You can pick AoE spells like Fireball and Cone of Cold to clean up house in big encounters, or spells like Sunbeam or Magic Missile to do some pretty significant single-target damage. So what can you do with a sorcerer? A lot of different things. When you add a spell to your list, you’re saying, “I want to do this with my character.” When you play a Sorcerer, you’ll only ever know 15-20ish spells, which might seem like a lot, but you’ll grow that list slowly over the course of many levels. It’s a great way to add even more effectiveness to a spell designed to deliver a massive blow to a single creature. Twinned Spell lets you add one extra target to a spell that can only affect one creature. Twinned Spell – The other powerhouse metamagic option.This is why having the ability to change out damage types on your big spells is helpful when you need to throw a Fireball at a Fire Elemental. Transmuted Spell – As a Sorcerer, you don’t have a ton of spells.Not the most transformative in combat, but everywhere else is great. This spell lets you cast a spell without verbal or somatic components, meaning it can be undetectable in most situations. Subtle Spell – This is a popular option for players who insist on casting spells in every situation.Seeking Spell – One of the new Tasha’s Cauldron metamagic feats, this option lets you reroll an attack roll, often saving you the cost of a spell slot if you’re relying on spells that use them.Quickened Spell – Probably the most commonly chosen metamagic option, this spell is also the source of most of the confusion about how many spells a spellcaster can cast in a single turn, since this lets you turn any spell that takes a single action into one you cast as a bonus action, and you can still follow it up with a cantrip afterwards.Heightened Spell works especially well on big, fight-ending spells that don’t allow more than one save. Heightened Spell – However, what does come up plenty is casting spells that make a target save or be either incapacitated or otherwise taken out of the fight.Extended Spell – Unless you’re playing in a campaign where encounters often run longer than 10 rounds, this metamagic option will almost rarely come up.Especially as you hit higher levels, an Empowered Spell can take a lackluster spell and give it some oomph. You can reroll 1’s on damage die to make your spells deal more damage. Empowered Spell – Metamagic starts getting better with this one.Every now and then you really want that extra bit of reach, which is why Distant Spell can be helpful, but if you want a feature you’ll use all the time, this is better as a backup. Distant – 90% of the time, spells have enough range to get the job done when you want to reach for them.Not the most useful one, since plenty of spells only target enemies. Careful Spell – This lets you spend a sorcery point and offer advantage on a saving throw to creatures caught in a spell’s area of effect.They have to be careful, since they rely on magic, not necessarily “having a lot of hit points” to get the job done.īy subscribing you agree to our Terms of Use and Privacy Policy. With the right selection of spells and subclasses (which give them access to more spells) a Sorcerer can fulfill just about any role they set their mind to. And a Sorcerer can wield more spell slots than almost any other magic-using class.īut the real secret to Sorcerers is their hidden flexibility. Even more so than the subclasses or any multiclassing you might do, a Sorcerer’s spells are their go-to tool in just about any situation. A Sorcerer’s spells define their playstyle. From spell-slinging at the back of the party to leading the charge, sword in hand, there’s a lot a Sorcerer can do.Īnd we’re going to show you how to play a Sorcerer in 5th Edition. But within that spectrum? Sorcerers can be almost anything. They’re an easy enough class to get the hang of because they have such a narrow toolset to work with. As long as you know how to play one.Īnd playing a Sorcerer can be incredibly rewarding. Sorcerers might not have as many hit points as a fighter, but they’re surprisingly good in a fight. They bring the sorcery to sword and sorcery. Now they have a little more flexibility, both overall and moment-to-moment thanks to the latest subclasses. From their earliest days, they were all about bending the rules of magic and having just a few more spell slots than your average magic user. Sorcerers have come a long way since the beginning of 5th Edition. Mostly spells, but they bring enough for everyone and then some. 5E Sorcerers have a lot to offer the right party.
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