The fifth edition Dungeons & Dragons sorcerer – is it a class worth multiclassing in or out of? Let’s find out.
First off let’s split this guide into three parts. The first of which being, taking the sorcerer all the way through to 20th level. The second takes the class from 14th to 18th level. And finally, the third option takes the class to 10th level (this is the minimum level to where you get eleven spells, as well as your third Metamagic option).
Straight-up sorcerer in D&D
With how fifth edition D&D works in terms of the class structure it is generally better to take a class all the way through to cap. Sorcerer is one of those classes that will still be better at the end of the day as a full 20th-level caster instead of having the need to multiclass. Taking the sorcerers toolkit into consideration, what we have is a blaster caster for the most part. But a sorcerer still has utility options (just no where near as much as the wizard). The main thing to take into account is your sorcery points and the different ways you can use them – mostly via Metamagic options and Flexible Casting.
Metamagic options ranked (In terms of playstyle)
- Twinned Spell (This is probably the most universally picked Metamagic option in D&D).
- Extended Spell (This is more for singular haste builds, as well as cheesing spells like, haste or shield of faith with the Oath of the Ancients paladin 10/Phoenix Soul sorcerer 10 (this build is courtesy of a friend of mine Curse of Insanity).
- Empowered Spell (This is another universal Metamagic pick. Mainly for the rerolling on damage spells).
- Quickened Spell (This is another great Metamagic pick, as it can break the action economy).
Multiclassing can be beneficial
Sorcerer levels 14-18
- The Sorlock: sorcerer 15-18/warlock 2-5 (most commonly seen as sorcerer 17/warlock 3). This is perhaps one of the best mutliclassed blaster casters. However, it has its problems. Typically the Sorlock will shift into an eldritch blast blaster, as well as favoring distance above everything.
- Sorcelled Bard: sorcerer 14/bard 6 (allows you to plunder some cantrips from other classes – primarily the warlock).
- The Paladin: paladin 6-10/sorcerer 10-14. This build has two options, one having more focus on the sorcerer, and the other focusing on being a very powerful magical tank.
- Paladin 10/sorcerer 10. This is perhaps one of the best builds for being a tank in D&D 5E. If you go variant human with this build, the War Caster feat is a must have, considering you’ll be using sword and board with this build, along with using your Extended Spell Metamagic on buffs like shield of faith and haste. Overall if your campaign is in dire need of a tank and a healer you can fill both of these rolls then this build is the right one for you. Also at 20th level overall, you are still a 15th-level caster. Essentially this build, courtesy of my friend Curse of Insanity, is power gamed for defensive purposes. In other words, this is the best for full on utility. This build is great for those who need the tank.
Ranking sorcerer builds
The first category will be for blasters including the full sorcerer.
- Sorcerer 20
- Sorcerer 15-18/warlock 2-5
- Champion fighter 3/sorcerer 17
The second category will cover more supportive aspect. This still includes the full sorcerer.
- Oath of the Ancients paladin 10/Phoenix Soul sorcerer 10
- Paladin 6/sorcerer 14
- Sorcerer 14/bard 6
- Sorcerer 20
Sorcerer spellsFinally, we’ll go over spell lists for the respective builds, as well as ability score arrays to keep in mind during character creation.
Since the paladin 10/sorcerer 10 has came up a lot in this guide, let’s use it as out example for ability scores. However, this build will only give you 4 Ability Score Improvements to work with.
Class: paladin 10/sorcerer 10
Race: Variant human
Feats: War Caster
- Strength: 12
- Dexterity: 8
- Constitution: 15+1
- Intelligence: 10
- Wisdom: 14
- Charisma: 13+1
- Strength: 12 (+1)
- Dexterity: 10 (+0)
- Constitution: 18 (+4)
- Intelligence: 10 (+0)
- Wisdom: 14 (+2)
- Charisma: 18 (+4)
Spell Save DC = 8 + proficiency bonus + Char modifier
Spell Attack Bonus = Char modifier + proficiency bonus
- Fire bolt
- Shocking grasp
- Ray of frost
- Blade Ward
Spell Slots: 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (2), 6th (1), 7th (1), 8th (1)
- Shield (sorcerer)
- Shield of faith (paladin) (prepared)
- Cure wounds (paladin) (prepared)
- Detect magic (ritual)
- Chromatic orb (sorcerer)
- False life (sorcerer)
- Aid (paladin) (prepared)
- Find steed (ritual)
- See invisibility (sorcerer)
- Magic weapon (paladin)
- Misty step (paladin) (prepared)
- Haste (sorcerer)
- Fireball/lightning bolt (sorcerer)
- Dispel magic (sorcerer)
- Counterspell (sorcerer)
- Revivify (paladin) (prepared)
- Remove curse (paladin) (prepared)
- Aura of vitality (paladin) (prepared)
- Conjure food and water (ritual)
- Crusader’s mantle (paladin) (prepared)
- Daylight (paladin) (prepared)
- Greater invisibility
- Dominate person
From the Nerditor’s Desk
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