Sorcerer FAQ
What is a Sorcerer in D&D?
A Sorcerer is a Charisma-based full spellcaster whose magic is innate rather than learned from a spellbook. Sorcerers use a d6 Hit Die, choose a Sorcerous Origin at 1st level, gain Sorcery Points through Font of Magic at 2nd level, and gain Metamagic at 3rd level. Their spell list is narrower in practice because they know relatively few spells, but Metamagic allows those spells to be modified in ways other casters cannot easily reproduce.
A Sorcerer is a full spellcaster whose magic comes from within. That power may come from a bloodline, supernatural event, planar influence, divine connection, cosmic force, or another Sorcerous Origin. Mechanically, the 2014 Sorcerer is defined by a relatively small number of known spells combined with Sorcery Points and Metamagic. The class therefore gains flexibility by modifying spells rather than by carrying an enormous spellbook.
Core class profile
The 2014 Sorcerer uses a d6 Hit Die.
Charisma is the spellcasting ability.
Saving throw proficiencies are Constitution and Charisma.
Constitution save proficiency is particularly useful for a spellcaster because concentration saving throws are Constitution saving throws.
The class does not normally gain armor proficiency from its base chassis.
Full spellcasting
Sorcerers are full spellcasters.
Their spell-slot progression reaches 9th-level spells.
Unlike Wizards, Clerics, or Druids, the 2014 Sorcerer does not prepare a large changing list each day.
Instead, the class knows a limited number of Sorcerer spells.
This makes each spell choice important.
A Sorcerer usually benefits from selecting spells that remain useful in many situations or have strong synergy with chosen Metamagic options.
Sorcerous Origin
A Sorcerer chooses a Sorcerous Origin at 1st level.
The Origin is the subclass.
Subclass features arrive at 1st, 6th, 14th, and 18th level.
Draconic Bloodline improves durability and reinforces an elemental draconic identity.
Wild Magic adds unpredictable surges and probability manipulation.
Later pre-2024 Origins add divine, shadow, storm, psionic, clockwork, and lunar themes.
Font of Magic
At 2nd level, the Sorcerer gains Font of Magic and Sorcery Points.
The number of Sorcery Points equals Sorcerer level.
Sorcery Points return after a long rest.
Flexible Casting allows the Sorcerer to convert Sorcery Points into spell slots or convert spell slots into Sorcery Points.
These conversions are not perfectly efficient in both directions.
The resource should therefore be managed deliberately.
Metamagic
At 3rd level, the Sorcerer chooses Metamagic options.
Metamagic modifies spells.
Depending on the selected option, a spell might:
- affect another target;
- be cast more quietly;
- extend its range;
- impose disadvantage on a saving throw;
- change how damage dice are handled;
- be cast with a different action-economy interaction;
- gain another specialised modification.
The exact options depend on the rules source being used.
The 2014 Sorcerer begins with two Metamagic choices, gains a third at 10th level, and a fourth at 17th level.
Why limited spells known matter
The Sorcerer's spell list may be broad, but the character cannot know all of it.
That creates a strong build identity.
Two Sorcerers of the same level may play very differently because one selected control spells while another selected direct damage, mobility, defense, or social magic.
A poor spell choice can also be more painful because the Sorcerer cannot simply copy another spell into a book or prepare a completely new list tomorrow.
Party role
A Sorcerer can fill several magical roles:
- blaster;
- controller;
- buffer;
- debuffer;
- face;
- mobility caster;
- support caster.
Metamagic lets the Sorcerer specialise in how those spells are delivered.
A character using Subtle Spell may excel in situations where obvious casting is dangerous.
A character using Twinned Spell may focus on single-target spells that become much more efficient when affecting another target.
A character using Quickened Spell may create powerful action-economy turns.
In short
A Sorcerer is a Charisma-based full caster with limited spells known but unique control over how those spells behave.
Font of Magic provides the resource.
Metamagic provides the defining customization.
The Sorcerous Origin shapes where the innate magic comes from and what additional abilities it grants.