5e Sorcerer Spells

So you’ve decided to play a sorcerer. We’ve got all the answers you would like during this complete guide to playing a sorcerer in Dungeons and Dragons 5th Edition.

With the changes made to spellcasting within the 5th edition, many players believe that sorcerers are underpowered compared to wizards. this is often mainly because they need a restricted spell list.

5e Sorcerer Spells

5e Sorcerer Spells

  • Armor Class: 12 (15 with mage armor)
  • Hit Points: 40 (9d8)
  • Speed: 30 ft.
    STR      DEX          CON           INT                 WIS             CHA
    9 (-1)  14 (+2)      11 (+0)       12 (+1)            12 (+1)         17 (+3)
  • Saving Throws: Con +6, Cha +4
  • Skills: Arcana +6, History +6
  • Condition Immunity:
  • Senses: passive Perception 11
  • Languages: Any four languages
  • Challenge: 6 (2,300 XP)

But sorcerers do have two features that give them a plus over other spellcasters: Sorcery Points and Metamagic. If used correctly, and if the proper choices are made when building the character, these two features can make sorcerers as powerful or maybe more powerful than wizards.

The Sorcerer shares tons with the Wizard, including the vast majority of their spells. However, the Sorcerer gets a strictly limited number of spells known and can’t cast rituals, so sorcerers are forced to find out to believe a smaller number of spells and adjust them using metamagic to form the tools available add any given situation.

In addition to mastering meta magic, the good sorcerer must skill and when to cast spells employing a higher-level spell slot. Using higher-level slots to urge more out of a low-level spell is often even as effective as learning a replacement high-level spell, all while working within your limited number of spells known. Staples like Fireball remain useful well past the primary level that they become available, making them great options once you only get to understand 15 spells at absolutely the most.

Unlike a wizard, a sorcerer’s magic doesn’t come from studying books. Instead, it springs from within. But so as to form this power happen within the world, the sorcerer must use his Charisma. Take your highest ability roll and place it into Charisma.

The constitution is additionally important for any D&D character. the upper your constitution modifier is, the more hit points you’ll gain per level. this may allow you to last longer in combat without dying. Put your third-highest roll into Con.

Intelligence, Wisdom, and Strength aren’t very useful to a sorcerer. Put your bad ability rolls into these traits.

Best Races for A Sorcerer

There are a couple of races that make inherently better sorcerers than others. Here is a couple of them:

  • Half-elf – Half-elves get +2 Cha automatically, and +1 to 2 other abilities of your choosing. they will also see within the dark, have a plus on saving throws against being charmed, and can’t be put to sleep by magic. These are all useful features to a sorcerer.

 

  • Dragonborn – A Dragonborn gets +1 Cha when first created. He also gets resistance to at least one damage type that supported his particular draconic ancestry.
  • Tiefling – +2 Cha and +1 Int for all new Tiefling characters. Tieflings also get resistance to fireside damage and free spells like Thaumaturgy, Hellish Rebuke, and Darkness.

When creating your Sorcerer, you’ll be ready to choose one among two origins for your magical powers. Here is proof of the best features from each of them.

We hope we’ve convinced you that Sorcerers aren’t as underpowered as many believe. With their high Charisma and use of Sorcery Points, Metamagic, and other class features, they will be an excellent addition to any D&D party.

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