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I
n the more hardcore circles of D&D the Sorcerer is
considered underpowered compared to wizards and
bards because of their limited spell list and small TIP #1: Reinvented Flexible Casting
number of spells known. I disagree with this Other casters have received what Sorcerer's had in
assessment and without a doubt view sorcerers as prior editions; no longer needing to prepare
the strongest casters, but because of the depth of specific spells, but instead having access to a list of
analysis required to build a proper sorcerer I decided spells and specific slot levels to dynamically cast
to make a guide. from. What Sorcerers recieved is being able to mix
and match their spells no matter what level; if you
Please Note this guide ignores UA and want to keep casting level 3 spells even though
SCAG as I am not as well versed in the you're only level 5 (2 casts of 3rd level spells) you
material and the advice herein will still can feed lower level spells into your sorcery point
give you the right mentality for building a pool and convert them into higher level spell slots.
Where a wizard hits level 5 and gets 3 fireballs per
good Sorcerer. Using this guide means day a sorcerer can get 5 level 3 spells. No other
you can be strong without having to class can do this and it is often overlooked by
bargain with your DM over what you have analysts and frequently underutilized by new players
access to; it's all in the Player's Handbook, (works the other way as well to turn high level spell
so it's all legit. slots into lots of lower level ones).
I
ts called MetaMagic for a reason; you have to get With this in mind we can more accurately measure the use of
really meta to properly use it. Your metamagic has to each Metamagic within the context of these three roles.
complement your spell selection which has to tie into
the role you want to play as a sorcerer. This three Color Coded
way synergy is what most players neglect when Highly Reccomended (green)
building their sorcerer and can make the class feel Middle of the Road (dark blue)
weak. Not recommended (red)
First step is to think about what role you want to fill as a
sorcerer, there are three distinct types Careful Spell
Highest Priority for Supports.
Not a priority for Sociopaths.
Blasters Not as effective for Blasters since it does not prevent
Supports damage from blast spells entirely and can be worked
around by just aiming better.
Sociopaths
Great for use with Web, Stinking Cloud, or Hypnotic
Pattern/Fear to have a diverse set of saves to attack. Lets
The names are pretty self explanatory; your allies roam through web/stinking cloud and never worry
Blasters focus on damage spells and lots of AoE about being disabled. Always relevant and costs only 1
Supports use spells that buff allies or disable enemies, sorcery point. At Higher levels works with Prismatic Spray,
controlling the flow of battle. Reverse Gravity and Earth Quake.
Sociopaths manipulate NPC's (or players) with magic to
get information and sculpt events in their favor. These are Distant Spell
often the most overlooked but most powerful sorcerers.
Low Priority for everyone mostly because its
The reason you want to focus on only 1 or overshadowed by other metamagics.
2 role(s) is you do not have enough
metamagic options and spell choices to We only get a max of 4 metamagics to choose from so we
fill all three at the same time. Committing need to take only the best. Can be useful for Bard multiclass
to a role makes you a stronger asset to to get 30ft touch spells. Great for outdoors but a bulk of
your party. encounters occur indoors.
Quickened Spell (Continued)
Empowered Spell Also great on lightfoot halflings for bonus action spells into
Mandatory for Blasters and will likely be included in all easy hide checks using allies. Does not multiclass well since
sorcerer builds that use any damage spells. converting spell slots to more sorcery points gobbles up your
bonus action and if you dont have a lot of sorcerer levels your
Only metamagic usable with other metamagic and the only maximum sorcery points are low.
one usable after the spell has been cast. Great for salvaging
botched damage rolls on AoE spells. Despite being weaker Subtle Spell
than the Invoker's Over Channel it is usable far more often
Highest Priority for Sociopath.
and is not limited to evocation spells. It makes every damage
spell feel worthwhile. Works well with fireball, disintegrate, Gamebreakingly strong. Allows for spellcasting in social
scorching ray...really any spell that involves rolling a settings with 0 notice or repercussion. In combat it
fistful of dice (doesn't work with Sleep). overcomes silence, restraints/crippling injury, counter spell
Remember that you can re-roll UP TO your Charisma and even allows for sneaky spells to be cast from the shadows
modifier in dice. If you have +4 CHA but only want to re-roll 2 without giving away your position (if no rays or projectiles). If
or 3 of your damage dice you can. used properly can disrupt dexterity saves (hard to dodge a
disintegrate to the back if you can't hear it being cast). I have
Extended Spell extolled the merits of this metamagic in its own reddit post
Like Distant Spell it is simply overshadowed by other it's that good. Good for sleep, thunderwave, charm person,
Metamagic choices and should be avoided. suggestion, detect thoughts improved invisibility,
phantasmal force, ambush fireballs/disintegrates,
Doesnt offer anything truly unique; most strong crowd animate objects, pretending to be a worthless bystander
control spells have saves every round and/or last long enough during fights, your imagination is the only limiter on this.
to go through an entire encounter. Potentially good for using Usable by any type of sorcerer but mandatory for sociopaths.
a lot of save or suck spells that dont have concentration
requirements to keep a bunch of different enemies locked
down for longer, the Sleep spell comes to mind. TIP #2: Remember that you still need
an arcane focus or component pouch
Heightened Spell to cast spells with Subtle Spell.
Mid Tier for all types of sorcerers. Sew a hidden component pouch into one of your
pockets/long sleeves so you can reach inside to
Great for when you need a spell to work against that one cast subtle spells that require components, or keep
guy. Since it costs 3 sorcery points no matter what level of an arcane focus that looks inconspicuous, like a
spell being used it's better to pick it up at level 10 for use on walking stick thats a staff or a false eye thats an
higher level spells and when you have more sorcery points arcane orb etc. This keeps your casting almost
available. undetectable to those around you.
It only affects the first save for one target, so while it can
be useful for things like blindness/deafness and hold person
it works better with spells that don't allow for multiple saves;
Banish, Polymorph, Levitate, Finger of Death. Great for Twinned Spell
supports and sociopaths, so-so on blasters. Very strong secondary pick into almost any role
If you choose a Wild Mage this metamagic is not as Gets costly at higher level spells but strong economic use
useful ; once a wild mage hits level 6 they can bend luck
to cripple an enemys saves (costs only 2 sorcery points of sorcery points if done right. Great for Crown of Madness,
but consumes reaction) and still combo that with other Haste, Polymorph, Enlarge/Reduce, Suggestion and other
metamagics. strong channel abilities that do not increase targets with
. higher level slots.
Quickened Spell WARNING: DO NOT FALL FOR THE TWIN SPELL
TRAP
Mid tier metamagic for blasters or supports useful for If a spell can target additional targets using higher level spell
slots then twinned spell isn't really that useful. Example: A
channeling standard action spells while casting other level 3 Fly Spell can be Twinned for 3 sorcery points. A level
spells or gain utility in combat 6 Sorcerer can create a level 4 spell slot using 6 sorcery
points and recycle the level 3 Fly spell for 3 sorcery points.
Better taken at level 10 when more sorcery points are The new level 4 slot created can be used to cast fly on two
targets. This is something all sorcerers can do and costs the
available and better channeling spells open up. same # of sorcery point in this case. Twin spell lets you do it 1
Channelling spells (they use concentration and actions to level earlier however.
maintain) no longer stop you from casting new spells that
dont require concentration like sunbeam, telekinesis,
eyebite, crown of madness or even vampiric
touch(multiclass bards/warlocks). Damaging Channel spells
can be double cast on their first round (quicken the spell then
standard action to re-use the power) and then channeled
while other spells are shelled out with your bonus action.
C
hances are if youre reading this youre a new The real defining moment for both is at level 6; Wild Mages
sorcerer player and should play a Dragon can really gobble through sorcery points with their ability to
Sorcerer; the extra HP/AC, elemental damage botch enemy saves with Bend Luck but it can replace
and ability to fly without using a concentration heightened spell, while Dragon sorcerers really step up their
spell makes playing the dragon sorcerer so much damage with Elemental Affinity. If you're planning on
easier. A wild mages bend luck is sweet however, multiclassing anything with an armor proficiency Wild Mage
so if you think you can stay alive and you want to will probably win over since you won't benefit from the AC
spice up your campaign a bit go for it. boost that Dragon Sorcerers recieve for free and you pretty
If you want a heuristic to help make a decisiion, Dragon much get a free metamagic at sorcerer 6. Monoclass
sorcerers make better blasters and Wild mages make better sorcerers will probably opt for Dragon since the HP/AC is
supports. great and you'll need spells for damage. This is not set in
stone however just something to keep in mind.
PART 3: Races/Stats
F
-lavor is important to a lot of players and some of a Half-Elf (only race that can get 16 dex, 16 con and 16
you may even roll stats, but if you want to keep Charisma with point buy),
things fair then use the point buy system, it a Drow (same as before except 14 con),
helps to level the playing field for all players and or a Lightfoot Halfling (also 14 con).
keeps characters within the parameters the
game is balanced around. Even though it may Honestly as long as you can start with 16+ charisma do
make a character feel more cookie cutter, large whatever. Just make sure you get a nice Constitution Score
stat discrepancies between players turn into feat and Dexterity Score (both are very common saves and you
discrepancies. If you go with point buy you'll probably play: need hp/AC.
PART 4 | "Feats"
4
Part 5: Spell Selection
A
rguably the hardest part of playing a Sorcerer;
with the most limited spell selection in the
game it's easy to see why. We're going to go TIP #3: Levelling Up Lets you Swap Out
through level by level and role by role on what a Spell AND gain a new one.
spells you'll want to be picking up, most of you If you are hitting a level that unlocks a higher tier of
may just skip this section with the knowledge spell slots you can actually gain 2 new spells for
you've already acquired. Read the tip >>> that level by swapping one of your old spells for a
new one in the higher tier. This is especially useful
If you do not see a spell listed it's because at levels 5, 7 and 9 because even though you have
either I don't like it or don't have enough limited higher level spell slots to cast with you can
experience using it to evaluate it properly. convert lower level spells into higher level ones to
Many spells are situational, play to your make use of your new slots more.
campaign and your DM.
Cantrips: Letters in brackets denote what type of sorcerer and what
Blade Ward: Can be good if you take quicken spell and metamagics the spell combines well with.
plan to be taking damage. That having been said you really
shouldn't plan on tanking unless you are a multiclass. Legend
Letter(s) Role/Metamagic
Chill Touch: Arguably the best damage cantrip in the game B Blaster
for it's ability to stop all healing. Someone in your group
should have it, maybe even two. Sup Suppport
PART 5 | #CastTheRightOne
7
Stoneskin(T): Good buff for your tank and potentially
yourself but I much prefer greater invisibility.
Level 3 (continued):
Wall of Fire (B, E) If you or your party have access to
Tongues (So,Sub): Bro...clerics, bards and warlocks can
abilities that can move enemies around this spell is going
take this...make one of them take it. Unless you're going all
to be incredible. I particularly like the ring option being
solo James Bond infilitration you won't need it.
directed inwards so you can push or toss enemies into the
Water Breathing: Affects 10 people? Again make someone ring of fire and have them burn to a crisp.
else take it for your party you can't use up the spell slots.
Water Walk: Ok so at first I was all like "forces them to the Level 5:
surface? SHARK KILLING SPELL" Then I read that the Animate Objects(Sub): Unless you want to animate a
creatures had to be willing and was all like "Who does bunch of medium ropes/chains to start tying people up,
water campaigns?" just carry a small supply of kitchen knives and daggers to
swarm the shit out of people with. Great for convincing
Level 4: When Twinned people they have a deadly haunted house with subtle spell.
Spell Pays off Cloud Kill (B, E): Only good if you have a mega grappler in
your group to keep opponents inside the cloud or you have
Banishment(Sup, H): Targets Charisma saves; a generally pushing eldritch blast to nudge enemies into it.
weak save. It's only highly rated becuase of the community
hyping the shit out of it, however, I prefer to just have Cone of Cold (B, E): Huge area that's ideal for smashing
polymorph for offensive and defensive purposes hordes of stuff. Nothing special but if you like doing lots of
simultaneously. damage go for it.
Blight(B, E, H, T): 8d8 to one target for a level 4 spell? Not Creation: Hole plugger and merchant tricker.
worth. Targets one of the most consistently strong saves in
Dominate Person(Sup, So, H, Sub, T): Keep in mind with
the game with a single target damage that is almost
this spell, dominated enemies don't make saves if they
matched by fireball.
don't take damage.
Confusion (Sup, Ca, Sub): This is a really neat crowd
Hold Monster (Sup, H): Like Hold person it becomes
control but alas relies a lot on chance. With a small area of
higher priority if you have a rogue in your group (they will
effect, a save each round along with concentration, it's
love you forever).
only so-so.
Insect Plague (B, E): It's cloud kill but it doesn't slurp away
Dimension Door(Sub): It's not going to win you any fights
from you down stairs and vents and whatnot.
but it can almost guarantee your survival and make getting
into and out of places trivial. Very interesting applications. Seeming (So,Sub): It's disguise self for you and your
group; or to make a group of enemies look like foes to
Dominate Beast (Sup, H, Sub, T): DM dependant; if you're
their re-enforcements while you look like allies. Gotta be
going through the woods a lot or dealing with angry druids
creative however. (No concentration!)
or some shit then, it's going to be very useful. If a group
member has polymorph it can also be cool to turn an Telekinesis (Sup, Q,): If you have quicken spell and take
enemy into a giant gorilla; and then mind control them. this you may as well get rid of counterspell since you can
strip casters of their arcane focus and material pouches to
Greater Invisibility (B, Sup, So, Sub, T): This is where
eliminate their ability to cast spells. Can't be used with
taking Twinned Spell really starts to pay dividends.
Twinned Spell :(
Making yourself and an ally permanently invisible for 4
sorcery points is gamebreakingly strong. I'd always Teleportation Circle: Entirely DM dependant. If your DM
reccomend using a cast on yourself so that you can doesn't want you to come across other mage guilds or
maintain the concentration check more easily. places where teleportation circles exist this spell blows.
Ice Storm (Sup, Ca): I feel like I must be missing Wall of Stone Lets you make permanent walls, but this is
something everytime I read this spell. It's pretty much the kind of spell a wizard takes since they have lots of
fireball that costs a fourth level spell slot and with difficult spells known to throw around.
terrain slapped onto it. I don't get it...
Polymorph(Sup, H, T): Another Twinned Spell beauty. Level 6: So hard to choose
What's better than turning an ally into a Giant Ape? Arcane Gate: Infiltrate with your entire party; sneak an
Turning TWO allies into Giant Apes. Double the temp HP army into a castle one troop at a time, maybe bait
and mayhem... simply glorious. Also doubles as a great monsters into following you into a trap of somekind. It's
crowd control without repeated save (I like turning neat to think about but hard to capitalize on.
enemies into Killer Whales in land combat; 0ft in
movespeed and 90 hit points that have to be burned Chain Lightning (B, E): It lets you cast a cone of cold
through to turn them back, deal with a fight while they flop without worrying about collateral essentially.
around helplessly).
Circle of Death (B,E): Huge sphere for moderate damage.
Ideal for dealing with hordes I guess.
PART 5 | The Spellening
8
Prismatic Spray (B, Sup, Ca): Only this great because
careful spell can allow your allies to completely avoid the
effects. Empower is not reccomended because it only
Level 6 (continued): affects one roll and not everyone in the AoE.
Disintegrate (B, E, H, Sub, T): Great spell for just Reverse Gravity (Sup, Ca): You really need careful spell for
smashing someone hard. Lots of conditions make dex this one to be amazing. Optimal use of this spell relies on
saves an automatic fail (paralyzed, stunned, unconscious) 2 words... "high ceilings." If you can find a place with 100ft
or give disadvantage (restrained) so make use of those to High ceilings you've got yourself a 20d6 spell (10d6 for
increase your odds of success. going up, and 10d6 for coming back down). In all other
Eyebite (Sup, Q, T): Another reason to take Quicken Spell. uses though it's actually really good for just splitting up a
While shelling out loads of conditions you can still cast fight and being able to shoot "down" on enemies. Any
regular spells like fireballs and what have you.(sleep arrows enemies fire towards you are being fired upward
someone with eyebite then get a saving throw free and as such might incur disadvantage whilst you are firing
disintegrate for instance). downward (with gravity) and might gain advantage or
bonus damage. Great outdoors as well.
Globe of Invulnerability: If you have a team of casters that
can hurt their allies with conditions this is useful, as well Teleport: Optimal use of this spell is to acquire an object
as DM's who love casters. Good to pick up if you want to from the place you wish to teleport to. It will prevent
replace Counter Spell. mishaps and allow for easy detective work/travels. While
not incredible it can be useful for getting your group out of
Mass Suggestion (Sup,So,Sub): All the shenanigans of potential TPK's.
suggestion but on many people without the concentration
checks. Wait what? No concentration checks? OP Level 8+
Move Earth I'm sure it has lots of cool uses for like I haven't had enough experience playing
digging into places or destroying the foundations of a
structure, I've just never seen it go so far as this.
sorcerers this high level to test enough
of the spells. By this point in time your
Sunbeam (B,Sup,Ca,E,Q): This is the spell that makes you own experiences and the rationale
stronger than any invoker can hope to be in a multi turn behind other spell selections should
fight. With Quicken Spell acquireable at level 10 you can help you make the right choices.
channel your standard action to do 6d8 damage in a line
while blinding fools then toss out more damage spells
using quicken spell. It burns through spell slots and will Tip #4: Since you can only cast level
use your action and bonus action but you turn into a 6+ spells once per day and your spells
powerhouse while this spell is up. known per level drops to +1 every 2
levels after level 11 feel free to take
True Seeing: Is your DM a tricky bastard with magic? Not
more lower level spells that
any more he ain't...
potentially scale up. For instance I
don't really like level 8 sorcerer
Level 7: spells, I'd be more willing to pick up
Delayed Blast Fireball (B, E, Ca, Sub): Ok so Careful Spell Teleport or Disintegrate at level 15
can be used to charge this thing up for 10 rounds before instead of a level 8 spell and use the
having an ally (or yourself) hurl it 40 ft. So that's cool I spell slot to scale something up.
guess. Subtle spell can also be used to start channeling it
in the middle of a campfire or torch without much notice.
Apart from that though it's not that great.
Finger of Death (B, E , T): Zombies have 22hp and 8
AC...This spell does less damage than Disintegrate for the
trade off of making a Zombie. That having been said it's
permanent so you can make your own little Zombie Horde
with this badboy. Twin spell for double the Zombies!
Which at the end of the day is not that many Zombies... If
you're evil and want to harvest random peasant folk for a
month to amass ~50 zombies that could be cool I guess...I
think they made this spell for Conjurers and Necromancer
Wizards...Or Ogre killing; Zombie Ogres are wayyyy
stronger.
Firestorm (B, E): Again, this is another one of those easy
aim fireballs that does some extra damage. It's not that
impressive to me but it gets the job done.
L
uckily for Sorcerers, Charisma is the most Paladin 6/Sorcerer X
common caster statistic in the game which
really opens up the door for some amazing You can start either Paladin or Sorcerer at level 1 but get to
multiclass options. I personally prefer being a level 6 Paladin ASAP then go for sorcerer til the end. You
pure sorcerer but there are times (especially at have extra attack and can still get the second last sorcerous
later levels) when multiclassing can be good. origin feature by the time you hit level 20, your saves are
massive and youll be a cool juggernaught/caster. Pick up
Sorcerer/Bard and Sorcerer/Warlock are great but Warcaster at level 4 or get ready to never use a shield while
coming up with a proper multiclassing order can be difficult. casting sorcerer spells. Id recommend going for The
Starting with Sorcerer often suits most casters because it Defense Fighting Style (+1 AC) and Oath of Vengeance for
starts with Proficiency in Constitution Saving Throws sweet spells and a great channel divinity. This multiclass is -
(concentration checks). If you dont plan to take a lot of hits or really- resillient and when channeling Blur is almost
want to go 6 levels in Paladin (ugh so munchkin) then dont untouchable.
worry about it.
The problem with multiclassing early is that levels 3-14
each provide really strong milestones that youll want ASAP.
The Sorcerer X/Bard 6
This one is again hard to figure out when to go Bard, but
Sorcerer when you decide to go Bard get to 6 ASAP in the College of
Level Cool Shit You Get
Lore. This multiclass gives extra skill proficiencies, two
3 Metamagicthe whole point of the class. double skill proficiencies, Jack of All Trades (which affects
4 stat boost/feat. counter spell rolls) cutting words, font of inspiration (regain
cutting words on short rest) and eventually MAGICAL
5 level 3 god spells. <-Good place to start SECRETS. The cheese cannon; if you want to grab a level 3
multiclassing to Bard/Warlock spell from any spell list it will give the option to abuse any
6 Sorcerous Origin Feature and the ability to make spell with metamagic. (Quickened Empowered Vampiric
level 4 spell slots with sorcery points Touch being one of my favourites). I could go on for a while,
7 level 4 godlier spells and the ability to make level but plundering the paladin spell list is pretty hot too.
5 spell slots with sorcery points
8 another stat boost/feat Fighter 1 / Sorcerer X
9 game breakingly strong Level 5 spells 15 Strength and a level in Fighter lets you run around with
21 AC (Defensive Fighting Style) and defensive spells like
10 3rd metamagic (so gooood) Blur up. It will gut your Dex saves and stop you from using
11 level 6 spells like Sunbeam, Mass Suggestion and things like stealth, but if you want to be more of a blaster
Disintegrate caster instead of a tricky SoB this can be very useful.
12 another stat boost/feat <- Wild Mages can Warcaster is a must for this as well because you want to be
potentially stop here able to cast with that shield.
13 level 7 spells (meh)
Life Cleric 1 / Sorcerer X
14 THE ABILITY TO FLY FOR FREE cough Sorcerous
Origin feature (WHY DIDN'T YOU PICK DRAGON This one was recommended to me by someone on reddit and
SORCERER?) though I haven't tried it I can see the appeal. Wisdom Saves
are nice, high AC, access to the bless spell early, cure wounds
You see the problem; each and every level after level 3 is (which can be scaled up with higher spell slots), heavy armor
really impactful to a sorcerer. + shield proficency and some cool early level cleric spells to
choose from. Shit Dex saves and no Con save proficiencies.
Hard to say how it would play.
Sorcerer X/ Warlock 2-5
One of the most common power dips for a Sorcerer to make Sorcerer is really strong in the early to
to get Eldritch Blast and boost it with Invocations. Works best mid levels and it is wise to keep the
after level 4 because it lets you shell out the best cantrip in multiclassing to the later levels when you
the game. Honestly not a huge fan of this one because its stop getting a new spell every level and
pretty min/maxy but it seems popular. Its great for also the bulk of your strong abilities have been
getting a nice spell list boost and the invocation which makes acquired. Getting 17 levels in sorcerer for
eldritch blast push lets you keep creatures inside of AoE the fourth metamagic is still a potent
spells (GET BACK INTO THE WEB FULL OF MY ALLIES). option to consider.
Sorcerer X/Rogue 2
Not really viable. You have quicken and subtle spell to help
you use hide actions more easily instead of cunning action.
Costs too many levels for too little.