With the release of The Aberrant Mind and Clockwork Soul Sorcerers, these two new subclasses were given extra known spells. I thought this was a great idea as one of the issues with the Sorcerer is their very limited spell total. So I decided it might be fun to come up with expanded spells know lists for the other subclasses.
Divine Sorcerer 1st level - Guiding Bolt, spell decided by your alignment 3rd level - Augury, Spiritual Weapon 5th level - Aura of Vitality, Beacon of Hope 7th level - Aura of Life, Sickening Radiance 9th level - Greater Restoration, Summon Celestial
What do you guys think? Also, what would you guys expect to see on a wild Sorcerer's spell list? I couldn't think of what might fit outside of Chaos Bolt.
Okay, overall I like it. Here's what I'd do differently:
Okay, for the Divine Soul Sorcerer, I would do something different from the other sorcerer subclasses. I would allow you to choose any two cleric spells at levels 1, 3, 5, 7, and 9 that you automatically know, able to change them when you level up to any other cleric spell of the same level. This is what I did for my Arcane Soul Sorcerer, but a wizard version of it. If you want to do the same normal spell list, I would replace Aura of Vitality with Spirit Shroud, Augury with Warding Bond, Lesser Restoration, or Hold Person, Greater Restoration with Raise Dead, and Aura of Life with Freedom of Movement.
For the Draconic Bloodline, I would specify that the elemental spells have poison damage instead of thunder when you cast them. Also, instead of Bigby's Hand and Legend Lore, I would do Geas and Legend Lore. Later, if you want to replace these spells, you can with any Evocation or Enchantment spell from the Sorcerer, Warlock, or Wizard spell list.
Everything for the Shadow Sorcerer looks good, as well as the Storm Sorcerer. I'd allow Shadow Sorcerers to replace the spells they get with any Necromancy or Illusion spell from the Sorcerer, Warlock, or Wizard spell list (for phantasmal force, phantom steed, and phantasmal killer), and the Storm Sorcerer to do the same for Evocation and Conjuration.
Yeah, there's not a lot of good ones for Wild Magic. I'm not a big fan of that subclass, but still think it would be good just to fill it in. Arms of Hadar or Find Familiar for level 1, along with Chaos Bolt? Maybe Alter Self and Enhance Ability (but you roll 1d6 to determine the benefit)? Bestow Curse (roll 1d4 to determine the effect) and Thunder Step for 3rd level? Freedom of Movement and Polymorph for level 4? 5th level could be Bigby's Hand and Wrath of Nature? Those are the most "chaotic" spells that I think could possibly fit (while still not being a good fit at all). If only Tasha's had had unique sorcerer spells, they could have fixed this issue. The spells they could replace them with could be any Conjuration or Transmutation spell, probably.
For the Draconic Bloodline, I would specify that the elemental spells have poison damage instead of thunder when you cast them. Also, instead of Bigby's Hand and Legend Lore, I would do Geas and Immolation. Later, if you want to replace these spells, you can with any Evocation or Transmutation spell from the Sorcerer, Warlock, or Wizard spell list.
I agree with Geas, was going to suggest the same when I saw this thread as I think Bigby's Hand is an odd choice; that said I can see the difficulty as the 5th level spells list doesn't have much without a fixed elemental type. Personally I think Geas and Legend Lore would be fine together, as they give you something you can't or wouldn't otherwise pick, fit the theme of draconic presence and knowledge, and free you up to take what you want for your normal picks (which includes Immolation if you want it). It's a bit disappointing that Tasha's Cauldron didn't include a bunch more elemental spells, especially when we've seen a few in UA this year, my suspicion is we're going to see a huge spells drop in a book next year.
Yeah, there's not a lot of good ones for Wild Magic. I'm not a big fan of that subclass, but still think it would be good just to fill it in. Arms of Hadar or Find Familiar for level 1, along with Chaos Bolt? Maybe Alter Self and Enhance Ability (but you roll 1d6 to determine the benefit)? Bestow Curse (roll 1d4 to determine the effect) and Thunder Step for 3rd level? Freedom of Movement and Polymorph for level 4? 5th level could be Bigby's Hand and Wrath of Nature? Those are the most "chaotic" spells that I think could possibly fit (while still not being a good fit at all). If only Tasha's had had unique sorcerer spells, they could have fixed this issue.
I like the wild magic sub-class, and actually I think you've come up with mostly solid picks despite leaning too heavily into the "chaos" idea; wild magic sorcerers are not supposed to be chaotic, but they are tapping into powers that they can lose control of which is what the surge represents. 19 times out of 20 a wild magic sorcerer is in total control and able to do exactly what they want and no more.
With that in mind I think your picks actually work really well as they give a huge variety of effects; I'd drop the custom behaviours on enhance ability and bestow curse though, as they're both significantly worse if you can't pick what you want, and you really should at least get the effect you want if you're going to risk exploding or turning into a potted plant afterwards! 😂
Though I'd probably lean towards Alter Self and Thunder Step personally from the four, though it's a tough call, as I find Enhance Ability really useful (especially when Sorcerers can double as a party's face with high Charisma depending upon the party makeup, so advantage on charisma checks is fantastic for that). But being able to physically alter yourself feels very wild magic to me, and thunder step is just great, love that spell.
For level 1 I'd lean towards Find Familiar and Chaos Bolt rather than Arms of Hadar, as I think a familiar fits well with the wild magic theme (and a spell that can potentially last for an entire campaign is nice when casting anything can come with a risk). Chaos Bolt is just chaos bolt, it's a good one to represent "I just throw raw magic at my enemy and see what happens".
Don't have time to brainstorm actual lists atm, yay lunch breaks, but just for concepts.
For divine soul I would probably say pick a cleric domain, you get it's associated spells. No school swapping but I would say you can domain swap at an ASI. It's theoretically a little less versatile than the other spell selection lists, but your choice of spells is very frontloaded. Plus it's normal spell choices already have way more options.
Dragon I'd probably go evocation/enchantment, with a rider that evocation spells gained through this feature do your dragon's damage type instead of their normal.
Shadow illusion/necro as the associated spells sounds good.
Storm evocation/conjuration sounds good, but I'd probably let them pull from the druid/sorc (instead of warlock/wizard/sorc) list to reflect the more primal nature of the subclass. This does theoretically allow storm sorcs to be healers which wasn't really what I was going for but eh, why not.
Wild is a hard one to decide on schools for, but as far as theming the list I'd go with spells that can do multiple things. So things like chromatic orb, enhance abilty etc. Prismatic spells at higher levels would be appropriate for their different colors do different things approach, but color spray while visually similar only does one thing so I probably would leave out.
The OP and Third_Sundering's suggestions combined are fantastic. Honestly don't know why WOTC didn't introduce 'alternate' class features specifically for those subclasses, allowing them access to an extended spell list... In fact, I don't know why they didn't take this opportunity to really go to town and offer a range of subclass revisions as 'alternative options', they way they have with base classes.
What do you guys think? Also, what would you guys expect to see on a wild Sorcerer's spell list? I couldn't think of what might fit outside of Chaos Bolt.
A nitpick - You're missing the spell school swap options. Aberrant Mind can get any Enchantment or Divination ability from wizard/sorcerer/warlock list. Clockwork can get any Abjuration or Transmutation from the same classes. This has no bearing on the spells on the list, but its something that's part of the new sorcerer subclass spell lists, so I think it should be included.
Personally, I'd like to see Conjure/Summon Elemental spells on the Draconic Soul list. Dragon lairs can summon appropriate elementals just by existing, so I feel like we're missing something. Same with the Wall spells, though all the above are available if Dragon Sorcerers have access to Evocations and Conjuration (lots of elemental themed spells in Conjuration, so it makes sense). But that's just my 2 cents. I really like the Secret Chest spell for a dragon hoard. Made me giggle. I'd actually continue that theme by going Floating Disk instead of See Invisible. Dragon Sorcerers can always snag See Invisible from their native list.
For Wild Sorcerer, I'd angle for more Enchantments and Divination type stuff. Wild magic is supposed to be tied to Correlion, the elf god, at least lore-wise. He's literally supposed to be made of chaos magic. So, I'd play up the whole fae-sorcerer angle with the wild magic. Yes, that means more Misty Steps too. Alternatively, I'd play up the luck-based angle (and keep the divinations) but make it tied to something halflings deal with, what with their whole manipulate-reality-via-luck bits. Though, honestly, not sure how to do that part.
Shadow Sorcerer already gets the Darkness spell, and has benefit from using sorcery points to cast. Adding it to the list is redundant. Though, I suppose that's the point
I like these lists and I think they work well for the various Sorcerer subclasses, though I was thinking of changing a few things so I'm curious what others think.
A good idea. I fully expect that Wizards will be releasing an Unearthed Arcana based on this very concept at some point in the future. A note for Divine Soul sorcerers: since they already get access to another entire class's spell list, you could probably give them maybe one spell from levels 1-5 instead of two, in addition to their alignment spell. Or, do what you did, but players can only learn cleric spells from the subclass feature or by switching out the spells they get from the subclass.
For Shadow Sorcerer, I'd switch Inflict Wounds with False Life. Seems more thematic. Also, upon level up, they can switch out the subclass spells, but only to sorcerer/wizard/warlock spells from the Illusion or Necromancy school of magic (illusion spells often draw on the Shadowfell, and 14th level Illusion Wizards can infuse their illusions with the Shadowfell to make them real). Darkness can not be switched out.
For Draconic, I'd let them switch out the bonus spells to spells from the Evocation or Enchantment school of magic.
For the Storm Sorcerer, I still can't believe they didn't give Call Lightning to Sorcerers in Tasha's. Also, they can switch out their spells to spells from the Evocation or Conjuration school of magic.
For Wild Magic Sorcerer, one mechanic I thought of a while back is to roll a d8 to randomly pick a school of magic, and you can gain a spell from that school. Repeat as often as necessary.
I will admit that only now reading this thread again did I discover that you could even change out the prepared spells given to each subclass. So that's neat to learn.
I think I agree with switching Bigby's Hand for Geas and keeping Legend Lore for the Draconic Sorcerer. I also like the idea of allowing the Divine Sorcerer to pick their own expanded prepared spells from the cleric list instead of just making a static list, though I originally made the spell list this way so the subclass could get at least a couple of paladin spells as well (the two aura spells). Still I can definitely get behind giving Divine Sorcerer's a it more flexibility with their extra spells
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
1st Chaos Bolt, Roll D8 at long rest and get a random one 1Tasha's Caustic Brew 2Frost Fingers 3Burning Hands 4Magic Missile 5Witch Bolt 6Chromatic Orb(Poison only) 7Wrathful Smith 8Thunderwave
3rdAlter Self but roll 1d3 for option, Mirror Image
5thFireball but roll 1d8 and get Chaos bolt damage type change, Elemental Weapon but 1d5 for damage type
9thDream, Roll D8 at long rest and get a random one 1Vitriolic Sphere (5th Level)2Cone of Cold 3Flame Strike 4Bigby's Hand 5Call Lightning(5th Level) 6Cone of Cold(But Poison) 7Staggering Smite(5th Level) 8Destructve Wave
It's not perfect so leave questions and improvements as replies
I really like the edited spell lists. One suggestion for the draconic sorcerer - a cantrip that deals damage appropriate to your bloodline? Acid, cold, fire, lightning and poison all appear on the PHB sorcerer spell list.
Sorry, two suggestions! Give the draconic sorcerer the option to cast dragon's breath using 2 sorcery points (like the shadow sorcerer with darkness). If cast using sorcery points it ignores resistance to its damage type.
With the release of The Aberrant Mind and Clockwork Soul Sorcerers, these two new subclasses were given extra known spells. I thought this was a great idea as one of the issues with the Sorcerer is their very limited spell total. So I decided it might be fun to come up with expanded spells know lists for the other subclasses.
Divine Sorcerer 1st level - Guiding Bolt, spell decided by your alignment 3rd level - Augury, Spiritual Weapon 5th level - Aura of Vitality, Beacon of Hope 7th level - Aura of Life, Sickening Radiance 9th level - Greater Restoration, Summon Celestial
What do you guys think? Also, what would you guys expect to see on a wild Sorcerer's spell list? I couldn't think of what might fit outside of Chaos Bolt.
For the Shadow Sorcerer its redundant to have Darkness as a spell since they already get it as part of their subclass feature.
Other than Chaos Bolt and Summon Fey Spirit, I can't think of any spells that seem like a natural fit for Wild Magic. That's why instead of assigning a specific spell when you randomly generate it, you're assigned a school of magic and you can pick a spell from there.
Sorcerers can cast all the spells they know without preparing them during a rest but do not have all their spells only a number of spell depending on their level. But I think you mean the sorcerer always knows the spell right?
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With the release of The Aberrant Mind and Clockwork Soul Sorcerers, these two new subclasses were given extra known spells. I thought this was a great idea as one of the issues with the Sorcerer is their very limited spell total. So I decided it might be fun to come up with expanded spells know lists for the other subclasses.
Divine Sorcerer
1st level - Guiding Bolt, spell decided by your alignment
3rd level - Augury, Spiritual Weapon
5th level - Aura of Vitality, Beacon of Hope
7th level - Aura of Life, Sickening Radiance
9th level - Greater Restoration, Summon Celestial
Draconic Sorcerer
1st level - Absorb Elements, Chromatic Orb
3rd level - Dragon's Breath, See Invisibility
5th level - Fear, Protection from Energy
7th level - Elemental Bane, Leomund's Secret Chest
9th level - Geas, Legend Lore
Shadow Sorcerer
1st level - Hex, Inflict Wounds
3rd level - Darkness, Shadow Blade
5th level - Summon Shadowspawn, Vampiric Touch
7th level - Blight, Shadow of Moil
9th level - Enervation, Mislead
Storm Sorcerer
1st level - Fog Cloud, Thunderwave
3rd level - Shatter, Warding Wind
5th level - Call Lightning, Thunder Step
7th level - Storm Sphere, Summon Elemental Spirit (Air only)
9th level - Control Winds, Destructive Wave
What do you guys think? Also, what would you guys expect to see on a wild Sorcerer's spell list? I couldn't think of what might fit outside of Chaos Bolt.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Homebrew - Circle of the Living Machines Druid, Path of the Dragon Soul Barbarian
My hombrew Great Wyrm Dragons
Okay, overall I like it. Here's what I'd do differently:
Okay, for the Divine Soul Sorcerer, I would do something different from the other sorcerer subclasses. I would allow you to choose any two cleric spells at levels 1, 3, 5, 7, and 9 that you automatically know, able to change them when you level up to any other cleric spell of the same level. This is what I did for my Arcane Soul Sorcerer, but a wizard version of it. If you want to do the same normal spell list, I would replace Aura of Vitality with Spirit Shroud, Augury with Warding Bond, Lesser Restoration, or Hold Person, Greater Restoration with Raise Dead, and Aura of Life with Freedom of Movement.
For the Draconic Bloodline, I would specify that the elemental spells have poison damage instead of thunder when you cast them. Also, instead of Bigby's Hand and Legend Lore, I would do Geas and Legend Lore. Later, if you want to replace these spells, you can with any Evocation or Enchantment spell from the Sorcerer, Warlock, or Wizard spell list.
Everything for the Shadow Sorcerer looks good, as well as the Storm Sorcerer. I'd allow Shadow Sorcerers to replace the spells they get with any Necromancy or Illusion spell from the Sorcerer, Warlock, or Wizard spell list (for phantasmal force, phantom steed, and phantasmal killer), and the Storm Sorcerer to do the same for Evocation and Conjuration.
Yeah, there's not a lot of good ones for Wild Magic. I'm not a big fan of that subclass, but still think it would be good just to fill it in. Arms of Hadar or Find Familiar for level 1, along with Chaos Bolt? Maybe Alter Self and Enhance Ability (but you roll 1d6 to determine the benefit)? Bestow Curse (roll 1d4 to determine the effect) and Thunder Step for 3rd level? Freedom of Movement and Polymorph for level 4? 5th level could be Bigby's Hand and Wrath of Nature? Those are the most "chaotic" spells that I think could possibly fit (while still not being a good fit at all). If only Tasha's had had unique sorcerer spells, they could have fixed this issue. The spells they could replace them with could be any Conjuration or Transmutation spell, probably.
I hope this helps.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I like these lists!
I agree with Geas, was going to suggest the same when I saw this thread as I think Bigby's Hand is an odd choice; that said I can see the difficulty as the 5th level spells list doesn't have much without a fixed elemental type. Personally I think Geas and Legend Lore would be fine together, as they give you something you can't or wouldn't otherwise pick, fit the theme of draconic presence and knowledge, and free you up to take what you want for your normal picks (which includes Immolation if you want it). It's a bit disappointing that Tasha's Cauldron didn't include a bunch more elemental spells, especially when we've seen a few in UA this year, my suspicion is we're going to see a huge spells drop in a book next year.
I like the wild magic sub-class, and actually I think you've come up with mostly solid picks despite leaning too heavily into the "chaos" idea; wild magic sorcerers are not supposed to be chaotic, but they are tapping into powers that they can lose control of which is what the surge represents. 19 times out of 20 a wild magic sorcerer is in total control and able to do exactly what they want and no more.
With that in mind I think your picks actually work really well as they give a huge variety of effects; I'd drop the custom behaviours on enhance ability and bestow curse though, as they're both significantly worse if you can't pick what you want, and you really should at least get the effect you want if you're going to risk exploding or turning into a potted plant afterwards! 😂
Though I'd probably lean towards Alter Self and Thunder Step personally from the four, though it's a tough call, as I find Enhance Ability really useful (especially when Sorcerers can double as a party's face with high Charisma depending upon the party makeup, so advantage on charisma checks is fantastic for that). But being able to physically alter yourself feels very wild magic to me, and thunder step is just great, love that spell.
For level 1 I'd lean towards Find Familiar and Chaos Bolt rather than Arms of Hadar, as I think a familiar fits well with the wild magic theme (and a spell that can potentially last for an entire campaign is nice when casting anything can come with a risk). Chaos Bolt is just chaos bolt, it's a good one to represent "I just throw raw magic at my enemy and see what happens".
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
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Please don't reply to my posts unless you've read what they actually say.
Don't have time to brainstorm actual lists atm, yay lunch breaks, but just for concepts.
For divine soul I would probably say pick a cleric domain, you get it's associated spells. No school swapping but I would say you can domain swap at an ASI. It's theoretically a little less versatile than the other spell selection lists, but your choice of spells is very frontloaded. Plus it's normal spell choices already have way more options.
Dragon I'd probably go evocation/enchantment, with a rider that evocation spells gained through this feature do your dragon's damage type instead of their normal.
Shadow illusion/necro as the associated spells sounds good.
Storm evocation/conjuration sounds good, but I'd probably let them pull from the druid/sorc (instead of warlock/wizard/sorc) list to reflect the more primal nature of the subclass. This does theoretically allow storm sorcs to be healers which wasn't really what I was going for but eh, why not.
Wild is a hard one to decide on schools for, but as far as theming the list I'd go with spells that can do multiple things. So things like chromatic orb, enhance abilty etc. Prismatic spells at higher levels would be appropriate for their different colors do different things approach, but color spray while visually similar only does one thing so I probably would leave out.
The OP and Third_Sundering's suggestions combined are fantastic. Honestly don't know why WOTC didn't introduce 'alternate' class features specifically for those subclasses, allowing them access to an extended spell list... In fact, I don't know why they didn't take this opportunity to really go to town and offer a range of subclass revisions as 'alternative options', they way they have with base classes.
A nitpick - You're missing the spell school swap options. Aberrant Mind can get any Enchantment or Divination ability from wizard/sorcerer/warlock list. Clockwork can get any Abjuration or Transmutation from the same classes. This has no bearing on the spells on the list, but its something that's part of the new sorcerer subclass spell lists, so I think it should be included.
Personally, I'd like to see Conjure/Summon Elemental spells on the Draconic Soul list. Dragon lairs can summon appropriate elementals just by existing, so I feel like we're missing something. Same with the Wall spells, though all the above are available if Dragon Sorcerers have access to Evocations and Conjuration (lots of elemental themed spells in Conjuration, so it makes sense). But that's just my 2 cents. I really like the Secret Chest spell for a dragon hoard. Made me giggle. I'd actually continue that theme by going Floating Disk instead of See Invisible. Dragon Sorcerers can always snag See Invisible from their native list.
For Wild Sorcerer, I'd angle for more Enchantments and Divination type stuff. Wild magic is supposed to be tied to Correlion, the elf god, at least lore-wise. He's literally supposed to be made of chaos magic. So, I'd play up the whole fae-sorcerer angle with the wild magic. Yes, that means more Misty Steps too. Alternatively, I'd play up the luck-based angle (and keep the divinations) but make it tied to something halflings deal with, what with their whole manipulate-reality-via-luck bits. Though, honestly, not sure how to do that part.
Shadow Sorcerer already gets the Darkness spell, and has benefit from using sorcery points to cast. Adding it to the list is redundant. Though, I suppose that's the point
I actually made a homebrew for this a few days ago.
https://homebrewery.naturalcrit.com/share/15lsACfWN_LDvsek-4qSJlszYoXWofQ0-BI8rzU147TCD
I like these lists and I think they work well for the various Sorcerer subclasses, though I was thinking of changing a few things so I'm curious what others think.
A good idea. I fully expect that Wizards will be releasing an Unearthed Arcana based on this very concept at some point in the future. A note for Divine Soul sorcerers: since they already get access to another entire class's spell list, you could probably give them maybe one spell from levels 1-5 instead of two, in addition to their alignment spell. Or, do what you did, but players can only learn cleric spells from the subclass feature or by switching out the spells they get from the subclass.
For Shadow Sorcerer, I'd switch Inflict Wounds with False Life. Seems more thematic. Also, upon level up, they can switch out the subclass spells, but only to sorcerer/wizard/warlock spells from the Illusion or Necromancy school of magic (illusion spells often draw on the Shadowfell, and 14th level Illusion Wizards can infuse their illusions with the Shadowfell to make them real). Darkness can not be switched out.
For Draconic, I'd let them switch out the bonus spells to spells from the Evocation or Enchantment school of magic.
For the Storm Sorcerer, I still can't believe they didn't give Call Lightning to Sorcerers in Tasha's. Also, they can switch out their spells to spells from the Evocation or Conjuration school of magic.
For Wild Magic Sorcerer, one mechanic I thought of a while back is to roll a d8 to randomly pick a school of magic, and you can gain a spell from that school. Repeat as often as necessary.
I will admit that only now reading this thread again did I discover that you could even change out the prepared spells given to each subclass. So that's neat to learn.
I think I agree with switching Bigby's Hand for Geas and keeping Legend Lore for the Draconic Sorcerer. I also like the idea of allowing the Divine Sorcerer to pick their own expanded prepared spells from the cleric list instead of just making a static list, though I originally made the spell list this way so the subclass could get at least a couple of paladin spells as well (the two aura spells). Still I can definitely get behind giving Divine Sorcerer's a it more flexibility with their extra spells
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Homebrew - Circle of the Living Machines Druid, Path of the Dragon Soul Barbarian
My hombrew Great Wyrm Dragons
Both of those aura spells are on the Cleric spell list in Tasha's Cauldron of Everything.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Oh well that solves that then.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Homebrew - Circle of the Living Machines Druid, Path of the Dragon Soul Barbarian
My hombrew Great Wyrm Dragons
Wild Magic Sorcerer
1st Chaos Bolt, Roll D8 at long rest and get a random one 1Tasha's Caustic Brew 2Frost Fingers 3Burning Hands 4Magic Missile 5Witch Bolt 6Chromatic Orb(Poison only) 7Wrathful Smith 8Thunderwave
3rdAlter Self but roll 1d3 for option, Mirror Image
5thFireball but roll 1d8 and get Chaos bolt damage type change, Elemental Weapon but 1d5 for damage type
7thPolymorph, Roll 1d8 1Summon Fey(4th Level) 2Summon Undead(4th Level) 3Summon Shadowspawn(4th Level) 4Summon Lesser Demons (4th Level) 5Summon Abberation 6Summon Construct 7Summon Elemental 8Summon Greater Demons
9thDream, Roll D8 at long rest and get a random one 1Vitriolic Sphere (5th Level)2Cone of Cold 3Flame Strike 4Bigby's Hand 5Call Lightning(5th Level) 6Cone of Cold(But Poison) 7Staggering Smite(5th Level) 8Destructve Wave
It's not perfect so leave questions and improvements as replies
I really like the edited spell lists. One suggestion for the draconic sorcerer - a cantrip that deals damage appropriate to your bloodline? Acid, cold, fire, lightning and poison all appear on the PHB sorcerer spell list.
Sorry, two suggestions! Give the draconic sorcerer the option to cast dragon's breath using 2 sorcery points (like the shadow sorcerer with darkness). If cast using sorcery points it ignores resistance to its damage type.
Frankly, my dear, I'd rather be listening to Rehn Stillnight.
For the Shadow Sorcerer its redundant to have Darkness as a spell since they already get it as part of their subclass feature.
So did anyone see my Wild Magic Sorcerer spell list? I feel like it's definately flawed and want feedback
Other than Chaos Bolt and Summon Fey Spirit, I can't think of any spells that seem like a natural fit for Wild Magic. That's why instead of assigning a specific spell when you randomly generate it, you're assigned a school of magic and you can pick a spell from there.
I made a spell list for it I was asking if anyone liked what I put on it not an idea for your own one sorry for wording it bad
spells are already on sorcerer spell list
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Yeah but spells in a subclass spell list are prepared without having to waste preparation slot so they're free thunderwave/blight
Sorcerers can cast all the spells they know without preparing them during a rest but do not have all their spells only a number of spell depending on their level. But I think you mean the sorcerer always knows the spell right?