Rules scope: This guide uses the legacy 2014 Sorcerer and names the source for optional species, subclasses, and feats. Revised 2024 class and species rules are separate.
2014 Sorcerer basics
Charisma is your Sorcerer spellcasting ability. The class learns a limited number of spells and uses its class table for spells known and spell slots; it does not prepare a new list from the full Sorcerer list each day. At level 20, a single-class 2014 Sorcerer knows 15 spells from the class table, before separately granted spells or feats.
Font of Magic arrives at Sorcerer level 2. Your Sorcery Point pool equals your Sorcerer level, and it normally returns on a long rest. You can convert spell slots to points and points to slots using the feature’s costs. That conversion does not add your Charisma modifier to the pool.
Draconic Bloodline features
Draconic Resilience gives you an unarmored AC calculation of 13 + Dexterity modifier and increases your hit point maximum by 1 for each Sorcerer level. It does not change the Sorcerer’s d6 Hit Die into a d8. At level 6, Elemental Affinity adds Charisma to one damage roll of a spell that deals the damage type associated with your chosen ancestry. You can also spend 1 Sorcery Point to gain resistance to that type for 1 hour. The resistance is not automatic.
Divine Soul and Shadow Magic
Divine Soul does not grant the entire Cleric list. Divine Magic gives one additional spell known at Sorcerer level 1 based on your affinity, and later Sorcerer spells known can be chosen from either the Sorcerer or Cleric list within the class’s normal limits. Favored by the Gods adds 2d4 to a failed saving throw or missed attack roll, costs no Sorcery Points, and returns after a short or long rest.
Shadow Magic grants its own darkvision and darkness features. Its Eyes of the Dark Sorcery Point casting does not automatically remove darkness’s material component. Strength of the Grave and later subclass features have their own triggers; check their level and saving-throw wording rather than treating them as a general death ward or universal attack advantage.
Wild Magic and surge timing
Wild Magic Surge does not trigger automatically after every leveled spell. After you cast a Sorcerer spell of 1st level or higher, the DM can have you roll a d20; a result of 1 triggers a surge. Tides of Chaos can affect when the DM calls for a surge and restores the feature under its text. It is not a fixed “every spell” or “once per short rest” effect.
Metamagic and turn rules
The 2014 Sorcerer gains two Metamagic options at Sorcerer level 3, then one more at levels 10 and 17. Metamagic Adept grants two options and 2 Sorcery Points, not one option. The feat’s points can be spent only on Metamagic and return on a long rest.
Quickened Spell costs 2 points and changes a spell with a casting time of one action into a bonus action. It does not work with spells that already take a bonus action or another casting time. Under the 2014 bonus-action spell rule, if you cast any spell as a bonus action, the spell cast with your action that turn must be a one-action cantrip.
Twinned Spell costs points equal to the spell’s level (minimum 1) and only works on spells with eligible targets and no disqualifying text. Subtle Spell removes verbal and somatic components, but material components remain and casting is not guaranteed to be imperceptible or impossible to counter.
Species options stay distinct
Legacy Half-Elf gains +2 Charisma and +1 to two different other abilities; legacy Tiefling and Dragonborn have their own source-specific bonuses and traits. Do not combine these packages with revised 2024 backgrounds or species increases. Duplicate resistances do not stack into immunity: if two features grant resistance to fire, you still have resistance, not immunity.
Legacy Yuan-Ti Pureblood from Volo’s Guide has a different package from MotM Yuan-Ti, including its own poison and magic defenses. Name the source when comparing them. Tasha’s Custom Lineage is another separate option; apply its increase and feat under that rule instead of layering it on top of another species package.
Build priorities
Raise Charisma for spell attacks and save DC. Constitution helps hit points and concentration, while Dexterity contributes to AC and initiative. A legal point-buy example before species increases is Strength 8, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 12, Charisma 15. Apply only the selected species’ increases. Choose spells for distinct jobs because spells known are limited; include options that remain useful when a favored damage type is resisted.
Plan spell learning and subclass levels
Your Sorcerer level controls your class spell slots and the highest-level Sorcerer spell you can learn. For example, one level in Sorcerer does not grant access to 3rd-level spells just because your character level is higher. Multiclass spell slots use a separate calculation; they do not change the spells you can learn in each class. The 2014 class table is the reference for spells known, Metamagic choices, and class features.
Concentration also limits tactics: you can maintain only one concentration spell at a time. When you take damage while concentrating, make the required Constitution save. War Caster can grant advantage on that check; a resistance feature may lower damage and therefore affect the save DC but does not eliminate it. Choose defensive features based on the exact wording rather than assuming a species trait helps every saving throw.