25 Best Sorcerer Spells For D&D 5e

We’re all born with magical abilities. Powerful chaotic magic can emerge in unexpected ways for some who are endowed with it by a long-forgotten bloodline, while it is inherited by others.

This is a difficult course of study.

Wizards have a greater range of skills and spells, but they aren’t as adaptable as other classes. D&D 5e’s Sorcerer Spells stand out because they have a limited spell pool, which makes them more focused on Meta Magic and their Sorcerous Origin.

As a Sorcerer, your Meta Magic and Sorcerous Origin will influence your spell selection.

For sorcerers to excel, their spells and meta magic must work together. Understanding a Sorcerer’s position in the party is critical because of the restricted number of spells they can cast.

Having a backup plan is a nice idea, but narrowing your focus would be preferable.

Note: If a Sorcerer has the Divine Soul Sorcerous Origin, he or she has access to additional Cleric spells.

25. Feather Fall

Source: Player’s Handbook

A spell that can be used as a reaction and stops someone, including yourself, from taking potentially fatal fall damage.

This spell’s name says a lot about it, and it shows that not all spells have to hurt someone.

Even though it’s embarrassing, falling damage is a very dangerous way to get hurt.

But if you’re ready to cast Feather Fall, the damage from the fall will be cancelled out, and your party will always be grateful to you for saving their lives. ​​​​​​

24. Mage Armor

Source: Player’s Handbook

Before you can talk about the benefits of metamagic, you need to make sure you can survive an attack.

If you wear mage armour, your AC will go up to 13 + dexterity modifier instead of the usual 10 + dexterity modifier.

You can’t say enough about how important it is to always have this spell up. If a sorcerer has taken the draconic bloodline subclass, they can’t take this spell.

The same benefit is given by the draconic resilience feature of one of the subclasses.

23. Magehand

Source: Player’s Handbook

At first glance, it might not look like a very useful spell, but not all spells have to do damage.

A sorcerer always needs a few utility spells to keep them and their party safe, whether the danger is a mysterious lever or a giant beholder.

With mage hand, you can move certain things without getting hurt.

You’d be surprised how often this can save a few hit points for your party, especially when you need to turn off a trap from a distance or see if a chest is a fake.

22. Darkvision

Source: Player’s Handbook

Who doesn’t want to be able to see in the dark? Not all races start out being able to see what enemies are coming in the Underdark or that pitch-black cavern.

This is where this great spell of the second level comes in.

This spell lets you see in the dark for eight hours and doesn’t require you to concentrate. It’s a lifesaver for people who don’t have darkvision because of their race.

As your level goes up, you can try Twinned Spell or Extend Spell to make this just right.

21. Enhance Ability

Source: Player’s Handbook

Enhanced Ability is a very underrated spell, so most people who can cast it don’t use it. But this great spell that can be used in many ways can be a huge help to any party, balanced or not.

You can use many different boosts, but Eagle’s Splendor is great if you have it. It helps less charismatic party members who need to talk their way out of a jam.

Bull’s Strength is another great strength-booster. In the end, this spell can help your character or your party in a lot of useful ways. It’s worth a shot.

Read Also:  Dagger 5e D&D Guide

20. Minor Illusion

Source: Player’s Handbook

Cantrip Minor Illusion may be powerful when utilized in a creative way.

Within a range of 30 feet, you can project a sound or image using this Cantrip. An object’s size must not exceed a 5-foot cube if it is to be depicted.

Minor Illusion may be used to confuse a group of wolves by conjuring a rabbit or a shrub to hide behind.

If your adversaries can see you creating the illusion, then it’s a waste of time.

19. Fire Bolt

Source: Player’s Handbook

Fire Bolt is an excellent choice for a Cantrip.

Inflicts 1d10 fire damage and has an excellent range of around 120 feet.

The damage done by Fire Bolt increases in direct proportion to your level as a Sorcerer.

This is a fire spell, as the name implies. Many monsters in the game are resistant to fire. It’s possible that you’ll want to pick up another Cantrip to compensate for the loss of Fire Bolt’s damage type.

18. Fly

Source: Player’s Handbook

The 3rd level flying spell is really beneficial. Counterspell, Haste, and Fireball are the three spells I’d prioritize above this one if I had the resources.

If you choose Draconic Bloodline or Divine Soul as your Sorcerous Origin, the value of your Sorcery starts to dwindle because you’ll get wings. However, your allies will find it quite beneficial.

With a maximum flight distance of 60 feet per round and immunity to slowing effects, Fly is a fantastic spell for escaping or tracking down an evading foe.

17. Phantasmal Force

Source: Player’s Handbook

The power of Phantasmal Force lies not in its destruction but in what it can do.

Second-level spells like this one have the potential to ruin a game, but they are often neglected by DMs.

A creature’s mind is tricked by Phantasmal Force, which generates an illusion.

You may trick your opponent into believing that the god-avatar has descended to defend them, which would put an end to the confrontation.

Your DM may allow you to use other, equally potent methods of brainwashing your victims… However, most DMs will quickly notice if this tactic is being misused. Then there’s the possibility of limiting the power of Phantasmal Force.

At the very least, it’s a useful spell for making an enemy’s Intelligence check.

16. Sleep

Source: Player’s Handbook

This first-level spell can make even the most challenging low-level confrontations bearable.

It also has the advantage of requiring minimal focus and having no saving throws.

The vast majority of the time, you won’t be utilizing this on full health objectives In order to kill them out, you may weaken their health first, then use sleep deprivation to do it.

It’s still quite powerful, but it loses some of its edges as the game progresses. So if you start to meet enemies with larger health pools on a regular basis, you may want to consider replacing Sleep.

Please see Hypnotic Pattern as a possible substitute for this one.

15. Web

Source: Player’s Handbook

The web is a useful utility spell that may be used to confine your foes in battle.

The web is a second-level spell that is frequently neglected and undervalued.

As previously stated, the Web stifles targets, preventing them from moving at all. You and your ranged teammates are safe since melee foes can’t approach any closer if they’re restricted.

Restraint will benefit your party since they will have an advantage in attack rolls while their foes will have a disadvantage in attack rolls.

On top of that restricting the melee attackers, you’ve given enemy archers a disadvantage in their attacks.

By the time you have access to level 5 spells, a round of you focusing on Web could be more effective than one in which you employ this one.

14. Invisibility/Greater Invisibility

Source: Player’s Handbook

When it comes to D&D 5e’s invisibility, it’s just unbeatable.

Being free to go about without being targeted for a whole minute is wonderful.

With Twinned Spell and Extended Spell, you can cast Greater Invisibility on two allies or prolong its duration.

A few examples of how this set of spells might be put to use include sneaking up on your rogue’s foes or even making him invisible for the sake of a joke on the lord.

Read Also:  Banishment 5e D&D Guide

13. Fireball

Source: Player’s Handbook

Most lists of must-have Sorcerer spells will always include Fireball.

Using a range of 150 feet, this 3rd-level spell does 8d6 fire damage with an explosion spanning 20 feet in diameter.

The Sorcerer may rely on this weapon’s point-and-shoot and explosion mechanics to deal a lot of damage.

Because Fireball is so good, you’ll find yourself comparing all of your other damage spells to it.

12. Shield

Source: Player’s Handbook

It’s crazy that a 1st-level spell may give you a bonus of +5 AC as a response.

In mid-to high-level play, it works well and may be replenished with sorcery points if necessary.

Knowing the outcomes of an attack roll and being able to cast Shield thereafter means that you have the ability to miss out on potentially catastrophic hits all the time.

The combination of Mirror Image and Mage Armor works nicely with this as well.

11. Levitate

Source: Player’s Handbook

Levitate, an often-overlooked spell with several applications has the ability to mimic other spells to a higher degree.

I don’t mean this in the literal sense, but if employed imaginatively, Levitate can accomplish a great deal despite its low level.

Using Levitate on an ally would allow you to land like a feather fall. Help yourself or an ally climb a tough wall if your Strength checks fail to meet the DC.

However, unlike Telekinesis, which has a weight limit of 1,000 lbs., Levitate only allows you to lift 500 lbs.

In the end, it won’t be precisely like the original spell. Levitate, on the other hand, allows you to use your valuable spells for spell slinging, which is ideal if you want to make the most of your spells.

10. Banishment

Source: Player’s Handbook

As a Sorcerer, you’ll likely learn Banishment as your first erase spell.

If the victim fails a Charisma saving throw, this spell of the 4th level transports them for one minute to another plane of reality. Because it either succeeds or doesn’t, banishing someone can be a bit of a gamble.

Nevertheless, when this feature works properly, it’s fantastic.

There aren’t many opponents with high Charisma ratings, so you’ll have to be careful.

Several of the most formidable foes you’ll encounter are from other worlds. Using Banishment on extraplanar entities will bring them back to their home plane, which is ideal for Banishment.

During the one-minute period, the extraplanar creature will return if your focus is disrupted.

If you wish to get rid of two adversaries at once or banish an opponent with a high Charisma score, use Banishment in conjunction with Twinned Spell or even Heightened Spell.

9. Mirror Image

Source: Player’s Handbook

Your Sorcerer’s career will not be complete without learning this spell.

Three versions of you appear in the same location while using Mirror Image.

Roll a d20 each time an assault comes your way to see if one of your duplicates gets targeted instead of you. Additionally, each duplicate contains an AC that must be ignored.

If you’re a Sorcerer who needs defensive magic, you can’t go wrong with Mirror Image. Despite the fact that it has no effect on opponents who are unable to see.

Use this against opponents with a few assaults every round that is hard-hitting.

8. Haste

Source: Player’s Handbook

Haste is a powerful spell that may be used for both attacking and defensive purposes.

Using Haste as a 3rd level spell enhances your target’s AC, gives them an advantage in Dexterity saves, and provides them an additional weapon attack or movement.

It may also be utilized with Twinned Spell, which means that everything within the range of a party member’s weapon is almost guaranteed to die.

Take caution not to lose focus; this is a prerequisite.

Martial characters will need to have this item in their arsenal.

7. Counterspell

Source: Player’s Handbook

If you want to interrupt someone’s spell, you must be within 60 feet of the caster when using Counterspell.

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Using counterspell successfully can spare your group from annihilation if the enemy’s spells are disrupted.

Because the Meta Magic Subtle Spell cannot be countered by a Sorcerer, this takes on a whole new significance. Allows you to sidestep the verbal and physical aspects of it. A great help.

6. Hold Person/Hold Monster

Source: Player’s Handbook

This series of spells paralyzes the victim, ensuring critical strikes.

A Rogue or Paladin ally can quickly dispatch priority enemies with the help of this. An encounter-defining ability is being able to Twinned Spell Hold Person.

At the conclusion of each turn, the target makes a saving throw.

Taking Shadow Origin, which unlocks Shadow of Ill Omen, together with this strategy nearly ensures that you will retain a few foes stunned during a battle. It’s also useful since you can speed it up before unleashing a fire bolt.

5. Disintegrate

Source: Player’s Handbook

Among the most powerful single-target spells in 5e, Disintegrate is among the most devastating.

When it first becomes available, this sixth-level spell deals a whopping 10d6 + 40 force damage, making it ideal for knocking down foes with low Dexterity but a high life pool.

It’s still worth gaining, even if Disintegrate doesn’t do much when used at higher spell slots or with Twinned Spell, because legendary resistances make it less effective.

Using Disintegrate, you may dismantle constructions by dissolving the Wall of Force.

Even if your group is trapped in a deep labyrinth with no teleportation spells, this might be a vital tool to help them escape.

4. Polymorph

Source: Player’s Handbook

My favorite 4th-level spell is Polymorph.

It’s a spell I’ll always have in my repertoire because of how versatile it is. As a result, a competitor might be eliminated from the bout. Keeps an ally alive by boosting their HP and giving them a new beast form.

Enemies can be paralyzed or turned into formidable monsters with this 4th-level spell, while friends can be transformed into animals that are beneficial in the current scenario.

Polymorphism can be used with twinned spells to increase their utility.

And if your DM tells you, “You don’t know what a T-Rex is!”, simply purchase a dinosaur book to get it over with.

3. Sun Burst

Source: Player’s Handbook

Fireball fans will like Sun Burst.

If the victim fails a Constitution saving throw, they are blinded by Sun Burst, which has three times the radius of Fireball.

At the end of each turn, the target earns a new Constitution save. As long as it’s utilized against a weak target like an archer with high Dexterity but low Constitution, you can keep them from killing your teammates.

Sorcerers have a limited number of spells to choose from, thus Sun Burst is an ideal choice because it combines both control and damage into a single spell.

2. Meteor Swarm

Source: Player’s Handbook

The most potent Area of Effect harm spell in existence.

Buildings with a 40-foot radius will be destroyed from a mile away when you reach 40d6

Obtaining Meteor Swarm is comparable to obtaining the launch codes for a nuclear missile. Unless you’re playing a really nefarious scenario, I doubt your group would consider destroying entire cities a possibility.

You can unleash a rain of burning rocks on anything that stands in your way. In terms of sheer damage output, this spell is amazing. However, Wish is superior.

1. Wish

Source: Player’s Handbook

Despite its complexity, Wish is the finest spell a sorcerer can learn.

As a 9th-level spell, it has the potential to be both risky and safe.

There’s nothing to worry about if you’re only utilizing it to cast an 8th-level spell, construct nonmagical things, or boost your allies. The spell’s parameters make it plain.

When you use the choice of wishing for anything else, problems begin to arise.

Because Wish has the ability to open up a whole new can of worms for the person who casts it.

Ideally, you should stay within the limitations of the Wish, but if you want to take a chance, craft your wish for your DM very carefully.