Sorcerer FAQ
What subclasses can a Sorcerer choose?
A Sorcerer's subclass is called a Sorcerous Origin and is chosen at 1st level in the 2014 rules. Major official pre-2024 Fifth Edition options include Draconic Bloodline, Wild Magic, Divine Soul, Shadow Magic, Storm Sorcery, Aberrant Mind, Clockwork Soul, and Lunar Sorcery. Each keeps the Sorcerer's Charisma spellcasting and Metamagic while changing the source and specialist expression of the character's innate magic.
A Sorcerer's subclass is called a Sorcerous Origin. The Origin is chosen at 1st level. Further Origin features arrive at 6th, 14th, and 18th level.
Draconic Bloodline
Draconic Bloodline represents magic connected to dragons.
Its 1st-level features improve durability and establish a draconic ancestry.
Later features reinforce an associated elemental damage type, provide wings, and eventually create a fear or awe effect.
It is a direct, durable Sorcerer option with a strong elemental identity.
Wild Magic
Wild Magic represents unstable, unpredictable power.
Wild Magic Surge can cause unusual magical effects when certain Sorcerer spells are cast and the DM calls for the relevant roll.
Tides of Chaos manipulates advantage and interacts with the surge system.
The subclass can be powerful and chaotic, but its exact rhythm depends on how the table applies the Wild Magic trigger rules.
Divine Soul
Divine Soul connects the Sorcerer to divine power.
Its most important build effect is access to the Cleric spell list in addition to Sorcerer spells when selecting spells.
That dramatically expands possible spell choices while the Sorcerer still has a limited number of spells known.
The subclass also gains features tied to divine favor, healing, wings, and recovery.
Shadow Magic
Shadow Magic draws power from darkness and the Shadowfell.
It improves darkvision, resilience, magical darkness, and later shadow-based movement and defense.
Hound of Ill Omen can pressure an important target and interact strongly with saving-throw spells.
Storm Sorcery
Storm Sorcery focuses on wind, thunder, lightning, and movement.
Its early features allow movement around spellcasting.
Later abilities improve storm damage, resistances, and mobility.
It rewards a Sorcerer who wants to move aggressively around the battlefield.
Aberrant Mind
Aberrant Mind is psionic and alien in theme.
It grants additional psionic-themed spells, telepathy, and later ways to cast qualifying subclass spells through Sorcery Points with reduced components.
It provides strong mental, social, and control-oriented tools.
Clockwork Soul
Clockwork Soul represents cosmic order and balance.
It gains additional spells and features that cancel advantage or disadvantage, reduce damage, and impose supernatural order on chaotic outcomes.
It is especially strong in protection, support, and broad spell utility.
Lunar Sorcery
Lunar Sorcery connects the Sorcerer to lunar phases.
It gains phase-related spells and abilities and later interacts with Sorcery Point costs and changing lunar phases.
It is a more complex later pre-2024 official Origin.
How do you choose an Origin?
A simplified comparison is:
Draconic Bloodline → durability and elemental draconic power Wild Magic → unpredictable surges and probability manipulation Divine Soul → Cleric spell access and divine magic Shadow Magic → darkness, shadow, survival, control Storm Sorcery → wind, lightning, thunder, movement Aberrant Mind → psionics, telepathy, mental magic Clockwork Soul → order, protection, support Lunar Sorcery → lunar phases and flexible magical modes
The Origin should support both the spell list and Metamagic plan.