10 Ways To Make An Overpowered Sorcerer In Dungeons and Dragons

The Sorcerer class has always been in a balanced place – the intermediary between the warlock and the wizard. Versatility is the key to this class, and if managed and developed correctly, it can be an overwhelming force at any party.

Like any D&D character, there are multiple avenues a player can go down to create a Sorcerer to their liking. But, if they want the most optimized and powerful Sorcerer, their options are a little limited. Do not fear -- these options will open up great combative and roleplaying opportunities!

Here are 10 ways D&D players can create an overpowered Sorcerer!

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10 Pick The Right Race!

When it comes to D&D, typically one would like to follow their heart to create a cool sorcerer. However, if players want an optimal and powerful sorcerer, it boils down to four races: Dragonborn, Tiefling, Aasimar, and Half-Elf.

Score +2 Charisma from being a Half-Elf Sorcerer immediately along with a +1 to two other abilities, ideally Constitution and Dexterity. Tieflings, like Half-Elfs, get +2 Charisma; they also get +1 Intelligence, fire damage resistance and spells like Thaumaturgy and Darkness.

Dragonborns get only +1 Charisma, but resistance to one damage type is pretty handy, as well. Aasimar characters also receive +2 Charisma along with a useful healing ability and resistance to necrotic and radiant damage. Alternative recommendations include Human, Tabaxi or Yuan-Ti Pureblood.

9 Which Origin?

Unfortunately, like the races, players are only limited to two options when it comes to crafting a strong sorcerer. The two wonderful options for Origin are Draconic Bloodline or Wild Magic.

Draconic Bloodline is not only cool for character background, but players can access two innate abilities that will help them down the road: Dragon Wings (flight and bonus action) and Dragon Resilience (extra hit every time the player levels up).

Wild Magic makes you a manipulator of chaos, another very cool story beat. Best of all, you gain access to the Tides of Chaos. You can gain a saving throw, ability check or an attack roll; after a long rest, why not use it again! Bend Luck is another skill you can use to “spend 2 Sorcery Points to add a bonus or penalty to another creature’s roll,” according to Skull Splitter Dice, a Dungeons & Dragons website.

8 Metamagic Is Your Best Friend

Even though the player won’t get this until the 10th level, it’s a great one to lock in before the campaign begins. The key spells to equip are Twinned Spell, Heightened Spell and Quickened Spell. Use these to affect two enemies at once, use a Cantrip alongside a spell cast or avoid saving throws.

The sorcerer needs to spend Sorcery points to Metamagic effects. Skull Splitter Dicer recommends using a spell slot to get more Sorcery points in case there isn’t enough. “For example, you can expend a 1st level spell slot to gain 2 Sorcery points,” according to its webpage on Sorcerers.

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7 Charisma, Charisma, Charisma!

If it wasn’t clear now, players really need Charisma to be an effective, and beefy, sorcerer. Unlike Wizards and Warlocks, a Sorcerer does not need an external source to generate magic spells. The source of their magic is themselves, technically through a Bloodline. The highest ability score should go into Charisma; specific races can bolster this ability score more.

Charisma affects spell strength, Difficulty Checks (DCs) for enemies and the amount of Spell Points (SP). A higher Charisma yields the maximum amount of Spell Points and higher DCs for the enemies. Most Sorcerers secure an ability score of 18 to 20 Charisma before the start of the campaign. Here’s to hoping for that 20!

6 Constitution All The Way

In any fantasy setting, a spellcaster or mage is seen as weak to physical attacks due to their light armor. A Sorcerer is almost no different, but one can alleviate that in D&D. Allocate the second or third highest ability score to Constitution.

The minimum amount of Constitution a Sorcerer should start off with is 13. Higher constitution means higher HP. Sorcerers need to be able to persist in order to stay present in the team fight and dole out heavy-hitting spells.

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5 Pay Attention To Skills And Dexterity

While it’s great to emphasize Charisma and Constitution, one can’t skimp out on Dexterity. Every player needs Dexterity in the 5th edition for armor proficiency, saving throws and their ability to use multiple items.

Wisdom is great for bolstering your Face skills, but do not put too much focus there. It doesn’t benefit anything else on a Sorcerer. Plus the player can gain supplement their Face with other skills and feats. Strength and Intelligence, however? A player can forgo those if they are running a Sorcerer; they aren’t necessary. Especially Strength – make that the dump ability.

Because the player’s Charisma is going to be really high, make sure to leverage Charisma Skills like Deception, Intimidation and Persuasion. Who doesn’t want to be a master of the social situation in a campaign?

4 Support Your Team!

Remember the phrase, “You scratch my back, and I’ll scratch yours?” Like any good player in a campaign, supporting the party in anyway can yield great results further down the line. A Sorcerer can have access to multiple spells to help the party. While it does not have to be the Sorcerer’s entire repertoire, it’s good to have two or three spells on hand.

Blindness, Deafness and Hold Person are great spells to restrict enemy movement or action. Invisibility is another good one; use this spell to help sneak your party or for stealth operations. Cast Web reduces the damage and restricts movement on enemies. Enhance Ability is the best one:

3 Tips About Armor & Weapons

Like most mages, heavy-hitting physical weapons like axes and swords is not the Sorcerer’s territory – period. Smaller weapons like crossbows, daggers or darts are better options. It’s more supplementary than anything since the player has their magic as their primary offense.

For armor, well, the player doesn’t need armor. Light armor or standard clothes will do. This can work out to the player’s advantage if they have the Wild Magic origin. Magic Armor can increase AC and Dexterity for eight hours if the player isn’t wearing armor.

If the player is from the Draconic Bloodline, all they need is Dragon Resilience as described above.

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2 Gotta Have Face!

Face characters stronger in the roleplaying element than combat. Depending on the type of campaign one is going force, this can be useful regardless. Why not have the confidence and mental fortitude to manipulate others or encourage the party?

Face already goes hand-in-hand with Charisma, so the player might as well bolster it. While your Face may be stifled due to lower Wisdom, there are multiple factors that can help improve it. A key part of face are skills like Persuasion and having access to multiple languages.

Backgrounds like Courtier and Faction Agent will help bolster the player’s Face and give access to two languages. Urban Bounty Hunter and Acolyte are good, but less useful, alternatives. If the player wants to go the route of Storm Sorcery as their Origin, use Wind Speaker to access all languages.

1 Be A Leader

Leadership is a great quality, but not that kind of leader. Inspiring Leader is the best Feat for a Sorcerer. Most Feats are either unhelpful or pretty crippling to a Sorcerer. Even a few of the better Feats for the class have some drawbacks.

Most Sorcerers are going to eligible for this Feat since it requires 13 Charisma. The player will bolster confidence up to six different “creatures” (including party members) in a 30-meter radius.

According to the Giger’s 5th Edition DND Wiki, “Each creature gains temporary hit point equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.”

That means Inspiring Leader is a great feat in case the party does not offer a lot of healing magic. Oof. Better than nothing.

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