So I'm not new to D&D, but avoided 5e like the plague for a while now- but have finally succumbed for the latest group campaign.
However, I have not done Sorcerers before and as such I am having trouble figuring out exactly how the Sorcerer spells work, in terms of what I can learn/know at any given time. I can't figure out if I'm reading conflicting material or just not getting it, so if someone could clarify for me that would be awesome.
I know I don't need to "prepare" the spells in the sense of warlock, but as I understand it, I can't just pick from the entirety of the Sorcerer spell list at every cast either. So the spells I choose as "known" are the only ones I have access to until the next level- is this correct? I don't think I am having problems understanding using a higher spell slot to cast a stronger low lvl spell (though correct me if I'm saying that wrong).
Also, here is where my conflicting information seems to be, I can choose an entire new set of "Known" spells at each level up, plus whatever extra spell slot comes available?
Any help is appreciated, we haven't hit any combat I've needed to be involved in yet, but I do have a fully set character sheet if I need to provided information.
Carefully read the spellcasting entry in the Sorcerer class features. In short, this is how it works:
1.) You have a limited number of spells you know how to cast. This is the number in the "Spells Known" part of the level table for the Sorcerer. Each time you level, you can add a new spell known from anywhere on the Sorcerer list (limited by the highest-level spell you can currently cast). You can also replace a spell you know what a different one (e.g., Sleep is really handy up to level 5, but most people will switch it out for something else after that).
2.) You have a limited number of times you can cast per day, allocated to slots 1-9. These are your "Spell Slots" in the level table. At class level 2, you can cast three level 1 spells per long rest. You can cast any of your spells known that use a level 1 slot. Once you get level 2-9 slots, you can use these to either cast a level 2+ spell or any lower-level spell (some of which list an increase in power if you cast them using a higher-level slot). So at class level 3, you could (for example) cast Magic Missile four times as a level 1 spell, and twice as a level 2 spell, or any combination of spells you know that follow those rules.
One basic tenet of the Sorcerer is having a very limited spells known list, so be very careful about selecting spells that give you the broadest utility possible. You also get extra unlimited-use cantrips compared to other classes, so use those to fill the gap where possible. Be creative!
Admin on MeWe's Conservative D&D Players group, but I believe that no matter what our differences are, our love of D&D is something that should bring us together. So, if you don't start something I won't either. Fair enough?
Method Actor, Storyteller, Tactician type who plays peacemaker at the table. This fall will be my 39th year playing D&D, Gamma World, Car Wars, Talisman, Serenity and Traveller.
Also, here is where my conflicting information seems to be, I can choose an entire new set of "Known" spells at each level up, plus whatever extra spell slot comes available?
Its been awhile since I last played a Sorcerer (I'm actually going to try a Eldritch Knight/Sorcerer multiclass character soon), but you can pick and replace a spell upon level up with a new one. So on level up when you can pick up a new Spell, and you can replace another one you have with something else. Your known spells otherwise remain fixed in place once you select them, so that's always something to keep in mind.
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So I'm not new to D&D, but avoided 5e like the plague for a while now- but have finally succumbed for the latest group campaign.
However, I have not done Sorcerers before and as such I am having trouble figuring out exactly how the Sorcerer spells work, in terms of what I can learn/know at any given time. I can't figure out if I'm reading conflicting material or just not getting it, so if someone could clarify for me that would be awesome.
I know I don't need to "prepare" the spells in the sense of warlock, but as I understand it, I can't just pick from the entirety of the Sorcerer spell list at every cast either. So the spells I choose as "known" are the only ones I have access to until the next level- is this correct? I don't think I am having problems understanding using a higher spell slot to cast a stronger low lvl spell (though correct me if I'm saying that wrong).
Also, here is where my conflicting information seems to be, I can choose an entire new set of "Known" spells at each level up, plus whatever extra spell slot comes available?
Any help is appreciated, we haven't hit any combat I've needed to be involved in yet, but I do have a fully set character sheet if I need to provided information.
Carefully read the spellcasting entry in the Sorcerer class features. In short, this is how it works:
1.) You have a limited number of spells you know how to cast. This is the number in the "Spells Known" part of the level table for the Sorcerer. Each time you level, you can add a new spell known from anywhere on the Sorcerer list (limited by the highest-level spell you can currently cast). You can also replace a spell you know what a different one (e.g., Sleep is really handy up to level 5, but most people will switch it out for something else after that).
2.) You have a limited number of times you can cast per day, allocated to slots 1-9. These are your "Spell Slots" in the level table. At class level 2, you can cast three level 1 spells per long rest. You can cast any of your spells known that use a level 1 slot. Once you get level 2-9 slots, you can use these to either cast a level 2+ spell or any lower-level spell (some of which list an increase in power if you cast them using a higher-level slot). So at class level 3, you could (for example) cast Magic Missile four times as a level 1 spell, and twice as a level 2 spell, or any combination of spells you know that follow those rules.
One basic tenet of the Sorcerer is having a very limited spells known list, so be very careful about selecting spells that give you the broadest utility possible. You also get extra unlimited-use cantrips compared to other classes, so use those to fill the gap where possible. Be creative!
Even a blind squirrel finds a nut once in awhile.
If you're a wild mage, you'll want to get familiar with the spells on the Wild Magic Surge table too.
Admin on MeWe's Conservative D&D Players group, but I believe that no matter what our differences are, our love of D&D is something that should bring us together. So, if you don't start something I won't either. Fair enough?
Method Actor, Storyteller, Tactician type who plays peacemaker at the table. This fall will be my 39th year playing D&D, Gamma World, Car Wars, Talisman, Serenity and Traveller.