Hello i've always loved sorcerers in 5e but it always felt like they lack in amount of spells they get. My newest play as a clockwork soul sorcerer actually confirmed this to me and as i searched for other opinions it made it clear that im not allone in this so i've decided to give each pre-Tasha official subclass an extended spell list what is your opinion of them? feel free to discuss or use in your campaings!
Wild Magic
You learn additional spells when you reach certain levels in this class, as shown on the wild magic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class, instead whenever you gain a sorcerer level you roll 1d8 for a particular level on the chaos spells table and you can choose to replace one of the two spells with the new one in that spell level.
Since you have surrendered to the darkness, you are able to use its maximum potential and thus gain certain spells at certain levels. These spells don't count against the number of spells you have, but you can't exchange them for other spells like your sorcerer spells.
Your draconic blood gives you some inner magic based on color of your ancestors
when you reach certain levels in this class you gain new spells which does not count against your sorcerer spells Also when you reach 3th level in sorcerer, you gain dragon’s breath spell which requires no spell components.
Your magic comes from the very nature of the elements like weather and storms.
When you reach a certain level in sorcerer, you gain one spell of your choice from the expanded spell table. This spell does not count against the number of spells you know, and when you reach a new Sorcerer level you may exchange one of these spells for another spell of the same level from the school of evocation.
In addition, each day at dawn you gain spells of level that you have access to in the extended spell table, depending on the type of weather (weather can be combined: e.g. sunny + rainy).
Hello i've always loved sorcerers in 5e but it always felt like they lack in amount of spells they get. My newest play as a clockwork soul sorcerer actually confirmed this to me and as i searched for other opinions it made it clear that im not allone in this so i've decided to give each pre-Tasha official subclass an extended spell list what is your opinion of them? feel free to discuss or use in your campaings!
Wild Magic
You learn additional spells when you reach certain levels in this class, as shown on the wild magic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class, instead whenever you gain a sorcerer level you roll 1d8 for a particular level on the chaos spells table and you can choose to replace one of the two spells with the new one in that spell level.
Wild magic Spells table
Sorcerer Level Spell level Spells
1st (1) Absorb elements, Chaos bolt
3rd (2) Alter self, Lesser Restoration
5th (3) Protection from Energy, Hypnotic Pattern
7th (4) Polymorph, Confusion
9th (5) Telekinesis, Destructive Wave
Chaos spells table
spell level
spells
1
1.Tasha's Hideous Laughter/ 2.Absorb elements / 3. shield/ 4. Magic Missile/ 5. Hellish Rebuke/ 6. Chromatic Orb / 7.Fog Cloud / 8. Chaos bolt
2
1. Alter Self / 2. Cloud of Daggers / 3. Continual Flame / 4. Darkness / 5. Darkvision / 6. Enhance Ability / 7. Lesser Restoration / 8. Enlarge/Reduce
3
1. Blink / 2. Call Lightning / 3. Daylight / 4. Fear / 5. Haste / 6. Hypnotic Pattern / 7. Major Image / 8. Protection from Energy
4
1. Polymorph / 2. Banishment / 3. Elemental Bane / 4. Freedom of Movement / 5. Confusion / 6. Ice Storm / 7. Sickening Radiance / 8. Hallucinatory Terrain
5
1.Telekinesis / 2. Antilife Shell / 3. Cloudkill / 4. Dawn / 5. Destructive Wave / 6. Dream / 7. Mass Cure Wounds / 8. Reincarnate
Shadow Magic:
Since you have surrendered to the darkness, you are able to use its maximum potential and thus gain certain spells at certain levels. These spells don't count against the number of spells you have, but you can't exchange them for other spells like your sorcerer spells.
Sorcerer level Spells
Cantrip Toll The Dead
1st Bane, Hex
3rd Shadow Blade, Silence
5th Fear, Hunger Of Hadar
7th Blight, Death Ward
9th Dream, Antilife Shell
Draconic Bloodline - Draconic inheritance
Your draconic blood gives you some inner magic based on color of your ancestors
when you reach certain levels in this class you gain new spells which does not count against your sorcerer spells
Also when you reach 3th level in sorcerer, you gain dragon’s breath spell which requires no spell components.
sorcerer
level
Red / Gold
/ brass
Blue / Bronze
Black / Copper
Green
White / Silver
1st level
Burning Hands
Thunderwave
Identify
Ray of Sickness
Ice Knife
3th level
Scorching Ray
Shatter
Melf's Acid Arrow
Spike Growth
Rime's Binding Ice
5th level
Fireball
Lightning Bolt
Stinking Cloud
Hypnotic Pattern
Sleet Storm
7th level
Wall of Fire
Storm Sphere
Vitriolic Sphere
Greater Invisibility
Ice Storm
9th level
Flame Strike
Maelstrom
Insect Plague
Cloudkill
Cone of Cold
Storm Sorcery
Your magic comes from the very nature of the elements like weather and storms.
When you reach a certain level in sorcerer, you gain one spell of your choice from the expanded spell table. This spell does not count against the number of spells you know, and when you reach a new Sorcerer level you may exchange one of these spells for another spell of the same level from the school of evocation.
In addition, each day at dawn you gain spells of level that you have access to in the extended spell table, depending on the type of weather (weather can be combined: e.g. sunny + rainy).
Weather spells
lvl / spell circle
sunny
rainy
snowy
foggy
stormy
(thunder clouds)
1lvl / 1st
Armor of Agathys
Fog Cloud
Witch Bolt
Feather Fall
3lvl / 2nd
Heat Metal
Pass Without Trace
Rime's Binding Ice
Misty Step
5lvl / 3rd
Fireball
Call Lightning
Lightning Bolt
Fly
7lvl / 4th
Wall of Fire
Watery Sphere
Ice Storm
Greater Invisibility
Storm Sphere
Freedom of Movement
9lvl / 5th
Maelstrom
Cone of Cold
Far Step
Telekinesis
Divine Soul
divine magic
Your potency comes from divine power and therefore has similar effects.
Each morning you may choose one spell for each spell level you have access to from the cleric's spell list.
For example: a level 5 sorcerer can choose one first level spell from the cleric's spell list, one from the second level, and one from the third.
the maximum level of spells obtained in this way is level 5