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D&D Sorcerer Level Up – a step by step guide (5e)

This post was last updated on February 2nd, 2023

I always found the level-up process to be one of the most enjoyable and rewarding nuances of any RPG, including Dungeons & Dragons.

It’s the feeling of seeing your character finally getting stronger after you spent so many hours slaying ferocious beasts, exploring dark dungeons, making new acquaintances, escaping from situations you couldn’t handle at your previous level, opening treasure chests filled with coins and jewels (and sometimes empty ones), and so on, that makes this part of the game so exciting.

When it comes to progress through levels in D&D there are quite a few things to remember and all the information you need are scattered on different pages of the Player’s Handbook (and sometimes on other manuals).

I’m pretty sure most of the players have already memorized all the pages they need to look at to level up their alter-ego, but for all the new players, for my friends that constantly ask me what to do when they have to level up and even for veterans who just want a tidy recap, I thought it would be handy to have a step by step guide to follow that will hopefully make the whole level-up process faster.

In this article, I’ll dive deep into the D&D Sorcerer level up process, and in particular what new abilities and feats you’d unlock, as well as any change of the character’s stats.


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D&D Sorcerer Level Up Advancement Table

Here’s a quick overview of the Sorcerer level up advancement if you want to get a sneak peek or if you need a quick recap.

Keep scrolling for a deeper description of each level.


1st Level – Sorcerer Starting Features & Abilities

Hit Points

  • Basic Hit Points: 6 + Constitution (CON) modifier.
  • Hit Dice: 1d6.

Proficiencies

  • Armour: None.
  • Weapons: Daggers, darts, slings, quarterstaff, light crossbows.
  • Tools: None.
  • Proficiency bonus: +2.
  • Saving Throws: Constitution (CON) and Charisma (CHA).
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Class Features

  • Spellcasting
    A font of magic, caused by an event in the past, fuels your spells from the beginning of your journey. At level 1 you have the following:
    Cantrips known: 4.
    Spells known: 2.
    Spell slots: 2 (1st level).
  • Sorcerous Origin
    At level 1 you can choose the source of your innate magic power (subclass) among Draconic Bloodline, Wild Magic, Aberrant Mind, Clockwork Soul, Divine Soul, Lunar Sorcery, Shadow Magic and Storm Sorcery.

2nd Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Spells known: +1.
  • Spell slots: +1 (1st level).
  • Font of Magic
    By tapping into a deep wellspring of magic within yourself you’ll gain Sorcery Points that allow you to create a variety of magical effects. The amount of sorcery points increase together with your Sorcerer’s level.

3rd Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (1st level), +2 (2nd level).
  • Metamagic
    You can shape your spells to suit your needs and you can choose two Metamagic options among Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Subtle Spell and Twinned Spell.

4th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Cantrips known: +1.
  • Spells known: +1.
  • Spell slots: +1 (2nd level).
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

5th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Proficiency Bonus: +1.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +2 (3rd level).

6th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (3rd level).
  • New Sorcerous Origin subclass feature: this depends on which Sorcerous Origin you have chosen for your Sorcerer.

7th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (4th level).

8th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (4th level).
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

9th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Proficiency Bonus: +1.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (4th level), +1 (5th level).

10th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Cantrips known: +1.
  • Spells known: +1.
  • Spell slots: +1 (5th level).
  • Metamagic
    You can choose one additional Metamagic option among Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Subtle Spell and Twinned Spell.

11th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (6th level).

12th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

13th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Proficiency Bonus: +1.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (7th level).

14th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • New Sorcerous Origin subclass feature: this depends on which Sorcerous Origin you have chosen for your Sorcerer.

15th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (8th level).

16th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

17th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Proficiency Bonus: +1.
  • Sorcery Points: +1.
  • Spells known: +1.
  • Spell slots: +1 (9th level).
  • Metamagic
    You can choose one additional Metamagic option among Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Subtle Spell and Twinned Spell.

18th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spell slots: +1 (5th level).
  • New Sorcerous Origin subclass feature: this depends on which Sorcerous Origin you have chosen for your Sorcerer.

19th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spell slots: +1 (6th level).
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

20th Level

  • Hit Points: add 1d6 (roll or 4) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d6.
  • Sorcery Points: +1.
  • Spell slots: +1 (7th level).
  • Sorcerous Restoration
    You regain 4 expended sorcery points every time you finish a short rest.