What Are The Best Sorcerer Spells 5e to Use in 2023?

What Are The Best Sorcerer Spells 5e

If you are seasoned in DnD 5e, you already know that sorcerers and wizards control most of the game. Both these characters are equally powerful when it comes to yielding high-power spells. However, there is a fair bit of difference.

Sorcerers are powerful magical beings that value quality over quantity. While they don’t know as many spells as the wizards do, they tend to have an overwhelming mastery over the very few spells they know.

Sorcerers can extend the extent of these spells beyond their ordinary limitations. What separates the wizards from the sorcerers is that wizards gain the knowledge of spells through the power of the Arcane. In contrast, sorcerers usually learn it via the circumstance of their birth or the chaotic quirks of faith.

Just like Harry Potter! Similar to wizards, sorcerers are playable characters in DnD 5e. Though weak in melee combat, sorcerers make up for it by being a master of arcane magic, considered to be the most powerful form of magic in DnD. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces.

The more you learn about sorcerers in DnD 5e, the more attractive they get. So, if you are looking to make the shift from a wizard to a sorcerer, this article is for you. In this article, we will be laying down the best D&D 5E sorcerer spells. 

Sorcerer Spell List In DnD 5e

As mentioned earlier, sorcerers do not have that many spells as compared to wizards. However, sorcerers have complete mastery over the few spells they possess. Unlike Wizards, the source of a Sorcerer’s magic is innate. Sorcerers are a master of arcane magic, the most potent form of magic in DnD 5E.

Similarly, Sorcerers cannot cast rituals in DnD 5e, which is why they tend to adjust their spells accordingly. Sorcerers generally rely on metamagic to make the available tools useful in every given situation. 

Note: Next to the name of each spell in the table listed below, you will find a code in brackets. The code represents the casting time of the spell. The Codes can be understood as: A=Action, BA=Bonus Action, R=Reaction, M=minutes & H=Hours.

NameDurationRangeDamageDescription
Acid Splash (1A)Instant60 ftAcidThe spell hurls bubbles of acid on one or two creatures within range. Creatures must make a DEX save or receive 1d6 acid damage.
Chill Touch (1A)1 Round120 ftNecroticCreate a hand of a skeleton in the area of a creature within range.
Control Flames (1A)Instant60 ftControlInstantaneously expand the flame 5 ft or extinguish the flame in a cube.
Create Bonfire (1A)1 Minute60 ftFireCreate a bonfire on the ground that deals damage to creatures in its space.
Dancing Lights (1A)1 Minute120 ftUtilityThe spell creates 4 torch sized flames that hover in the air.
Fire Bolt (1A)Instant120 ftFireThe spell hurls a mote of fire at a creature within range. If hit, the creature must take a  1d10 fire damage.
Frostbite (1A)Instant60 ftColdCause frost to form one creature within range.
Gust (1A)Instant30 ftControlTargets must make an STR Save or get pushed 5 feet away from you. Move objects less than 5 pounds.
Light (1A)1 HourTouchCreationTouching an object that is no longer than 10 feet makes it shine bright light. Hostile creatures need to make a DEX Save to avoid spell.
Mage Hand (1A)1 Minute30 ftUtilityA floating hand appears that can open unlocked doors and chests. The hand can not carry more than 10 pounds.
Mending (1M)InstantTouchUtilityRepairs a single break or tear in an object as long as it is smaller than 1 foot.
Message (1A)1 Round120 ftCommunicationWhisper a message to creature you point towards. Only the targeted creature can hear the whisper.
Minor Illusion (1A)1 Minute30 ftControlThe spell creates an illusion in the form of a sound or an image.
Mold Earth (1A)Instant30 ftControlChoose a portion of dirt and stone that fits in a 5 foot cube and move it around.
Poison Spray (1A)Instant10 ftPoisonProject a puff of noxious gas. Creature must succeed on Con Save or take 1d12 poison damage.
Prestidigitation (1A)1 Hour10 ftUtilityThe spell is used for practice by novice spell casters and and can be used for harmless sensory effects.
Ray of Frost (1A)Instant60 ftColdA creature is targeted by a frigid beam of blue and white light. If hit, the creature receives a 1d8 cold damage & has its speed reduced by 10 feet.
Shape Water (1A)Instant30 ftControlChoose a portion of water that fits in a 5 foot cube and move it around. You can even freeze it.
Shocking Grasp (1A)InstantTouchLightningTouch a creature with lightning. The targeted creature receives 1d8 lightning damage.
Thunderclap (1A)Instant5 ftThunderCreate thunderous sound 100 ft away. Every creature within range needs a CON Save or take 1d6 damage.
True Strike (1A)1 Round30 ftForeknowledgeCreate thunderous sound 100 ft away. Every creature within range needs a CON Save or take 1d6 damage.

NameDurationRangeDamageDescription
Absorb Elements (1R)1 RoundSelfAcidSpell Captures incoming energy and releases it in the next melee attack. Causes an extra 1d6 Damage.
Burning Hands (1A)instantSelfFireFire shoots from your fingertips. Each creature in a 15 foot cone must make a DEX Save or receive 3d6 fire damage.
Catapult (1A)instant60 ftBludgeoningAn object flies in straight line for 90 feet before falling. Creature hit with object must make DEX Save or stop moving and take a 3d8 bludgeoning damage.
Charm Person (1A)1 Hour30 ftCharmedCharm a humanoid within range. Target needs a WIS Save or get charmed.
Color Spray (1A)1 RoundSelfBlindedColored light flashes from your hand. Roll a 6d10 and the total is the number of hit points this spell can affect. Creatures with low hit points are blinded first.
Comprehend Languages (1A)1 HourSelfSocialUse this spell to understand any spoken or written language.
Detect Magic (1A)10 MinutesSelfDetectionSense magic within 30 ft of you. See a faint aura around any visible creature that bears magic, and you learn its school of magic.
Disguise Self (1A)1 HourSelfShapechangingChange your armor, clothing & weapons to look different. You can’t change your body type, but can make yourself tall, short, thin, fat etc.
Earth Tremor (1A)instant10 ftBludgeoningCauses a tremor in range. Creatures in the range must make a DEX Save or take 1d6 bludgeoning damage and knocked prone.
Expeditious Retreat (1BA)10 MinutesSelfMovementThe spell enables you to move quickly. As a bonus action, you make a dash action after casting this spell.
False Life (1A)1 HourSelfBuffThe spell bolsters your necromantic facsimile of life. You temporary gain 1d4 + 4 hit points.
Feather Fall (1R)1 Minute60 ftExplorationChoose five falling creatures within range and slow their rate of decent to 60 feet per round. A creature that lands before the spell ends receives no falling damage.
Fog Cloud (1A)1 Hour120 ftControlCreate a 20-foot-radius sphere of fog centered on a point within range.
Ice Knife (1A)instant60 ftPiercingCreate a shard of ice to hit a creature. On success, a creature receives 1d10 piercing damage.
Jump (1A)1 MinuteTouchMovementTarget Creatures jump is triples when you touch it.
Mage Armor (1A)8 HoursTouchBuffTouch a willing creature who is not wearing armor and the creatures base ac becomes 13 + its Dexterity modifier.
Magic Missile (1A)instant120 ftForceCreate 3 magical darts that hit a creature within range. The creature then receives a 1d4 + 1 force damage.
Shield (1R)1 RoundSelfWardingAn invisible barrier protects you from magic missile and gives you +5 bonus to AC.
Silent Image (1R)10 Minutes60 ftControlThe spell creates and image of an object, creature or phenomenon. The image appears at a spot without any other sensory effect.
Sleep (1A)1 Minute90 ftUnconsciousThe spell send creatures in range to sleep. Roll 5d8 and that is number of hit points this spell can affect.
Thunderwave (1A)instantSelfThunderEach creature in a 15 foot radius is hit and needs to make a CON Save or receive a 2d8 thunder damage and pushed 10 feet away.

NameDurationRangeDamageDescription
Aganazzar’s Scorcher (1A)instant30 ftFireA line of fire emanates from you. Creatures in line must make a DEX save or receive 3d8 fire damage.
Alter Self (1A)1 HourSelfShapechangingYou change to a different form and can choose one of the following: 1. Aquatic adaptation, 2. Change Appearance, 3. Natural Weapons.
Blindness/Deafness (1A)1 Minute30 ftBlindedWhen you use this spell, a creature needs to make a CON save or get blinded or deafened.
Blur (1A)1 MinuteSelfDeceptionYour body becomes blur and any creature attacking you has a disadvantage on attack rolls.
Darkness (1A)10 Minutes60 ftControlDarkness spreads from a point of your choosing. A creature with darkvision can’t see through this darkness.
Darkvision (1A)8 HoursTouchBuffTouching a willing creature gives it nightvision. Creature can see up to 60 feet ahead.
Detect Thoughts (1A)1 MinuteSelfDetectionYou can use this spell to check the thought of a creature. If you dig deeper for detailed thought, the creature needs to make a WIS save.
Dust Devil (1A)1 Minute60 ftBludgeoningDust devil appear in 5 foot cube of air. Target must make a STR Save or receive 1d8 bludgeoning damage while being pushed back 10 feet.
Earthbind (1A)1 Minute300 ftControlYellow strips of magical energy loops around a creature within range. Creature must make STR Save or have its flying speed reduced to 0 feet.
Enhance Ability (1A)1 HourTouchBuffTouching a creature enhances its magical ability. For spell effects, check the manual.
Enlarge/Reduce (1A)1 Minute30 ftBuffIncrease or reduce the size of a creature or object within range.
Gust of Wind (1A)1 MinuteSelfControlTargets must make an STR Save or get pushed 15 feet away from you.
Hold Person (1A)1 Minute60 ftParalyzedTarget must make WIS Save or be paralyzed for the duration of the spell.
Invisibility (1A)1 HourTouchInvisibleTouch a creature to make it invisible. Anything the target is carrying or wearing becomes invisible as well.
Knock (1A)instant60 ftUtilityChoose any door, chests, box, padlocks etc. that is locked by a mundane locked and make it unlocked. If an object has multiple locks, you can remove only 1 lock.
Levitate (1A)10 Minutes60 ftMovementRaise a creature or object 20 feet in the air and leave it suspended for the duration of the spell.
Maximilian’s Earthen Grasp (1A)1 Minute30 ftBludgeoningA hand from soil target s a creature within its range. Creature must make an STR save or receive 2d6 bludgeoning damage.
Mirror Image (1A)1 MinuteSelfDeceptionThe spell creates 3 duplicates of yourself that mimic your action. When attacked, you roll a d20 to decide whether a duplicate is hit.
Misty Step (1BA)instantSelfTeleportationTeleport to an unoccupied space 30 feet within range.
Pyrotechnics (1A)instant60 ftBlindedChoose an area of non-magical flame and extinguish it or use it for fireworks.
Scorching Ray (1A)instant120 ftFireThe spell creates 3 rays of fire and hurls them at a creature within range. If the creature is hit, it receives 2d6 fire damage.
See Invisibility (1A)1 HourSelfDetectionYou this spell to see invisible creatures and objects. You can also see into the Ethereal Plane.
Shatter (1A)instant60 ftThunderA sudden loud noise erupts from a point in range of your choosing. Creatures in range must make CON save or receive  3d8 thunder damage.
Snilloc’s Snowball Swarm (1A)instant90 ftColdSnowball erupts from a point of your choosing. Creatures in range must make a DEX save or receive 3d6 cold damage.
Spider Climb (1A)1 HourTouchBuffOne willing creature can move up or down on vertical surfaces while leaving their hands free.
Suggestion (1A)8 Hours30 ftControlYou suggest a course of activity to a creature and make it see reason. The spell ends if you suggest something harmful or a WIS save is made.
Warding Wind (1A)10 MinutesSelfDeafenedA deafening video is created in the area. Wind extinguishes flames and gas and the makes the terrain difficult to pass through.
Web (1A)1 Hour60 ftRestrainedThe spell conjures the web and the land a difficult terrain. Creatures starting in the spell range must make a DEX save or remain restrained.

NameDurationRangeDamageDescription
Blink (1A)1 MinuteSelfUtilityRoll a D20 at the end of each of your turn and if the number is greater than 11, you are transported to the ethereal plane.
Clairvoyance (10M)10 Minutes1 mileDetectionCreate an invisible sensor in range and choose whether you want to see or hear through the sensor.
Counterspell (1R)instant60 ftNegationYou interrupt a creature casting a spell. Spell below level 3 are unaffected and spell of level or above need you to make an  ability check.
Daylight (1A)1 Hour60 ftControlThe spell creates a 60 foot radius of light that can be applied to any point or an object. Darkness spells lower than level 3 are dispelled.
Dispel Magic (1A)instant120 ftControlChoose any creature or magical effect and remove the spell if it is level 3 or lower. Spells higher than level 3 need an ability check.ccccc
Erupting Earth (1A)instant120 ftBludgeoningA fountain of churned earth erupts on a ground you can see. Targets must make a DEX Save or receive a 3d12 bludgeoning damage.
Fear (1A)1 MinuteSelfFrightenedThe spell projects an image of the targeted creatures worst nightmare. Creature must make WIS save or be frightened.
Fireball (1A)instant150 ftFireA bright streak flashes from your finger tips. Targeted creatures must make a DEX save or receive 8d6 fire damage.
Flame Arrows (1A)1 HourTouchFireUse arrows from a quiver to hit a target. If you hit the target, it receives an extra extra 1d6 fire damage.
Fly (1A)10 MinutesTouchMovementTouching a willing creature gives it a flying speed of 60 ft for the duration of the spell.
Gaseous Form (1A)1 HourTouchBuffYou touch a willing creature and transform it into a misty cloud.
Haste (1A)1 Minute30 ftBuffA willing creature’s speed is doubled & it gains a +2 bonus to AC. It also gains an advantage on DEX saving throws.
Hypnotic Pattern (1A)1 Minute120 ftCharmedCreating a twisting pattern of colors in the air. Creatures in range must make WIS save or be charmed.
Lightning Bolt (1A)instantSelf(LightningA stroke of lightning is formed and each creature in line must make a DEX save or receive 8d6 lightning damage.
Major Image (1A)10 Minutes120 ftControlYou create an image bigger than that created in ‘minor image’. Image cast by major image seems authentic has sounds, smell and temperatures.
Melf’s Minute Meteors (1A)10 MinutesSelfFireYou create 6 tiny meteors and can release 1 or 2 of them each turn. Creatures within 5 feet of impact receive 2d6 fire damage.
Protection from Energy (1A)1 HourTouchBuffTouching a willing creatures gives it resistance to a damage type of your choice.
Sleet Storm (1A)1 Minute150 ftProneFreezing rain and sleet fall in a range. Targets entering the spell must make a DEX Save or fall prone. Targets casting a spell inside the spell range must make a CON Save.
Slow (1A)1 Minute120 ftControlThe spell affects 6 creatures within range. Creature need to make a DEX save or receive −2 penalty to AC and Dexterity saving throws.
Stinking Cloud (1A)1 Minute90 ftControlThe spell creates a nauseous gas within range. Creatures within range must make a CON save against poison.
Tidal Wave (1A)instant120 ftBludgeoningCreate a wave of water and target creatures in a range. Targetted creatures must make a DEX Save or receive  4d8 bludgeoning damage and get knocked prone.
Tongues (1A)1 HourTouchCommunicationTouch a creature to enable it to speak a language that it hears.
Wall of Water (1A)10 Minutes60 ftControlCreate a wall of water either in a line or in a circle. Ranged weapons are at disadvantage when going through the wall.
Water Breathing (1A)24 Hours30 ftBuffGives up to 10 willing creatures the ability to breathe under water.
Water Walk (1A)1 Hour30 ftMovementGives up to 10 willing creatures the ability to walk on liquid surfaces.

NameDurationRangeDamageDescription
Banishment (1A)1 Minute60 ftBanishmentSend a creature within range to another plane. Creature must make a CHA save or get banished.
Blight (1A)instant30 ftNecroticThe spell drains moisture and vitality from creatures. Creatures must make CON Save or receive s 8d8 necrotic damage.
Confusion (1A)1 Minute90 ftControlTarget must make a WIS Save or lose control over their minds.
Dimension Door (1A)instant500 ftTeleportationYou can use this spell to teleport from one spot to the other within range. If you travel to a space already occupied, you are your companion receive 4d6 force damage.
Dominate Beast (1A)1 Minute60 ftCharmedUsing this spell, you attempt to charm a beast. Target creature must make a WIS Save or be charmed.
Greater Invisibility (1A)1 MinuteTouchInvisibleYou and a creature you touch become invisible until the spell ends.
Ice Storm (1A)instant300 ftBludgeoningCause hailstone to fall in a range. Creatures must make a DEX Save or receive  2d8 bludgeoning damage and 4d6 cold damage.
Polymorph (1A)1 Hour60 ftControlTransform a creature into a new form as long as the challenge rating is the same or lower than target creature. Unwilling creature must make a WIS Save.
Stoneskin (1A)1 HourTouchBuffTarget creature gets skin as hard as stone and is resistant to nonmagical bludgeoning, piercing, and slashing damage
Storm Sphere (1A)1 Minute150 ftBludgeoningWhirling wind spring in to exisance. Creature entering the sphere must make an STR save or receive 2d6 bludgeoning damage.
Vitriolic Sphere (1A)instant150 ftAcidPoint at a location within range and and an acid streak explodes. Creatures must make a DEX save or receive 10d4 acid damage and 5d4 acid damage at the end of its next turn.
Wall of Fire (1A)1 Minute120 ftFireCreates a fire wall, creatures in the wall must make DEX Save or receive 5d8 fire damage.
Watery Sphere (1A)1 Minute90 ftRestrainedCreates a sphere of water. Creatures trapped in sphere must make STR Save or be restrained in the sphere.

NameDurationRangeDamageDescription
Animate Objects (1A)1 Minute120 ftCreationUse this spell to choose up to 10 magical objects you want to animate. The creatures remain animated until the spell ends or they reach 0 hit points.
Cloudkill (1A)10 Minutes120 ftPoisonThe spell creates a poisonous fog. Creatures in the fog must make a CON save or take a 5d8 poison damage.
Cone of Cold (1A)instantSelfColdA blast of cold air erupt from your hand. Creatures must make a CON save or take a 8d8 cold damage.
Control Winds (1A)1 Hour300 ftProneControl 100 feet cube of air to create a gust, updraft or downdraft.
Creation (1A)Special30 ftCreationThis spell uses shadow material to create non-living objects.
Dominate Person (1A)1 Minute60 ftCharmedYou try to charm a person withing range. The target must make a WIS save or become charmed.
Hold Monster (1A)1 Minute90 ftParalyzedTarget must make WIS Save or be paralyzed for the duration of the spell.
Immolation (1A)1 Minute90 ftFireFlames wreathe from a creature you can see within range. The creature must make a DEX save or receive 8d6 fire damage.
Insect Plague (1A)10 Minutes300 ftPiercingSphere of biting locust appear that make the area a difficult terrain. Creatures must make a CON Save or receive a 4d10 piercing damage.
Seeming (1A)8 Hours30 ftControlThe spell changes the appearance of all the creatures within range. If a creature is unwilling, it needs to make a CHA save.
Telekinesis (1A)10 Minutes60 ftControlThis spell gives you the ability to move objects or creatures you can see within range.
Teleportation Circle (1M)1 Round10 ftTeleportationUsing this spell, you can teleport to a place with a permanent Sigil. Temples, guilds and other important places have Sigils placed in their location.
Wall of Stone (1A)10 Minutes120 ftControlThis spell creates a wall of non magical stone that is 6 inches thick. The wall can be created in any form and does not need to be vertical.

NameDurationRangeDamageDescription
Chain Lightning (1A)instant150 ftLightningYou create a bolt of lightning and target a creature within range. The creature must make a DEX save or receive 10d8 lightning damage.
Circle of Death (1A)instant150 ftNecroticA sphere of negative energy spreads. Each creature caught in the sphere must make a CON save or receive 8d6 necrotic damage.
Disintegrate (1A)instant60 ftForceA creature targeted by this spell must make a DEX save o receive 10d6 + 40 force damage.
Eyebite (1A)1 MinuteSelfUnconsciousA creature within 60ft of you must make a WIS save or be receive one of the following effects: Asleep, Panicked & Sickened.
Globe of Invulnerability (1A)1 MinuteSelfNegationAn immobile shimmering barrier springs into existence. Spells of level 5 or lower can not affect the people inside this wall.
Investiture of Flame (1A)10 MinutesSelfFireFlames surround your body and make you immune to fire damage. You can use the flames to create a line of fire. Creatures must take a 4d8 fire damage on a failed DEX save.
Investiture of Ice (1A)10 MinutesSelfColdIce surround your body and make you immune to cold damage. You can use the ice to create a cone. Creatures must take a 4d6 cold damage on a failed CON save.
Investiture of Stone (1A)10 MinutesSelfProneRocks surround your body and make you immune to bludgeoning damage. You can use the stone to create a difficult terrain and get creatures stunned.
Investiture of Wind (1A)10 MinutesSelfBludgeoningWind whirl around your body. You get a flying speed of 60 feet and You can use the swirling wind to attack creatures. Creatures must take a 2d10 bludgeoning damage on a failed CON save.
Mass Suggestion (1A)24 Hours60 ftControlYou suggest a course of activity to 12 creatures and make it see reason. The spell ends if you suggest something harmful or a WIS save is made.
Move Earth (1A)2 Hours120 ftControlThe spell enable you to reshape dirt, clay and sand in any manner of your choosing.
Sunbeam (1A)1 MinuteSelfRadiantA beam of light flashes out, forcing creatures to make a CON save or receive a 6d8 radiant damage and be blinded.
True Seeing (1A)1 HourTouchDetectionThis spell gives a willing creature truesight.

NameDurationRangeDamageDescription
Delayed Blast Fireball (1A)1 Minute150 ftFireA yellow flashlight is released from your finger and condenses on a chosen point. The spell’s base damage is 12d6. The damage increases by 1d6 if the bead does not detonate.
Etherealness (1A)8 HoursSelfBuffThis spell enables you to enter the ethereal plane. Once you enter the ethereal plane, only creatures present in the ethereal plane can affect you.
Finger of Death (1A)instant60 ftNecroticA creature within range has negative energy coursing through it causing it searing pain. The creature must make a CON save or receive 7d8 + 30 necrotic damage.
Fire Storm (1A)instant150 ftFireA Fire storm appear within range. Creature must make a DEX Save or receive 7d10 fire damage
Plane Shift (1A)instantTouchBanishmentYou and 8 willing creatures are transported into another plane.
Prismatic Spray (1A)instantSelfFire8 Multi-colored rays are released from your hand with different effects. Creature must make a DEX save to avoid effects.
Reverse Gravity (1A)1 Minute100 ftControlThis spell reverses the gravity in a 50 foot radius. Creatures must make a DEX save to stay on the ground.
Teleport (1A)instant10 ftTeleportationYou can use this spell to teleport from one place to another.
Whirlwind (1A)1 Minute300 ftBludgeoningCreatures entering the area must make a DEX Save or receive a 10d6 bludgeoning damage. They must also make a STR save to remain restrained

NameDurationRangeDamageDescription
Abi-Dalzim’s Horrid Wilting (1A)instant150 ftNecroticYou draw moisture from all creatures within range. Creatures must make a CON save or receive 12d8 necrotic damage.
Dominate Monster (1A)1 Hour60 ftCharmedUsing this spell, you attempt to charm a creature. Target creature must make a WIS Save or be charmed.
Earthquake (1A)1 Minute500 ftBludgeoningSpell makes a seismic disturbance in the ground. Creatures within range must make a DEX save or get knocked prone.
Incendiary Cloud (1A)1 Minute150 ftFireA swirling cloud of smoke and ember spreads around the corners. A creature in the cloud must make a DEX save ore receive 10d8 fire damage.
Power Word Stun (1A)instant60 ftStunnedSpeak a word of power that overwhelms the mind of a creature. If the target creature has more than 150 hit points, it is stunned.
Sunburst (1A)instant150 ftRadiantSunlight flashes in a 60 foot radius. Creatures in the light must make CON Save or receive 12d6 radiant damage and is blinded for 1 minute

NameDurationRangeDamageDescription
Gate (1A)1 Minute60 ftControlThe spell conjure a portal linking an unoccupied space you can see within range to an exact location on a different plane of existence.
Meteor Swarm (1A)instant1 mile( *)Fire4 blazing orbs fall to the ground at 4 different points within range. Creature must make a DEX save or receive  20d6 fire damage and 20d6 bludgeoning damage 
Power Word Kill (1A)instant60 ftControlYou speak a power word that kills a creature within range and below 100 hit points to die instantly.
Time Stop (1A)instantSelfControltime stops briefly while you take 1d4 + 1 turns during the spell.
Wish (1A)instantSelfBuffWish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

Best Sorcerer Spells In DnD 5e

Best Sorcerer Spells In DnD 5e

In addition to using metamagic to handle every situation, a sorcerer also possesses a great deal of knowledge when it comes to casting the right spells in the right situation at the right time. Sorcerers are masters of Arcane Magic, considered as one of the most powerful forms of magic in DnD 5e. Here are some of the best sorcerer spells to use in DnD 5e

1. Banishment (4th Level)The Best D&D Sorcerer Spell

This spell allows you to case a creature who can see within range to another plane of existence. If your target lies on that particular plane of existence, you can banish the target to a harmless demiplane.

On this demiplane, the target will lie in an incapacitated condition till the end of the spell. Once the spell wears off, the target proceeds to reappear on the space either on the left or the next unoccupied space it finds.

2. Dimension Door (4th Level)

This Dimension Door is a teleportation spell which when used, teleports you to the desired spot if it’s within range. This desired spot can be something that you see, visualize, or describe with the help of distance and direction. However, if your chosen spot is preoccupied with an object or creature, then you and your creature both receive 4d6 force damage.

3. Fireball (3rd Level)

As the name suggests, this spell casts a huge fireball to a target within range, exploding into flames upon impact. The fire spreads rapidly around corners, and every target takes an 8d6 fire damage on a failed save. Casting this spell with a 4th level slot or higher will increase the damage by 1d6 for each place above level 3. 

4. Lightning Bolt (3rd Level)

Lightning Bolt Sorceror Speel DND 5e

Unlike the fireball, casting this spell will cause a stroke of lightning 100 feet long and 5ft wide to come crashing down across in the direction of your choosing. To protect against, every creature must make a Dexterity saving throw.

Each target takes an 8d6 lightning damage on a failed to save and half that amount on a successful one. This cast invokes a lightning strike that ignites all the flammable objects in the area that aren’t being worn or carried. Casting this spell with a 4th level slot or higher will increase the damage by 1d6 for each slot above level 3. 

5. Magic Missile (1st Level)

This force spell, when cast, creates three glowing darts of magical force that will hit a creature of your choice if it is within range. A single dart deals 1d4+1 damage to each target. All these magical darts strike simultaneously, allowing you to direct them on either a single creature or multiple at once. Casting this spell using a 2nd level slot or higher will create one more dart for each slot above level 1

6. Mage Armour ( 1st Level )

The mage armor spell allows you to touch a willing creature who isn’t wearing armor. Doing so creates a magical protective armor around the creature that will last until the spell ends. In addition, the Mage Armour causes your target’s base Dexterity modifier to +13.

7. Misty Step (2nd Level)

Similar to the Dimension Door, the Misty Step is also a teleportation spell that transports you 30 feet into an unoccupied space every time you are surrounded by a silver mist. 

8. Meteor Swarm (9th Level)

Meteor Swarm - Sorceror Spell DND 5e

As the name suggests, the Meteor Swarm spell causes blazing fireballs to come crashing to the ground and hit four different locations that are within range. When this Meteor Swarm hits, each creature within a 40-mile radius needs to perform a Dexterity Save. A creature takes 20d6 fire damage, and 20d6 bludgeoning damage on a failed save, and half that amount upon a successful one. In addition, this cast ignites all the flammable objects in the area that aren’t being worn or carried.

9. Scorching Ray (2nd Level)

This ranged fire spell allows you to create three rays of fire and direct them towards targets within range. You can either hurl all three rays at a single target or several targets. Upon a successful hit, every target takes 2d6 fire damage. Casting the Scorching Ray using a level 3 slot or higher gains you an additional ray for every slot above level 2. 

10. Wish

Wizards and sorcerers of the highest level possess this spell. The Wish is the mightiest spell a mortal could possess in DnD 5e that can alter the foundations of reality within seconds as per your desire. This spell can duplicate any spell below level 8.

This spell immediately takes effect when you reach level 9 and doesn’t have any prerequisites to be fulfilled. However, note that you have to be extremely PRECISE when phrasing your wish. Because if you wish for power, your body couldn’t comprehend to, and you will be immediately destroyed. In the game, of course !!!

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The Bottom Line

We hope our article successfully walked you through the best sorcerer spells list in DnD 5e. Both Wizards and Sorcerers come with their unique sets of skills, perks, and abilities. While a sorcerer knows fewer spells than a Wizard, he has complete mastery over the skills he possesses.

A sorcerer also includes a great deal of knowledge when it comes to casting the right spells in the right situation at the right time. 

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