Sorcerer 5e Guide: Dungeons & Dragons


This Sorcerer 5e Guide

This Sorcerer 5e Guide will highlight what makes the Sorcerer class in Dungeons & Dragons Fifth Edition so much fun to play with. Class features will be covered in this Sorcerer 5e Guide, as well as potential multi-classing options for the Sorcerer, and the best spells for this spellcasting class.

The Sorcerer Class

The Sorcerer class is one based almost entirely on making use of their array of cantrips and daily spell slots, as well as their sorcery points, which can be expended for a number of benefits. The Sorcerer is typically charismatic, a charmer, and gets their way as easily through conversation as they do combat.

Class Features

As a Sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st


Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion


You start with the following equipment, in addition to the equipment granted by your background: * (a) Light Crossbow and 20 bolts or (b) any simple weapon * (a) a Component Pouch or (b) an arcane focus * (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack * Two daggers.

Sorcerer Multi-classing

The Sorcerer is a fun class to explore on its own, but does benefit when combined with certain other classes. What the Sorcerer lacks most is any sort of ability to survive close combat. These multi-classes offer you more expertise in that area.

Cleric + Sorcerer

The Cleric‘s potential in combat and advanced healing abilities, coupled with the Sorcerer’s expertise in spellcasting, create a great potential multi-class. This multi-class offers increased combat ability, given the Cleric’s higher hit die and potential for high Hit Points, and expansive spellcasting ability.

Fighter + Sorcerer

The Fighter has the potential to be a devastating force on the battlefield. This multi-class offers the combat prowess of the Fighter, combined with the spellcasting ability of the Sorcerer. Sword or spell, you’ll have the advantage.

Barbarian + Sorcerer

The Barbarian is the most durable class in terms of hit-die, and the Sorcerer is tied for worst. This multi-class will offer the Sorcerer far more Hit Points than they would normally receive, and while it may surprise some, the Barbarian is a class that is quite suited for spellcasting.

Spells for Sorcerers

The Sorcerer spell sheet is decent overall, and this class is never in lack of the right spell to use. At Level One, the Sorcerer unlocks Charm Person, Disguise Self, Mage Armor, Magic Missile, Shield, Sleep, and Thunderwave. At Level Two, the Sorcerer gains the ability to use Detect Thoughts, Invisibility, Misty Step, Shatter, and Suggestion. At Level Three, they learn Counterspell, Fireball, Fly, Protection from Energy, and Slow.

Sorcerous Origin

There are seven approved Sorcerous Origins in D&D 5e. Those are: Aberrant Mind, Clockwork Soul, Draconic Bloodline, Divine Soul, Shadow, Storm, Wild Magic.

Aberrant Mind – An Origin that grants Sorcerers psionic powers.
Clockwork Soul – An Origin that enforces order in the cosmos.
Draconic Bloodline – An Origin whose magic flows from dragon ancestors.
Divine Soul – An Origin who’s magic stems from their connection to a divine source.
Shadow – An Origin that stems from the Shadowfell.
Storm – An Origin who’s magic comes from the elements.
Wild Magic – An Origin that handles raw magic, with often chaotic results.

Sorcerer Level Breakdown

At Level One, the Sorcerer unlocks their spellcasting ability, as well the origin of their magical power through their Sorcerous Origin. The Sorcerer knows four cantrips and two spells at Level One, and has two first level spell slots. At Level Two, the Sorcerer unlocks their connection to sorcery points, of which they start with two and gain one with every level up. The Sorcerer learns a third spell and gains an third first level spell slot at Level Two. At Level Three, Metamagic is unlocked, which enhances your spells in a number of ways. The Sorcerer learns a fourth spell, gains a fourth first level spell slot, and earns two second level spell slots at Level Three. At Level Four, the Sorcerer selects either an Ability Score Improvement or a new Feat, learns a fifth cantrip and fifth spell, as well as a third second level spell slot.

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