[Top 5] D&D Best Sorcerer Race - What's the Best Race for Sorcerers

Sorcerer reading through magic book with owl companion
Sorcerer's are innately magical spellcasters, trading books and knowledge for chaos and fireworks.


Sorcerers are a Charisma-based spell-casting class that, despite having the potential to be one of the most fun-to-play and creative classes out there, can be pretty complicated. Metamagic, sorcery points and a limited spell pool mean that players have a lot to consider when trying to perfect their build. This article aims to take the guesswork out of one of the earliest decisions players will have to make - picking their race.

Fairy

With their little wings and magical abilities, Fairies are a wonderful mix of cute and deadly.

In their formal introduction to Dungeons and Dragons in “The Wild Beyond the Witchlight,” Fairies were described as “Small Elves with Insect Wings,” about the size of gnomes or goblins. Despite their spritely nature, Fairies are excellent combatants, especially when played as spell-casters. If paired with the Sorcerer class, Fairy players will be able to utilize several new spells, powerful spell resistances and a nifty pair of wings.

Why Faeries are Great for Sorcerers: 

  • Due to their Fey origins, Fairies come with an expected level of adorableness and whimsy, which can make character creation a lot more interesting for players. Fairy characteristics players can choose from include insectile legs, exceptionally large ears, bird wings or the smell of fresh brownies. None of these affect the Fairies playstyle, but they are adorable and add some fun flavour to the player’s character.
     
  • Being Fey also allows players to avoid spells like hold and dominate person, which do not affect Fairies. Both of these spells can put a spell-caster in extremely vulnerable positions, so this resistance is a boon for keeping players safe.
     
  • Flight is an extremely useful tool for all classes and Fairies can fly without requiring concentration or the use of a spell slot. Not needing to use magic to fly is especially useful for Sorcerers, as it lets them save one of their limited available spells. 
     
  • ​Fairies gain the Druidcraft cantrip (which makes little difference for Sorcerers) and two additional spells which recharge after a long rest. Faerie fire (which is learnt at 3rd level) gives players advantage on attack roles and enlarge/reduce spell (learnt at 5th level) can be used for real shenanigans if mixed with the player's imagination.
     
  • Fairies being small creatures allows them to use their size, and flight, to hide more effectively than bigger creatures and move around the battlefield with ease. Great for Sorcerers looking to deal big spell damage and then dip out of the way before enemies can retaliate.

Satyr

Satyr's have hairy arms, big beards and fantastic personalities. Oh, and powerful horns for headbutting, which is a bonus.

Players likely recognize the appearance of Satyrs from The Lion, The Witch and The Wardrobe’s Mr Tumnus. These Fey live for pleasure and love to spread joy (whilst causing a little chaos here and there). Their charismatic nature pairs well with Sorcerers, who use Charisma for spell-casting. Additionally, they have good mobility options, some offensive tricks and killer skills on just about any instrument. Perfect to pair magic with living the easy life.

Why Satyrs are great for Sorcerers

  • Satyrs can make unarmed strikes using their horns to deal 1d4 bludgeoning damage, plus the player's strength modifier. For Sorcerers, having an extra offensive option is useful when spell slots run dry and players have to use their heads (literally).
     
  • ​Additionally, Satyrs have the ability “Mirthful Leaps,” Which allows them to roll a d6 whenever they are jumping and add the number to the number of feet they cover in distance. This extra distance costs movement but gives Sorcerers a nimble advantage when trying to avoid danger.
     
  • As Fey, Satyrs are also protected against hold and dominate person.
     
  • Satyrs come with a +2 to Charisma and a +1 to Dexterity score, As well as proficiency in Performance and Persuasion skills. All of these buffs benefit the player's spell-casting and make good use of the Sorcerer's high charisma. 
     
  • Satyrs also come with an advantage on spell saving throws, giving Sorcerers additional protection against magic effects.

Warforged


Warforged are armor clad warriors who are built for battle. Great for Sorcerer's who have a strong aversion to being stabbed

Whilst not usually recognized as a go-to magic class, the Warforged choice is good for building a beefier sorcerer. So, those interested in diving into spell-casting and metamagic without the hassle of keeping a conscious eye on their health should consider trading their fantastical Fay class for an actual murder robot.

Why Warforged are great for Sorcerers

  • Warforged come with a +2 to Constitution and a +1 bonus to Armor Class. This gives the player additional health and a higher defence against attack damage.
     
  • They also have the class feature “Integrated Protection”, where any armour the player wants to add to their character has to be incorporated into its metal body. Outside of being a cool role-playing mechanic, this means that players cannot be separated from their armour against their will. This gives them a high, permanent level of protection regardless of the situation, resting or time of day.
     
  • The Warforged’s resistances include being immune to disease, having resistance to poison damage, advantage on poison saving throws, not needing to eat, drink, or breathe and not needing to sleep. Not only that, Warforged can’t be put to sleep at all, giving players immunity to the sleep spell.
     
  • This class also includes a free ability point to place into constitution and the Warforged’s “Specialized Design,” Which gives them one skill and one tool proficiency. These proficiencies can be tailored to fit the Sorcerer's needs and make them more effective in combat or exploration.

Yuan-Ti

Ignoring the yellow eyes, terrifying face and sharp teeth, Yuan-Ti are sweethearts. Well, cold-hearted sweethearts but sweethearts regardless.

Introduced in “Volo’s Guide to Monsters,”, the Yuan-Ti are a race of human/snake hybrids whose ancestors ritualistically mixed their flesh with snakes in a bid for greatness and superiority. Coming in with stacks of Charisma bonuses, a forked tongue and a major superiority complex, this class is great for Sorcerers. Just don’t be surprised that a lot of their class bonuses are snake-themed.

Why Yuan-Ti are great for Sorcerers

  • Yuan-Ti start with a +2 Charisma and +1 to Intelligence. Whilst the Intelligence boost is a nice thing to have, it is the charisma bump that will be a major help for players.
     
  • The Innate spell-casting feat gives players the poison spray cantrip, which allows them to spit noxious gas at enemies causing 1d12 poison damage on a failed constitution saving throw. Whilst not doing massive damage, this spell does give players more offensive options without using spell slots.
     
  • They are also able to cast Animal Friendship an unlimited number of times on snakes and cast suggestions at a 3rd level using Charisma (did we mention this class was snake-themed?).
     
  • Additionally, Yuan-Ti come with magic resistance, giving them an advantage on spell-saving throws and poison immunity. This is a massive help for Sorcerers, due to their limited defensive options outside of armour and spells.
     
  • Finally, Yuan-Ti come with Darkvision, allowing them to see in the dark. Like snakes. Because this class is snake-themed. You get the idea.

Tiefling

Tieflings, like satyr's, also come with horns. However, these are more evil demon horns than friendly goat horns, so they don't get as much love.

Similar to the Yuan-Ti, Tieflings were once humans. But, thanks to their ancestors meddling with infernal forces they did not understand, they are now bound to large horns and thick tails that have led them to become a race of outcasts. However, Tieflings hellish history has its perks, as players will gain a great charisma boost and a variety of race options that let them build a sorcerer in-tune to their play style.

Why Tiefling are great for Sorcerers

  • Tiefling Sorcerers come with a +2 Charisma and +1 to Intelligence and Darkvision. Tieflings also have resistance to fire damage, which protects players from a common attack type.
     
  • They also come with the spells hellish rebuke at 3rd level, which lets them return damage on an attacking creature, and darkness at 5th level, which can protect Sorcerers against opportunity attacks and counterspells. Tieflings do have the Thaumaturgy cantrip, but this isn’t massively useful for Sorcerers unless they want to use it for illusions.
     
  • Additionally, thanks to the expanded material of “Mordenkainen’s Tome of Foes,” and “Sword Coast Adventurer’s Guide,” There are three variations to the Tiefling which are perfect for Sorcerers.
     
  • The Dispatcher Tiefling class keeps the +2 Charisma but instead gains a +1 dexterity, making it easier for players to dodge attacks. They also gain disguise self as their 3rd level spell and detect thoughts as their 5th level spell. This class variation will get more benefit out of thaumaturgy as it is more set up for illusions and deception. It is optimal for Sorcerers looking to put that high Charisma to use doing some sneaking and trickery.
     
  • The Levistus Tiefling gains Constitution +1 alongside the usual benefits, giving players more hit points to keep them going in combat. This variation trades Thaumaturgy for the ray of frost cantrip, a ranged spell that does 1d8 cold damage and slows the target. They keep darkness at 5th level, but at 2nd level they gain armour of apathy’s, which grants bonus hit points and damages creatures if they land an attack. This means players have the counterattack option given by hellish rebuke with an added health boost.
     
  • The Devil's Tongue Tiefling keeps the +2 Charisma and +1 Intelligence but has completely different spells. They gain the vicious mockery cantrip, dealing 1d4 psychic damage and giving a disadvantage on attack rolls. They can also cast charm person at 2nd level and enthral at 5th level. Whoever said words couldn’t hurt?

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