Hello all! I'm soon to be starting my first D&D game that will take us from level 1 to approximately level 16. The campaign we'll be playing, in case this is particularly relevant, is Rise of Tiamat/Tyranny of Dragons, so please no major spoilers for that story if possible!
The character I will be playing is a (red/fire dragon) draconic sorcerer, and my initial hope for this character is to have a focus on fire magic (to make the best use of her Elemental Affinity feature) and being a very charismatic face for the party who is proficient in many of the social skills. However, I'm just now wondering whether RoT/ToD will set my sorcerer against many enemies that are resistant or immune to her fire magic. It seems to me that spells like Chromatic Orb, Chaos Bolt and Dragon's Breath would give me an option to work with other damage types if I had to get around fire resistance and immunities. If anyone could give me a general indication of this without major story spoilers (if that's even possible?) I would greatly appreciate it!
There's one main request I'm hoping to make to my DM, which is to incorporate a list of origin spells for draconic sorcerers similar to the ones included in the Aberrant Mind and Clockwork Soul subclasses introduced in Tasha's Cauldron of Everything.
With that in mind, I have compiled a list of spells that I feel fit a draconic vibe, but I was hoping to have some help filtering them down to the best and most useful ones for use in this campaign. I know that spells learnt via an origin list generally can't be replaced later, so I want to ensure each of the final spells on my list are ones that won't be a waste of the very few spells I'll be able to learn as a sorcerer.
I look forward to any and all feedback I receive on these! I've included spells right up to 9th level, but I'll likely cut the list after 5th level to keep in line with the precedent set by TCoE. Regardless, if you have any suggestions for alternate spells that you think would work better than my current choices, no matter the source, please don't hesitate to let me know! Any spells that don't make it onto the origin list will remain strong contenders for me to pick up with my free choice spell slots :)
TL;DR - red/fire draconic sorcerer and party face looking to create a homebrew origin spell list for use in an upcoming game. Help and suggestions appreciated to find the best and most useful spells! :)
TL;DR - red/fire draconic sorcerer and party face looking to create a homebrew origin spell list for use in an upcoming game. Help and suggestions appreciated to find the best and most useful spells! :)
Metamagic transmute spell could give you some flexibility and is quite cheap for a metamagic.
The spells you listed do make sense tho.
Currently playing a LV3 ice dragon sorcerer and am probably gonna choose transmute metamagic asap (didnt see the option when I first made the character)
Really want the fear related spells as it fits with the character back story
Metamagic transmute spell could give you some flexibility and is quite cheap for a metamagic.
The spells you listed do make sense tho.
Currently playing a LV3 ice dragon sorcerer and am probably gonna choose transmute metamagic asap (didnt see the option when I first made the character)
Really want the fear related spells as it fits with the character back story
Ooo, Transmuted Spell actually looks pretty dope! I may look into it as well to give my character a little more versatility against fire-resistant and fire-immune creatures. Thanks for the suggestion! :)
You do realize that about half the spells you listed there aren't on the sorcerer spell list, right?
I do know that. As it so happens, most of the other official origin spells lists include spells from other classes. That's literally the entire point of them: to expand the amount of spells a particular subclass has access to and increase their overall versatility, whilst staying true to the overall theme of that background.
The Twilight Domain Cleric - as just one example - has an origin spell list including tenspells, and only two of those are on the regular cleric list, so I don't really understand the point you're trying to make?
Well, for one thing, because the spells you gain as as a bonus for your subclass aren't referred to as "origin spells," they're called Domain Spells for clerics and Psyonic Spells for Aberrant Mind sorcerers. Calling them origin spells made me think that you were just expecting to take all those spells as the ones you chose for your class. Especially since in all cases, bonus spells known from your subclass are always limited to spells of 5th level and below, while your list goes straight up to 9th level spells. Plus, some of your spells don't fit the theme of being draconic, like Bane, Chaos Bolt, Continual Flame, Flame Strike, Erupting Earth, or Earthquake (yeah yeah, I get it- red dragons lair in volcanoes and can trigger seismic events as lair actions- still doesn't fit).
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
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Hello all! I'm soon to be starting my first D&D game that will take us from level 1 to approximately level 16. The campaign we'll be playing, in case this is particularly relevant, is Rise of Tiamat/Tyranny of Dragons, so please no major spoilers for that story if possible!
The character I will be playing is a (red/fire dragon) draconic sorcerer, and my initial hope for this character is to have a focus on fire magic (to make the best use of her Elemental Affinity feature) and being a very charismatic face for the party who is proficient in many of the social skills. However, I'm just now wondering whether RoT/ToD will set my sorcerer against many enemies that are resistant or immune to her fire magic. It seems to me that spells like Chromatic Orb, Chaos Bolt and Dragon's Breath would give me an option to work with other damage types if I had to get around fire resistance and immunities. If anyone could give me a general indication of this without major story spoilers (if that's even possible?) I would greatly appreciate it!
There's one main request I'm hoping to make to my DM, which is to incorporate a list of origin spells for draconic sorcerers similar to the ones included in the Aberrant Mind and Clockwork Soul subclasses introduced in Tasha's Cauldron of Everything.
With that in mind, I have compiled a list of spells that I feel fit a draconic vibe, but I was hoping to have some help filtering them down to the best and most useful ones for use in this campaign. I know that spells learnt via an origin list generally can't be replaced later, so I want to ensure each of the final spells on my list are ones that won't be a waste of the very few spells I'll be able to learn as a sorcerer.
I look forward to any and all feedback I receive on these! I've included spells right up to 9th level, but I'll likely cut the list after 5th level to keep in line with the precedent set by TCoE. Regardless, if you have any suggestions for alternate spells that you think would work better than my current choices, no matter the source, please don't hesitate to let me know! Any spells that don't make it onto the origin list will remain strong contenders for me to pick up with my free choice spell slots :)
TL;DR - red/fire draconic sorcerer and party face looking to create a homebrew origin spell list for use in an upcoming game. Help and suggestions appreciated to find the best and most useful spells! :)
1st Level Spells - Burning Hands, Chromatic Orb, Chaos Bolt, Cause Fear, Charm Person, Disguise Self, Hellish Rebuke, Earth Tremor, Bane, Sleep
2nd Level Spells - Heat Metal, Dragon's Breath, Scorching Ray, Suggestion, Aganazzar’s Scorcher, Flaming Sphere, Continual Flame, Alter Self
3rd Level Spells - Fireball, Fear, Fly, Erupting Earth, Melf's Minute Meteors
4th Level Spells - Wall of Fire, Elemental Bane, Polymorph, Fire Shield, Charm Monster
5th Level Spells - Flame Strike, Control Winds, Hold Monster, Dominate Person, Scrying, Cloudkill, Immolation
6th Level Spells - True Seeing, Mass Suggestion
7th Level Spells - Fire Storm
8th Level Spells - Dominate Monster, Incendiary Cloud, Earthquake
9th Level Spells - Meteor Swarm
TL;DR - red/fire draconic sorcerer and party face looking to create a homebrew origin spell list for use in an upcoming game. Help and suggestions appreciated to find the best and most useful spells! :)
Metamagic transmute spell could give you some flexibility and is quite cheap for a metamagic.
The spells you listed do make sense tho.
Currently playing a LV3 ice dragon sorcerer and am probably gonna choose transmute metamagic asap (didnt see the option when I first made the character)
Really want the fear related spells as it fits with the character back story
You do realize that about half the spells you listed there aren't on the sorcerer spell list, right?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Ooo, Transmuted Spell actually looks pretty dope! I may look into it as well to give my character a little more versatility against fire-resistant and fire-immune creatures. Thanks for the suggestion! :)
I do know that. As it so happens, most of the other official origin spells lists include spells from other classes. That's literally the entire point of them: to expand the amount of spells a particular subclass has access to and increase their overall versatility, whilst staying true to the overall theme of that background.
The Twilight Domain Cleric - as just one example - has an origin spell list including ten spells, and only two of those are on the regular cleric list, so I don't really understand the point you're trying to make?
Well, for one thing, because the spells you gain as as a bonus for your subclass aren't referred to as "origin spells," they're called Domain Spells for clerics and Psyonic Spells for Aberrant Mind sorcerers. Calling them origin spells made me think that you were just expecting to take all those spells as the ones you chose for your class. Especially since in all cases, bonus spells known from your subclass are always limited to spells of 5th level and below, while your list goes straight up to 9th level spells. Plus, some of your spells don't fit the theme of being draconic, like Bane, Chaos Bolt, Continual Flame, Flame Strike, Erupting Earth, or Earthquake (yeah yeah, I get it- red dragons lair in volcanoes and can trigger seismic events as lair actions- still doesn't fit).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.