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  1. This sorcerer spell list includes optional spells available from Tasha's Cauldron of Everything. For the sorcerer spell list without optional spells, see Core Sorcerer Spell List

    • Fire Bolt

      Source: Player's Handbook. Evocation cantrip. Casting Time:...

    • Lightning Lure

      Source: Tasha's Cauldron of Everything. Evocation cantrip....

    • Counterspell

      Source: Player's Handbook. 3rd-level abjuration. Casting...

    • Chaos Bolt

      Source: Xanathar's Guide to Everything. 1st-level evocation....

    • Sorcerer

      When you cast a spell that requires you to make a spell...

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  3. Dungeons and Dragons (D&D) Fifth Edition (5e) Spells. A comprehensive list of all official Sorcerer spells for Fifth Edition.

    • Cantrips
    • 1St-Level Spells
    • 2Nd-Level Spells
    • 3rd-level Spells
    • 4Th-Level Spells
    • 5th-level Spells
    • 6Th-Level Spells
    • 7Th-Level Spells
    • 8Th-Level Spells
    • 9Th-Level Spells
    Acid Splash (PHB): Low damage for a cantrip, but it’s one of very few cantrips which can affect more than one target. If you can hit two targets, the total damage will beat any other cantrip (Eldri...
    Blade Ward (PHB): Similar in function to taking the Dodge action, but since your AC may be terrible this may be more reliable. That doesn’t make this necessary, but it’s an option.
    Booming Blade (SCAG / TCoE) (Optional): Melee cantrips are an extremely difficult prospect for a class with d6 hit dice, and relying on a weapon attack rather than a spell attack just makes that is...
    Chill Touch (PHB): The same range as Fire Bolt, but less damage. In exchange, you get a better damage type and the target can’t regain hit points for a turn which can be a big help against enemies...
    Absorb Elements (EEPC / XGtE): A fantastic defensive option at any level, this will save your life when you encounter an unpredictable source of elemental damage like a trap or a spell. The bonus d...
    Burning Hands (PHB): The cone is just 15 feet, so it’s unlikely that you’ll hit more than two targets. The 3d6 damage is fine, but it’s not enough to justify rushing into melee unless you have enou...
    Catapult (EEPC): Equivalent damage to Chromatic Orb, but Chromatic Orb is more versatile and has better range. Where Catapult shines is its reliability: If a target passes their saving throw, the o...
    Chaos Bolt (XGtE): Great single-target damage for a 1st-level spell with decent range, and since the damage type is variable you can reliably pick a damage type that the target doesn’t resist. Roll...
    Aganazzar’s Scorcher (EEPC): Lines are frequently hard to aim, so you’re likely to only hit 2 creatures in most cases. With that same assumption, compare the 3d8 damage of Aganazzar’s Scorcher to t...
    Alter Self (PHB): Two situational effects and a combat buff that you can’t risk using. Until you get something more powerful like Polymorph, Alter Self allows you to handle breathing underwater and...
    Blindness/Deafness (PHB): Blindnessis crippling, especially for enemies who fight at range like archers and spellcasters. It’s also helpful against melee enemies, but Constitution saves tend to be...
    Blur (PHB): A great defensive option, but with a short duration and it requires Concentration. If you’re considering Blur, also consider Warding Wind because they have similar effects.
    Antagonize (BoMT): Since your target can only attack creatures within its reach when you cast the spell, this is only situationally useful. There’s some functional overlap with Crown of Madness, to...
    Ashardalon’s Stride (FToD): Bonus action casting time, and the damage doesn’t allow a save, but if you just need to get out of melee, Misty Step will work fine. This is a great spell for gish build...
    Blink (PHB): 1-minute duration, cast an Action, it only has a 50% chance to work on any one turn, and you find out the results at the end of your turn when you no longer have the ability to do anyt...
    Catnap (XGtE): All the benefits of a Short Rest in 10 minutes rather than an hour. This is nice if you’re short on time, but it only affects four creatures so in larger parties it’s difficult to us...
    Banishment (PHB): Among the most powerful save-or-suck spells in the game for several reasons. First, it’s a Charisma saving throw and very few creatures are good at those. Second, many powerful en...
    Blight (PHB): Not enough damage for a spell slot this level, and Constitution saves tend to be high.
    Charm Monster (XGtE): A great nonlethal way to deal with enemies. It doesn’t require that the target be able to understand you, but otherwise has the same complications which Charm Person does: the...
    Confusion (PHB): I’ve hated Confusion since 3rd edition. It’s unpredictable, unreliable, and makes combat take twice as long as it would normally. It’s great that it’s an AOE, and you might be able...
    Animate Objects (PHB): This spell is complicated, but when it works it can be profoundly effective, but you need to carefully choose the objects which you animate to get the most out of the spell a...
    Bigby’s Hand (PHB)(Optional): Versatile and effective against a variety of enemies. The damage from both Clenched Fist and Grasping Hand is great, and scales well with spell level. By this level yo...
    Cloudkill (PHB): Designed to be rolled through armies, this spell is hard to use in the small, tactical fights between a party of adventurers and a handful of monsters. The simple fact that the eff...
    Cone of Cold (PHB): Despite the larger total area of effect, I think this is worse than Fireball. Even with a 60-foot cone you have much less flexibility than a 20-foot-radius sphere with 150-foot...
    Arcane Gate (PHB): Far too situational to consider. Cast Fly and have your party fly the 500 ft. distance instead.
    Chain Lightning (PHB): Fine damage at good range. You’ll be able to get more total damage from a normal AOE damage spell because you’ll likely be able to hit more targets, but that misses the prima...
    Circle of Death (PHB): 8d6 damage matches Fireball, which is three spell levels lower. The big improvements are Circle of Death’s damage type and its absolutely massive 60-foot radius area of effec...
    Disintegrate (PHB): Among the most damaging single-target damage spells in the game, Disintegrate’s single-target damage is roughly equivalent to 21d6 (total average of 75). On a Dexterity save it’...
    Crown of Stars (XGtE): Similar in many ways to Melf’s Minute Meteors. Crown of Stars does considerably more damage per charge (2d6 vs. 4d12), but Crown of Stars only affects one target as opposed t...
    Delayed Blast Fireball (PHB): Situational and potentially very hard to use to its full effect, but if you can make it work the maximum of 22d6 damage (avg. 77) is hard to beat. The hardest part of...
    Draconic Transformation (FToD): Blindsight, flight, and a breath weapon that you get to use both immediately and as a Bonus Action on following turns. The breath weapon’s damage is as good as Fireb...
    Dream of the Blue Veil (TCoE)(Optional): This is more a plot point than a spell. Don’t learn this unless your DM tells you to.
    Abi-Dalzim’s Horrid Wilting (EEPC): For such a fancy name, this spell is surprisingly simple. With the exception of the way it interacts with some creature types, it’s basically fireball with a dif...
    Demiplane (PHB): A really cool spell, but probably not useful enough to learn permanently.
    Dominate Monster (PHB): Arguably the best save-or-suck spell in the game. You can do a lot with perfect control over a creature for such a long period of time. Using the target as a thrall in comba...
    Earthquake (PHB): A powerful area control spell, but you don’t want to be within the 100 ft. radius, and because you don’t get the control the appearance of fissures you also can’t risk placing it...
    Blade of DisasterID:RotF / TCoE(Optional): In almost every situation Meteor Swarm or Psychic Scream is a better damage option, but in long fights against powerful single foes, the total damage outp...
    Gate (PHB): There are several ways to use this spell, two of which were intended when the spell was designed.
    Mass Polymorph (XGtE): You sacrifice the absolute power of True Polymorph for the ability to affect up to 10 creatures. The rules for handling creatures with no CR (your party) are written to make...
    Meteor Swarm (PHB): The ultimate AOE damage spell, 40d6 is enough to level most buildings, and with a 40-foot radius and a staggering range of 1 mile you can lay siege to cities a safe distance. Th...
  4. When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.

  5. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

    • Acid
    • Lightning
    • Lightning
    • Acid
  6. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

  7. Sorcerer spells in 5e focus on a wide range of abilities. They can deal huge single-target and area-of-effect damage, control the battlefield with powerful, persistent effects, apply conditions to enemy creatures, and provide utility in and out of combat.

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