Sorcerer Point Buy: Charisma and Survival

Charisma takes the 15 for the spell save DC, and Constitution takes the other 15 because a d6 hit die with no armour proficiency has nothing else to fall back on. Constitution saves are also a Sorcerer proficiency, so those 9 points buy concentration and survival at the same time.

The Sorcerer array, point by point

Where each of the Sorcerer’s 27 points goes, ability by ability.
Ability Score Point cost
STR 8 0
DEX 13 5
CON 15 9
INT 10 2
WIS 10 2
CHA 15 9
Total spent 27

Holding concentration at each Constitution

A d6 hit die with no armour proficiency puts the Sorcerer at the bottom of every hit point table on this site, which is why Constitution 15 is bought before Dexterity rather than after it. Constitution is also a Sorcerer save proficiency, so the +2 modifier and the +2 proficiency stack into a +4 on the check.

Sorcerer odds of holding concentration at each Constitution score. A level-1 Sorcerer is proficient in Constitution saves, so every bonus below includes +2.
CON Modifier Save bonus DC 10 check 22 damage (DC 11)
8 -1 +1 60% 55%
10 +0 +2 65% 60%
12 +1 +3 70% 65%
13 +1 +3 70% 65%
14 +2 +4 75% 70%
15 ← +2 +4 75% 70%
16 +3 +5 80% 75%
18 +4 +6 85% 80%

Trading the primary score for Constitution

Constitution 15 is already the highest a bought score reaches, so the trade offered on every other caster page does not exist here. Raising it further takes a racial bonus rather than a reallocation, and lowering Charisma to fund a maximum already paid for costs a point of save DC and buys nothing.

Scores where the next point stops paying

Charisma 15
Spell save DC 12 — and Sorcery Points can twin a spell but cannot make a failed save land.
Constitution 15
Constitution saves are a Sorcerer proficiency, so 15 puts concentration at +4 before any feat is taken.
Dexterity 13
Mage Armor is 13 + Dexterity, so this is the cheapest point where the Sorcerer reaches AC 14.

What this array gives up to afford that

Strength at 8
A d6 caster that goes near enough to be grappled has already lost; Strength buys nothing the spell list does not do better.
Wisdom at 10
Wisdom saves hurt, but the Sorcerer is the one caster that can spend Sorcery Points on defensive metamagic instead.

Subclasses that change the array

Draconic Bloodline — STR 8 · DEX 14 · CON 14 · INT 10 · WIS 10 · CHA 15
Draconic Resilience already grants AC 13 + Dexterity and a hit point per level, so Dexterity 14 replaces the fifteenth point of Constitution.
Shadow Magic — STR 8 · DEX 13 · CON 15 · INT 8 · WIS 12 · CHA 15
Strength of the Grave triggers on dropping to 0 hit points, which makes Constitution a subclass feature rather than a tax.
Aberrant Mind — STR 8 · DEX 14 · CON 15 · INT 10 · WIS 8 · CHA 15
Psionic Sorcery casts without components, so the Sorcerer stays in cover and can afford to dump Wisdom entirely.

Races that fit this spread

Sorcerer totals once each racial bonus is added to the array above.
Race STRDEXCONINTWISCHA
Tiefling (Levistus) 81316101017
Satyr 81415101017
Tiefling 81315111017
  • Tiefling (Levistus). Charisma +2 and Constitution +1 — the exact pair a d6 caster with concentration spells needs.
  • Satyr. Charisma +2 with Magic Resistance, which covers the saves a Sorcerer cannot buy with points.
  • Tiefling. Charisma +2 plus fire resistance, on the class most likely to be standing in its own area spell.

The mistake this array is built to avoid

Spending the second 15 on Dexterity instead of Constitution. A d6 Sorcerer at Constitution 10 has four hit points a level and loses Haste to the first arrow that connects.

The Sorcerer knows few spells and converts slots into everything else it does, so one dropped concentration spell costs more here than on a class that prepares a fresh list each morning. Charisma 15 and Constitution 15 are both opening purchases for that reason.

Sorcerer ability score questions

Why does a Sorcerer buy two 15s?

Charisma 15 sets the spell save DC at 12, and Constitution 15 puts concentration at +4 once the class save proficiency is added. Together they cost 18 of 27, which is affordable only because Strength, Intelligence and Wisdom can all sit at 10 or below.

How much Dexterity does a Sorcerer need?

Dexterity 13 for 5 points. Mage Armor sets AC to 13 plus the Dexterity modifier, so 13 reaches AC 14 and 14 reaches AC 15. A Draconic Bloodline Sorcerer already has AC 13 plus Dexterity without the spell and pushes Dexterity to 14.

Is Constitution more important than Charisma for a Sorcerer?

Not more important, but equally funded. Charisma decides whether a spell lands; Constitution decides whether it stays up. On a d6 hit die at Constitution 10 the Sorcerer has 4 hit points a level and loses Haste to the first arrow.

What does Draconic Resilience change?

It grants AC 13 plus Dexterity permanently and an extra hit point per level, which covers what Constitution 15 was buying. That array drops Constitution to 14 and moves the points to Dexterity 14 instead.

  • Warlock — The other Charisma caster with a survival problem, solved with short rests instead of Constitution.
  • Bard — Charisma-first as well, but a d8 and light armour change where the second 15 goes.
  • Every array on this page is a plain 27-point spread, so you can check the cost of a second 15 and see each step priced as you go.