In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
In my case, I picked 'Good' and got Cure Wounds. The spell was added fine, but I have no way to REPLACE that spell with a different cleric spell even on leveling up.
The Cure Wounds spell was granted by a class feature. The Only way to change it would be to change your alignment. Once you make your choice, you are not supposed to be able to change it.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
You are supposed to be able to change it, but the functionality for features like these isn't quite there (other subclasses that a spell your supposed to be able to change don't work either).
To work around this, create a homebrew feat that adds a cleric spell and use that instead (unselect alignment). Or homebrew a copy of this subclass and change this feature to let you select any cleric spell. Or just add an extra cleric spell to your spell list by expanding the spell description and clicking "add spell" at bottom.
The Cure Wounds spell was granted by a class feature. The Only way to change it would be to change your alignment. Once you make your choice, you are not supposed to be able to change it.
What DxJxC said, you are supposed to be able to change it. I even bolded the part of the rule that says you can. But it seems the builder hasn't been given the understanding of being able to change spells out granted by class features. If it was alignment restricted it would read along the lines of 'If your alignment changes, you take the appropriate spell', but the spell choice itself does not even appear to be alignment restricted. You could, in theory, pick the evil option as a good character if we go by RAW.
You are supposed to be able to change it, but the functionality for features like these isn't quite there (other subclasses that a spell your supposed to be able to change don't work either).
To work around this, create a homebrew feat that adds a cleric spell and use that instead (unselect alignment). Or homebrew a copy of this subclass and change this feature to let you select any cleric spell. Or just add an extra cleric spell to your spell list by expanding the spell description and clicking "add spell" at bottom.
Thanks for the tips, it's not a huge issue for me at the moment but it's something I'll likely run into as I get my Sorcadin to total level 9 and beyond. And it's something perhaps the devs can look into. Maybe on the spell tab of the sheet you can select to remove the spell for a different cleric spell in a drop down.
To work around this, create a homebrew feat that adds a cleric spell and use that instead (unselect alignment). Or homebrew a copy of this subclass and change this feature to let you select any cleric spell. Or just add an extra cleric spell to your spell list by expanding the spell description and clicking "add spell" at bottom.
In my case, I picked 'Good' and got Cure Wounds. The spell was added fine, but I have no way to REPLACE that spell with a different cleric spell even on leveling up.
The Cure Wounds spell was granted by a class feature. The Only way to change it would be to change your alignment. Once you make your choice, you are not supposed to be able to change it.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
You are supposed to be able to change it, but the functionality for features like these isn't quite there (other subclasses that a spell your supposed to be able to change don't work either).
To work around this, create a homebrew feat that adds a cleric spell and use that instead (unselect alignment). Or homebrew a copy of this subclass and change this feature to let you select any cleric spell. Or just add an extra cleric spell to your spell list by expanding the spell description and clicking "add spell" at bottom.
What DxJxC said, you are supposed to be able to change it. I even bolded the part of the rule that says you can. But it seems the builder hasn't been given the understanding of being able to change spells out granted by class features. If it was alignment restricted it would read along the lines of 'If your alignment changes, you take the appropriate spell', but the spell choice itself does not even appear to be alignment restricted. You could, in theory, pick the evil option as a good character if we go by RAW.
Thanks for the tips, it's not a huge issue for me at the moment but it's something I'll likely run into as I get my Sorcadin to total level 9 and beyond. And it's something perhaps the devs can look into. Maybe on the spell tab of the sheet you can select to remove the spell for a different cleric spell in a drop down.
Any Cleric Spell will work. Or is it that your On-line Character Sheet won't update it for you?
It is that the online character sheet doesn't let you.
It is a known issue.
Has anyone made such a homebrew they would share?
They wouldn't be allowed to share it. It is too similar to licenced content (literally a copy).