat lend themselves perfectly to the sorcerer class.

Each of thesehas something different to offer in terms of build, but all make for great innate spellcasters with a charismatic twist.

Elves

By playing an elf, you can gain access to spells outside of your standard spell list, as well as gain access to additional proficiencies.

Humans

Due to human’s flexible build options, you can customize your sorcerer to your heart’s content.

Tieflings

Having damage resistance as a sorcerer is nothing to scoff at, and extra spells are always helpful.

Aasimar

Combining the power of flight with an extra dose of healing can make it hard to take out your sorcerer in combat.

Best Stat Placement

Charisma is your most important ability score, and you should place your highest value there. It’s the stat that increases your spell saves, sothe higher your Charisma is, the more powerful your spells are.

Sorcerers onlyhave a d6 hit die, and no class armor proficiencies,soDexterity and Constitution are the next twoimportant stats.Dexterity increases your armor classand can help with important saves, whileConstitution increases your hit pointsand helps with Concentration checks.

Whether you prioritize Dexterity or Constitution depends on factors like whether you’ll pick up an armor proficiency and how much healing you have available in your party.

Wisdom should be the next prioritybecauseWisdom saves are one of the more common typesyou’ll probably make.Insight is also a good skillto complement the negotiating you’ll often find yourself doing on behalf of the party.

Arcana and Religion are importantIntelligenceskills, and both are on the sorcerer skill list. If you’re the only arcane spellcaster,expect to make these checks frequently. Otherwise, let another character handle the smart stuff.

Strength is your least useful stat, and can be used as a dump stat for your lowest ability score.

Best Spells For Sorcerers

The spells you choose are going to be based on theneeds of your campaign.

If your party needs a blaster, you’ll want lots ofbig area of effect (AOE) damage spells. If the campaign is based around political intrigue and subterfuge,spells that help you manipulate people or turn invisiblewill be more helpful.

Talk to your DM before building any character. They want you to have fun, and can help you build your character to fit in their campaign without spoiling it.

Sorcerers have access to a lot of spells, and most campaigns run in the lower level range, so we’ll only covera couple of recommended spellsfor the lower levels.

True Strike

True Strike allows you to use Charisma for your attack and damage rolls with a weapon, and to choose between your normal weapon damage or Radiant damage. The damage also increases as you level up.

Combined with a crossbow, this is a reliable offensive cantrip that almost nothing resists.

Sorcerous Blast

Sorcerous Burst can be cast as a variety of elements, making it reallyversatile, and can do a lot of burst damage: whenever you roll an 8 on the d8 damage die, you get to add a damage die, up to your spellcasting ability modifier.

Shield

1

Shield is a reaction spell that blocks Magic Missile and increases your AC by five when you would get hit by an attack.

That’s enough to deflect a lot of blows at lower levels, and itgives you a lot more survivability.

Detect Magic

Detect Magic allows you to passively sense magic for ten minutes, which isgreat for spotting cursed items and trapsthat the Rogue might not be equipped to find.

It can also be cast as a ritual, allowing you to use it without expending a spell slot.

2

Web is anexcellent battlefield management spell, especially against other spellcasters.

It creates a 20-foot cube of sticky webs that requires a Dexterity check to avoid getting tangled in, and a Strength check to break out. Plus it’s flammable!

Arcane Vigor

Like the Shield spell, Arcane Vigor adds to your survivability. This spell allows you toheal yourself as a bonus action, and scales up as you cast it at higher levels.

Fireball

3

Fireball is basically unchanged from the 2014 Player’s Handbook, which makes sense because youdon’t mess with perfection.

It’s especially good with the Draconic Sorcery subclass and Elemental Adept feat, both choosing fire.

Best Starting Equipment

As a Sorcerer, you can choose between a Spear, two Daggers, a crystal Arcane Focus, a Dungeoneer’s Pack, and 28 GP, or 50 GP to equip yourself.

If you choose the default kit, it’s a good idea toadd a Light Crossbowand a Case of Crossbow Bolts, which costs 27 GP. If you’re building a kit from piecemeal, alsoconsider trading the crystal Arcane Focus for a Staff, which costs half as much as doubles as a Quarterstaff.

Sorcerers areproficient with all simple weapons, but do not gain access to Weapon Mastery without investing a level in another class or taking a feat.

The highest damage for a simple weapon is 1d8, which is shared by the greatclub, quarterstaff (swing with both hands), and light crossbow.

Since the class is not built for melee,go for the light crossbowas your primary weapon.

With True Strike as one of your cantrips, the light crossbow will average more damage than Fire Bolt or other offensive cantrips.

Best Feats And Backgrounds

There are far too many feats to cover in detail, so instead, we’ll focus ona few good options in each category.

Alert

Origin

Adding your Proficiency Bonus to your Initiative roll means you’re more likely to go first, which means you canuse AOE spells on opponents without the risk of hurting your friends.

You can also trade your Initiative with a friend, allowing the two of you to strategize more effectively.

Elemental Adept

General

You gain +1 to your Charisma score, and can choose to ignore Resistance to damage of the type of your choice.

This isgreat for draconic sorcerers, who focus on a single element.

Fey-Touched

You gain +1 to your Charisma score, plus Misty Step andanother level-one Divination or Enchantment spell that you can cast once per day without using a spell slot.

These spells can also be cast from your spell slots, and don’t need to be on the sorcerer class list.

Inspiring Leader

You gain +1 to your Charisma score, plus the ability togive your allies a bunch of Temporary Hit Pointsafter both Short and Long Rests.

Lucky

You gain Luck Points as a resource, which you can use togive yourself advantageon skill checks andgive your opponents disadvantageon attack rolls. This is a great feat for any class.

Magic Initiate

You gain two cantrips and one spell from the wizard, cleric, or druid spell list.

This is useful forincreasing your spell pooland gaining access to different ones than you could normally prepare.

Ritual Caster

You gain +1 to Charisma, and access to level one Ritual spells, regardless of which spell list they’re on.

You can cast them with your spell slots, or as rituals without using spell slots. This is agood option if you’re the only arcane spellcasterand need access to staples like Detect Magic and Comprehend Languages.

Telekenetic

Along with the +1 Charisma increase, you learn the Mage Hand spell, which you can cast without verbal or somatic components like a Subtle Spell and turn invisible.

you may alsopush creatures around the battlefield, moving enemies five feet closer or farther from you if they fail a save and doing the same to allies if they allow it. This is a great feat for battlefield strategists, aberrant minds, and players wanting to roleplay Jedi Knights.

Sorcerers can arise from any background, but some are more beneficial than others. There are no bad backgrounds for Sorcerers, butthese five have the most to offer.

Acolyte

Acolytes haveCharismaas an ability score, which is vital.

They also gain theMagic Initiate (Cleric) feat, with access to some Cleric spells, plusproficiency in Religion, an important knowledge skill,and Insight, which is good for your likely role as a negotiator.

Charlatan

Charlatans have the perfect ability score spread for Sorcerers:Charisma,Dexterity, andConstitution.

They also getproficiency in Persuasion, and theSkilled featallows you to choose three more skills or tools to gain proficiency in.

Entertainer

Entertainers getCharismaandDexterityability scores, plusproficiency in Performanceand a variety of instruments.

Just don’t forget to use your instrument to giveHeroic Inspirationto your party after each rest.

Merchant

Merchants haveCharismaandConstitutionas ability scores, plusIntelligenceif you lean into the Arcana skill.

Luckyis a great feat, and they gainproficiency in Persuasion.

Wayfarer

Wayfarers get bothCharismaandDexterityas ability scores, plusproficiency in Insight, a valuable skill for the party’s Face.

Luckyis still an excellent feat, and theThieves’ Tools proficiencymay be useful if your party is down a Rogue.

Best Multiclass Options

There are several tempting multiclass options for sorcerers, but you’ll often find that gaining more sorcerer levels is more helpful than branching out into other classes and delaying the opportunity to advance as a spellcaster. Still, a few options stand out.

Benefits

Bard

Bards share Charisma as a spellcasting stat, and gainaccess to some low-level healing spellsto help round out your spell list.

Fighter

A single level investment pays off with heavy armor and shield proficiency, a Fighting Style, and Weapon Mastery.

Warlock

Warlocks havebetter offensive cantripsthan Sorcerers, which you gain at level one. You also get a few Magic Pact Slots which you canburn for more Sorcery Points.

Best Magic Items For Sorcerers

Some Dungeon Master’s allow their players tostart with a magic itemof certain rarity levels.

If you’replaying a campaign that starts at a higher level, you might alsoget to start with some extra perks, like thesepowerful magic items, which are perfect for sorcerers.

Cloak of Displacement

Very Rare (Requires Attunement)

While wearing this cloak,creatures had disadvantage on attacksmade against you. If you take damage, the property ceases to function.

Wand of Fear

Rare (Requires Attunement)

Can cast Command or Fearby using the charges granted on this wand.

Ring of Evasion

When you fail a Dex save, you can take a reaction to succeed, provided the ring has enough charges.

Sorcerers don’t want to get caught in big AoE effects, which this ring can help with.

You haveadvantage on saving throws against spellswhile wearing this cloak.

The last thing you want is to lose a battle with a fellow spellcaster! This mantle can alleviate that concern.

Medallion of Thoughts

Uncommon (Requires Attunement)

While wearing this medallion, you canuse one charge to cast Detect Thoughts(DC save 13).

Anytime you canget free additional spellsis great for sorcerers.

Best Alignments For Sorcerers

Alignment is much more ofa roleplay optionthan an optimization one, butit’s worth considering when you’re first building your sorcerer.

Sorcerers tend to be more on the chaotic side, but there’s plenty of fun you can have by playing against type with any of these alignments.

Chaotic Good

Having good intentions, but allowing chaos to reign makes for a perfect sorcerer build, particularly for wild magic sorcerers.

Lawful Neutral

Clockwork sorcerers can mesh well with a Lawful Neutral alignment, feeling bound by the restrictive forces of law and time, which are both unbending.

Lawful Evil

Sorcerers also make great characters for evil-aligned campaigns, and Lawful Evil can prove perfect for a sorcerer who feels bound by the law, but will use their magic to exploit loopholes.