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.
| Spell | Level | Why It Matters |
|---|---|---|
| Shield | 1st | Reaction for +5 AC, essential survival tool for low-AC sorcerers |
| Mage Armor | 1st | 13 + Dex AC for 8 hours, necessary if you don't have armor proficiency |
| Misty Step | 2nd | Bonus action teleport, excellent mobility and escape combined with Metamagic |
| Counterspell | 3rd | Reaction to stop enemy spells, can be Subtle Spelled to be uncounterable |
| Fireball | 3rd | Iconic AoE damage, can Careful Spell to protect allies in the blast |
| Hypnotic Pattern | 3rd | Incapacitate multiple enemies, one of the best crowd control options |
| Haste | 3rd | Double movement, +2 AC, extra attack for martials, Twinned for 2 targets |
| Polymorph | 4th | Versatile transformation, can be Twinned for 2 Giant Apes |
| Fire Bolt | Cantrip | Reliable ranged damage cantrip, 1d10 scaling to 4d10 at high levels |
| Mind Sliver | Cantrip | Psychic 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
- Sorcerer Spells — D&D 5e Wikidot — Full SRD spell list
- Sorcerer — D&D Beyond — Official class reference
- Sorcerer Spell List — RPGBOT — Spell ratings and analysis