Player's Handbook 5.5e

A Dazzling Mage Filled with Innate Magic

Core Sorcerer Traits

Primary AbilityCharisma
Hit Point DieD6 per Sorcerer level
Saving Throw ProficienciesConstitution and Charisma
Skill ProficienciesChoose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon ProficienciesSimple weapons
Armor TrainingNone
Starting EquipmentChoose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP

Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.

Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.

Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.

Becoming a Sorcerer…

As a Level 1 Character

  • Gain all the traits in the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.

As a Multiclass Character

  • Gain the Hit Point Die from the Core Sorcerer Traits table.
  • Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine your available spell slots.

Sorcerer Class Features

As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.

Sorcerer Features
LevelProficiency BonusClass FeaturesSorcery PointsCantripsPrepared Spells— Spell Slots per Spell Level —
123456789
1+2Spellcasting, Innate Sorcery—422————————
2+2Font of Magic, Metamagic2443————————
3+2Sorcerer Subclass34642———————
4+2Ability Score Improvement45743———————
5+3Sorcerous Restoration559432——————
6+3Subclass feature6510433——————
7+3Sorcery Incarnate75114331—————
8+3Ability Score Improvement85124332—————
9+4—951443331————
10+4Metamagic1061543332————
11+4—11616433321———
12+4Ability Score Improvement12616433321———
13+5—136174333211——
14+5Subclass feature146174333211——
15+5—1561843332111—
16+5Ability Score Improvement1661843332111—
17+6Metamagic17619433321111
18+6Subclass feature18620433331111
19+6Epic Boon19621433332111
20+6Arcane Apotheosis20622433332211

Level 1: Spellcasting

Drawing from your innate magic, you can cast spells. See Spellcasting for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description.

Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.

Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.

The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.

If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Level 1: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Level 2: Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots
Spell Slot LevelSorcery Point CostMin. Sorcerer Level
122
233
355
467
579

Level 2: Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.

Level 3: Sorcerer Subclass

You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.

Level 5: Sorcerous Restoration

When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 7: Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20: Arcane Apotheosis

While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.

Caption

Metamagic Options

The following options are available to your Metamagic feature. The options are presented in alphabetical order.

Careful Spell

Cost: 1 Sorcery Point

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Extended Spell

Cost: 1 Sorcery Point

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Heightened Spell

Cost: 2 Sorcery Points

When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Seeking Spell

Cost: 1 Sorcery Point

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Subtle Spell

Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

Twinned Spell

Cost: 1 Sorcery Point

When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

Sorcerer Spell List

This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. For unofficial spells, see Third Party Sorcerer Spells.

Cantrips (Level 0 Sorcerer Spells)

NameSchoolSpecialSource
Acid SplashEvocation—Player’s Handbook 5.5e
Blade WardAbjurationCPlayer’s Handbook 5.5e
Booming BladeEvocationMSword Coast Adventurer’s Guide
Chill TouchNecromancy—Player’s Handbook 5.5e
Control FlamesTransmutation—Elemental Evil Player’s Companion
Create BonfireConjurationCElemental Evil Player’s Companion
Dancing LightsIllusionCPlayer’s Handbook 5.5e
ElementalismTransmutation—Player’s Handbook 5.5e
Fire BoltEvocation—Player’s Handbook 5.5e
FriendsEnchantmentCPlayer’s Handbook 5.5e
FrostbiteEvocation—Elemental Evil Player’s Companion
Green-Flame BladeEvocationMSword Coast Adventurer’s Guide
GustTransmutation—Elemental Evil Player’s Companion
InfestationConjuration—Xanathar’s Guide to Everything
LightEvocation—Player’s Handbook 5.5e
Lightning LureEvocation—Sword Coast Adventurer’s Guide
Mage HandConjuration—Player’s Handbook 5.5e
MendingTransmutation—Player’s Handbook 5.5e
MessageTransmutation—Player’s Handbook 5.5e
Mind SliverEnchantment—Player’s Handbook 5.5e
Minor IllusionIllusion—Player’s Handbook 5.5e
Mold EarthTransmutation—Elemental Evil Player’s Companion
Poison SprayNecromancy—Player’s Handbook 5.5e
PrestidigitationTransmutation—Player’s Handbook 5.5e
Ray of FrostEvocation—Player’s Handbook 5.5e
Shape WaterTransmutation—Elemental Evil Player’s Companion
Shocking GraspEvocation—Player’s Handbook 5.5e
Sorcerous BurstEvocation—Player’s Handbook 5.5e
Sword BurstConjuration—Sword Coast Adventurer’s Guide
ThunderclapEvocation—Player’s Handbook 5.5e
True StrikeDivinationMPlayer’s Handbook 5.5e

Level 1 Sorcerer Spells

NameSchoolSpecialSource
Absorb ElementsAbjuration—Elemental Evil Player’s Companion
Burning HandsEvocation—Player’s Handbook 5.5e
Buzzing BeeConjurationCD&D Beyond Drops
CatapultTransmutation—Elemental Evil Player’s Companion
Chaos BoltEvocation—Xanathar’s Guide to Everything
Charm PersonEnchantment—Player’s Handbook 5.5e
Chromatic OrbEvocationMPlayer’s Handbook 5.5e
Color SprayIllusion—Player’s Handbook 5.5e
Comprehend LanguagesDivinationRPlayer’s Handbook 5.5e
Detect MagicDivinationC, RPlayer’s Handbook 5.5e
Disguise SelfIllusion—Player’s Handbook 5.5e
Distort ValueIllusion—Acquisitions Incorporated
Earth TremorEvocation—Elemental Evil Player’s Companion
Expeditious RetreatTransmutationCPlayer’s Handbook 5.5e
False LifeNecromancy—Player’s Handbook 5.5e
Feather FallTransmutation—Player’s Handbook 5.5e
Fog CloudConjurationCPlayer’s Handbook 5.5e
GreaseConjuration—Player’s Handbook 5.5e
Ice KnifeConjuration—Player’s Handbook 5.5e
JumpTransmutation—Player’s Handbook 5.5e
Mage ArmorAbjuration—Player’s Handbook 5.5e
Magic MissileEvocation—Player’s Handbook 5.5e
Ray of SicknessNecromancy—Player’s Handbook 5.5e
ShieldAbjuration—Player’s Handbook 5.5e
Silent ImageIllusionCPlayer’s Handbook 5.5e
Silvery BarbsEnchantment—Strixhaven: A Curriculum of Chaos
SleepEnchantmentCPlayer’s Handbook 5.5e
Spellfire FlareEvocation-Forgotten Realms: Heroes of Faerûn
Tasha’s Caustic BrewEvocationCTasha’s Cauldron of Everything
ThunderwaveEvocation—Player’s Handbook 5.5e
Witch BoltEvocationCPlayer’s Handbook 5.5e

Level 2 Sorcerer Spells

NameSchoolSpecialSource
Aganazzar’s ScorcherEvocation—Elemental Evil Player’s Companion
Air BubbleConjuration—Spelljammer: Adventures in Space
Alter SelfTransmutationCPlayer’s Handbook 5.5e
Arcane VigorAbjuration—Player’s Handbook 5.5e
Blindness/DeafnessTransmutation—Player’s Handbook 5.5e
BlurIllusionCPlayer’s Handbook 5.5e
Cloud of DaggersConjurationCPlayer’s Handbook 5.5e
Crown of MadnessEnchantmentCPlayer’s Handbook 5.5e
DarknessEvocationCPlayer’s Handbook 5.5e
DarkvisionTransmutation—Player’s Handbook 5.5e
Death ArmorNecromancyMForgotten Realms: Heroes of Faerûn
Detect ThoughtsDivinationCPlayer’s Handbook 5.5e
Disruptive TuneAbjurationCArcana Unleashed
Dragon’s BreathTransmutationCPlayer’s Handbook 5.5e
Dueling GroundAbjurationR, MArcana Unleashed
Dust DevilConjurationCElemental Evil Player’s Companion
EarthbindTransmutationCElemental Evil Player’s Companion
Enhance AbilityTransmutationCPlayer’s Handbook 5.5e
Enlarge/ReduceTransmutationCPlayer’s Handbook 5.5e
Flame BladeEvocationCPlayer’s Handbook 5.5e
Flaming SphereConjurationCPlayer’s Handbook 5.5e
Gust of WindEvocationCPlayer’s Handbook 5.5e
Hold PersonEnchantmentCPlayer’s Handbook 5.5e
InvisibilityIllusionCPlayer’s Handbook 5.5e
Kinetic JauntTransmutationCStrixhaven: A Curriculum of Chaos
KnockTransmutation—Player’s Handbook 5.5e
LevitateTransmutationCPlayer’s Handbook 5.5e
Magic WeaponTransmutation—Player’s Handbook 5.5e
Maximilian’s Earthen GraspTransmutationCElemental Evil Player’s Companion
Mind SpikeDivinationCPlayer’s Handbook 5.5e
Mirror ImageIllusion—Player’s Handbook 5.5e
Misty StepConjuration—Player’s Handbook 5.5e
Nathair’s MischiefIllusionCFizban’s Treasury of Dragons
Phantasmal ForceIllusionCPlayer’s Handbook 5.5e
PyrotechnicsTransmutation—Elemental Evil Player’s Companion
Rime’s Binding IceEvocation—Fizban’s Treasury of Dragons
Scorching RayEvocation—Player’s Handbook 5.5e
See InvisibilityDivination—Player’s Handbook 5.5e
Shadow BladeIllusionCXanathar’s Guide to Everything
ShatterEvocation—Player’s Handbook 5.5e
Snilloc’s Snowball SwarmEvocation—Elemental Evil Player’s Companion
Spider ClimbTransmutationCPlayer’s Handbook 5.5e
Spray of CardsConjuration—The Book of Many Things
SuggestionEnchantmentCPlayer’s Handbook 5.5e
Tasha’s Mind WhipEnchantment—Tasha’s Cauldron of Everything
Vortex WarpConjuration—Strixhaven: A Curriculum of Chaos
Warding WindEvocationCElemental Evil Player’s Companion
Warp SenseDivinationCPlanescape: Adventures in the Multiverse
WebConjurationCPlayer’s Handbook 5.5e
Wither and BloomNecromancy—Arcana Unleashed

Level 3 Sorcerer Spells

NameSchoolSpecialSource
AntagonizeEnchantment—The Book of Many Things
Ashardalon’s StrideTransmutationCFizban’s Treasury of Dragons
Astral FloodEvocation—D&D Beyond Drops
BlinkTransmutation—Player’s Handbook 5.5e
Cacophonic ShieldEvocationCForgotten Realms: Heroes of Faerûn
CatnapEnchantment—Arcana Unleashed
ClairvoyanceDivinationC, MPlayer’s Handbook 5.5e
CounterspellAbjuration—Player’s Handbook 5.5e
DaylightEvocation—Player’s Handbook 5.5e
Dispel MagicAbjuration—Player’s Handbook 5.5e
Enemies AboundEnchantmentCXanathar’s Guide to Everything
Erupting EarthTransmutation—Elemental Evil Player’s Companion
FearIllusionCPlayer’s Handbook 5.5e
FireballEvocation—Player’s Handbook 5.5e
Flame ArrowsTransmutationCElemental Evil Player’s Companion
FlyTransmutationCPlayer’s Handbook 5.5e
Gaseous FormTransmutationCPlayer’s Handbook 5.5e
HasteTransmutationCPlayer’s Handbook 5.5e
Hypnotic PatternIllusionCPlayer’s Handbook 5.5e
Incite GreedEnchantmentC, MAcquisitions Incorporated
Inflict DoubtEnchantmentCArcana Unleashed
Intellect FortressAbjurationCTasha’s Cauldron of Everything
Laeral’s Silver LanceEvocationMForgotten Realms: Heroes of Faerûn
Lightning BoltEvocation—Player’s Handbook 5.5e
Major ImageIllusionCPlayer’s Handbook 5.5e
Melf’s Minute MeteorsEvocationCElemental Evil Player’s Companion
Protection from EnergyAbjurationCPlayer’s Handbook 5.5e
Sleet StormConjurationCPlayer’s Handbook 5.5e
SlowTransmutationCPlayer’s Handbook 5.5e
Stinking CloudConjurationCPlayer’s Handbook 5.5e
Thunder StepConjuration—Xanathar’s Guide to Everything
Tidal WaveConjuration—Elemental Evil Player’s Companion
TonguesDivination—Player’s Handbook 5.5e
Vampiric TouchNecromancyCPlayer’s Handbook 5.5e
Wall of WaterEvocationCElemental Evil Player’s Companion
Water BreathingTransmutationRPlayer’s Handbook 5.5e
Water WalkTransmutationRPlayer’s Handbook 5.5e

Level 4 Sorcerer Spells

NameSchoolSpecialSource
BacklashAbjuration—Forgotten Realms: Heroes of Faerûn
BanishmentAbjurationCPlayer’s Handbook 5.5e
BlightNecromancy—Player’s Handbook 5.5e
Charm MonsterEnchantment—Player’s Handbook 5.5e
ConfusionEnchantmentCPlayer’s Handbook 5.5e
Dimension DoorConjuration—Player’s Handbook 5.5e
Dominate BeastEnchantmentCPlayer’s Handbook 5.5e
Festering BlastNecromancy—Arcana Unleashed
Fire ShieldEvocation—Player’s Handbook 5.5e
Gate SealAbjurationMPlanescape: Adventures in the Multiverse
Greater InvisibilityIllusionCPlayer’s Handbook 5.5e
Ice StormEvocation—Player’s Handbook 5.5e
PolymorphTransmutationCPlayer’s Handbook 5.5e
Raulothim’s Psychic LanceEnchantment—Fizban’s Treasury of Dragons
Sickening RadianceEvocationCXanathar’s Guide to Everything
Spellfire StormEvocationCForgotten Realms: Heroes of Faerûn
Spirit of DeathNecromancyC, MThe Book of Many Things
StoneskinTransmutationC, MPlayer’s Handbook 5.5e
Storm SphereEvocationCElemental Evil Player’s Companion
Vitriolic SphereEvocation—Player’s Handbook 5.5e
Wall of FireEvocationCPlayer’s Handbook 5.5e
Watery SphereConjurationCElemental Evil Player’s Companion

Level 5 Sorcerer Spells

NameSchoolSpecialSource
Animate ObjectsTransmutationCPlayer’s Handbook 5.5e
Bigby’s HandEvocationCPlayer’s Handbook 5.5e
CloudkillConjurationCPlayer’s Handbook 5.5e
Cone of ColdEvocation—Player’s Handbook 5.5e
Control WindsTransmutationCElemental Evil Player’s Companion
CreationIllusion—Player’s Handbook 5.5e
Dominate PersonEnchantmentCPlayer’s Handbook 5.5e
EnervationNecromancyCArcana Unleashed
Far StepConjurationCXanathar’s Guide to Everything
Hold MonsterEnchantmentCPlayer’s Handbook 5.5e
ImmolationEvocationCElemental Evil Player’s Companion
Insect PlagueConjurationCPlayer’s Handbook 5.5e
SeemingIllusion—Player’s Handbook 5.5e
Skill EmpowermentTransmutationCXanathar’s Guide to Everything
Songal’s Elemental SuffusionTransmutationC, MForgotten Realms: Heroes of Faerûn
Synaptic StaticEnchantment—Player’s Handbook 5.5e
TelekinesisTransmutationCPlayer’s Handbook 5.5e
Teleportation CircleConjurationMPlayer’s Handbook 5.5e
Wall of LightEvocationCXanathar’s Guide to Everything
Wall of StoneEvocationCPlayer’s Handbook 5.5e
Waves of ExhaustionNecromancyCArcana Unleashed

Level 6 Sorcerer Spells

NameSchoolSpecialSource
Arcane GateConjurationCPlayer’s Handbook 5.5e
Chain LightningEvocation—Player’s Handbook 5.5e
Circle of DeathNecromancyMPlayer’s Handbook 5.5e
DisintegrateTransmutation—Player’s Handbook 5.5e
Elminster’s Effulgent SpheresEvocationMForgotten Realms: Heroes of Faerûn
EyebiteNecromancyCPlayer’s Handbook 5.5e
Fizban’s Platinum ShieldAbjurationC, MFizban’s Treasury of Dragons
Flesh to StoneTransmutationCPlayer’s Handbook 5.5e
Globe of InvulnerabilityAbjurationCPlayer’s Handbook 5.5e
Investiture of FlameTransmutationCElemental Evil Player’s Companion
Investiture of IceTransmutationCElemental Evil Player’s Companion
Investiture of StoneTransmutationCElemental Evil Player’s Companion
Investiture of WindTransmutationCElemental Evil Player’s Companion
Leomund’s Lamentable BelabormentEnchantment—D&D Beyond Drops
Mass SuggestionEnchantment—Player’s Handbook 5.5e
Mental PrisonIllusionCXanathar’s Guide to Everything
Move EarthTransmutationCPlayer’s Handbook 5.5e
Otiluke’s Freezing SphereEvocation—Player’s Handbook 5.5e
ScatterConjuration—Xanathar’s Guide to Everything
SunbeamEvocationCPlayer’s Handbook 5.5e
Tasha’s Otherworldly GuiseTransmutationC, MTasha’s Cauldron of Everything
True SeeingDivinationMPlayer’s Handbook 5.5e

Level 7 Sorcerer Spells

NameSchoolSpecialSource
Aura of EvasionAbjurationCArcana Unleashed
Crown of StarsEvocation—Xanathar’s Guide to Everything
Delayed Blast FireballEvocationCPlayer’s Handbook 5.5e
Draconic TransformationTransmutationC, MFizban’s Treasury of Dragons
Dream of the Blue VeilConjuration—Tasha’s Cauldron of Everything
EtherealnessConjuration—Player’s Handbook 5.5e
Finger of DeathNecromancy—Player’s Handbook 5.5e
Fire StormEvocation—Player’s Handbook 5.5e
Fractured AwarenessDivinationCArcana Unleashed
Plane ShiftConjurationMPlayer’s Handbook 5.5e
Power Word PainEnchantment—Arcana Unleashed
Prismatic SprayEvocation—Player’s Handbook 5.5e
Reverse GravityTransmutationCPlayer’s Handbook 5.5e
Simbul’s SynostodweomerTransmutation—Forgotten Realms: Heroes of Faerûn
TeleportConjuration—Player’s Handbook 5.5e
WhirlwindEvocationCElemental Evil Player’s Companion

Level 8 Sorcerer Spells

NameSchoolSpecialSource
Abi-Dalzim’s Horrid WiltingNecromancy—Elemental Evil Player’s Companion
DemiplaneConjuration—Player’s Handbook 5.5e
Dominate MonsterEnchantmentCPlayer’s Handbook 5.5e
EarthquakeTransmutationCPlayer’s Handbook 5.5e
Entrancing MirrorsIllusionCArcana Unleashed
Incendiary CloudConjurationCPlayer’s Handbook 5.5e
Iron BodyTransmutationC, MArcana Unleashed
Lightning RingEvocationCArcana Unleashed
Power Word StunEnchantment—Player’s Handbook 5.5e
SunburstEvocation—Player’s Handbook 5.5e

Level 9 Sorcerer Spells

NameSchoolSpecialSource
Blade of DisasterConjurationCForgotten Realms: Heroes of Faerûn
DetonateEvocation—Arcana Unleashed
GateConjurationC, MPlayer’s Handbook 5.5e
Mass PolymorphTransmutationCXanathar’s Guide to Everything
Meteor SwarmEvocation—Player’s Handbook 5.5e
Power Word KillEnchantment—Player’s Handbook 5.5e
Psychic ScreamEnchantment—Xanathar’s Guide to Everything
Time StopTransmutation—Player’s Handbook 5.5e
Vision of Elapsing EonsIllusion—Arcana Unleashed
Wail of the BansheeNecromancy—Arcana Unleashed
WishConjuration—Player’s Handbook 5.5e

Sorcerer Subclasses

A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass.

Official Sorcerer Subclasses

NameSourceEdition

Third Party Sorcerer Subclasses

NameSourcePublisherEdition