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Sorcerer Spell List — D&D 5e

Sorcerers are innate spellcasters whose magic comes from bloodlines, cosmic forces, or magical accidents. They know fewer spells than wizards but can manipulate them using Metamagic for incredible flexibility. Sorcerers share most of their spell list with wizards but cannot ritual cast or change spells easily.

At a Glance

Casting Stat
Charisma
Spell List Type
known
Prepare Formula
N/A - Sorcerers know a fixed number of spells and can cast any known spell
Ritual Casting
No
Cantrips Known
4 at 1st level, increasing to 6 at 10th level
Unique Mechanic
Metamagic lets sorcerers modify spells using Sorcery Points: Quicken (cast as bonus action), Twin (target 2 creatures), Subtle (no components), Heighten (impose disadvantage on saves), Careful (allies auto-succeed), and more. Font of Magic converts spell slots to Sorcery Points and vice versa.

Key Spells

The most impactful spells on the Sorcerer list and why they matter.

SpellLevelWhy It Matters
Shield1stReaction for +5 AC, essential survival tool for low-AC sorcerers
Mage Armor1st13 + Dex AC for 8 hours, necessary if you don't have armor proficiency
Misty Step2ndBonus action teleport, excellent mobility and escape combined with Metamagic
Counterspell3rdReaction to stop enemy spells, can be Subtle Spelled to be uncounterable
Fireball3rdIconic AoE damage, can Careful Spell to protect allies in the blast
Hypnotic Pattern3rdIncapacitate multiple enemies, one of the best crowd control options
Haste3rdDouble movement, +2 AC, extra attack for martials, Twinned for 2 targets
Polymorph4thVersatile transformation, can be Twinned for 2 Giant Apes
Fire BoltCantripReliable ranged damage cantrip, 1d10 scaling to 4d10 at high levels
Mind SliverCantripPsychic damage plus -1d4 to next save, excellent setup for big spells

Common Mistakes

Common Mistake
Not learning Subtle Spell - it makes social casting and Counterspell wars unbeatable
Common Mistake
Choosing too many spells when you have very limited spells known - every choice matters critically
Common Mistake
Forgetting you can't ritual cast unlike wizards - don't pick Detect Magic or Find Familiar
Common Mistake
Not converting spell slots to Sorcery Points during short rests - Font of Magic is your flexibility
Common Mistake
Wasting Twinned Spell on spells that don't benefit from targeting 2 creatures
Common Mistake
Quickening spells without understanding bonus action spell restrictions (only cantrips as action)

DM Tips

DM Tip
Subtle Spell breaks social encounters - NPCs can't detect spellcasting, plan accordingly
DM Tip
Twinned Haste or Polymorph can create very powerful turns - balance encounters for nova potential
DM Tip
Sorcerers have limited spells known - avoid giving spell scrolls they can't use as treasure
DM Tip
Quickened Spell allows cantrip + spell in one turn - understand the action economy advantage
DM Tip
Divine Soul and Clockwork Soul get expanded spell lists - review for power level concerns
DM Tip
Sorcery Points are limited - encounters between short rests drain their best resource

Sources & Further Reading