I'm really disappointed. l wanted to make a Necromancer Sorcerer (Twin spell meta magic plus reanimation spells FTW) and l wanted them to be a Shadow Sorcerer, cause of the flavour and mechanics. So imagine my disappointment and annoyance when l decided to check the sorcerer spell list, and found barely any necromancy spells, none of which actually raise the dead! (Except Finger of Death, but that's 7th level)
(Weirdest of all, despite having a subclass who's lore is involved with Shadow and negative energy doesn't get "Negative Energy flood". Maybe cause the subclass is about the Shadowfell, not Negative energy plane?)
It seems that if l want to play a "Necrocerer", I'll have to use the Divine Soul, who's class abilities seem to focus on healing and the flavour is about a divine connection, which totally clashes with my idea! I wonder why WotC decided to give all the good necromancy spells to the Wizard or Cleric, while screwing over the Sorcerer!?
Sure, l could (And have) homebrew the Shadow Sorcerer to have the Necromancy spells, but Useing that relies on the DM's approval! I wish there was a option for those who want to play a non Divine soul Necromancer Sorcerer.
(I am aware that If l want to play a Necromancer, the best options would be Death Cleric or Necromancy Wizard. That's not the point of this thread. I created this thread to vent my annoyance at the lack of options for a Sorcerer who want's to practice necromancy.)
Sorcerers have always gotten the shaft on spell selection.
True. Always annoyed when making a High leveled Sorcerer NPC and only having 15 spells. (Would it kill them to give a extra spell per point of Charisma, (To a maximum of +5) like most other spell casters?!) (Edit: I was thinking of the prepared spells of the wizard and holy casters. To be fair, a majority of spell casting classes fall into this group. (Artificers, Clerics, Druids, Paladins and Wizards.) (Bard, Ranger, Sorcerer and Warlock being in the minority. No, l'm not counting the fighter and rogue subclasses, cause those aren't classes)
Would it kill them to give a extra spell per point of Charisma, (To a maximum of +5) like most other spell casters?!
This doesn't occur in 5th edition.
Probably thinking of Prepared Spells. Wizard at least gets extra prepared spells for each Intelligence Modifier point.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I mean, worst case scenario you can flavor your Divine Soul spells to be cast like necromancy? Your DM would probably be okay with that. But yes, it does suck with how little the sorcerer has access to in terms of spell diversity and the amount of spells they can actually use.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
And Spell Points instead of slots to better interact with their Metamagic.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
There's no reason that a primary spellcaster should know fewer spells at any level than a secondary spellcaster does, and that's exactly what happens with the sorcerer. They also have an arbitrarily restrictive list of spells that's basically just a stripped-down version of the wizard's spell list with only one or two spells unique to sorcerers, none of which are very good.
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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.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
And Spell Points instead of slots to better interact with their Metamagic.
I don't have any Sorcerer's at my table, but I have included the following in the House Rules, if anyone ever wants to give it a shot:
1. Additional Meta Magic at 7th level.
2. The chart on page 101 of the PHB is perfectly two way, supplanting the section below that is labelled: "Converting a Spell Slot to Sorcery Points"
They are not large changes, but do give Sorcerers marginally more Sorcery Points (3rd level spell = 5 SP, as opposed to 3 per RAW).
This is the current set of fixes I use for Sorcerers as a set of houserules if anyone is interested:
Sorcerous Recovery (Additional Feature)
2nd-level Sorcerer feature
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Metamagic (Replacement Feature)
3rd-level Sorcerer feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 10th, 13th, and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Weave Manipulation (Additional Feature)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement Feature)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requires concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can use this ability once, and regain the use of this ability whenever you finish a short or long rest.
Aside from using Spell Points (which is the simplest fix), those👆adjustments seem to do rather nicely.
Step 1: Pick a Race (Triton, Tiefling) that gets a bonus to Charisma and at least 2 racial spells you like that can be cast with spell slots.
Step 2: Spend ONE level multi-classing into Bard. This adds four spells known, though they must be of first level, not to mention an extra couple of cantrips. Suggestion, take Faerie Fire, Healing Word, and Silvery Barbs as 3 of your Bard spells.
Step 3: Now spend your Sorc spells known only on 2nd or higher level Sorc spells.
Step 4: Take a feat like Fae Touched that gives you at least one spell known you like.
Step 5: Get a wand of the spell you are likely to cast the most that is not on these lists. Wand of Polymorph is remarkably useful for both utility (flying/swimming) and combat.
Net result, you should end up with at least 22, possibly as high as 24 spells known as a high level Sorcerer, plus multiple castings of the wand spell per day.
Yes, these will be weighted toward lower level spells, but that frees up spells known for your higher level slots.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
There's no reason that a primary spellcaster should know fewer spells at any level than a secondary spellcaster does, and that's exactly what happens with the sorcerer. They also have an arbitrarily restrictive list of spells that's basically just a stripped-down version of the wizard's spell list with only one or two spells unique to sorcerers, none of which are very good.
I feel like that helps my point as much as yours though. With a greater range of metamagic options and as Sposta pointed out, the spell points to fuel them, you could effectively eclipse the spell number of those secondary spellcasters.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
And Spell Points instead of slots to better interact with their Metamagic.
I don't have any Sorcerer's at my table, but I have included the following in the House Rules, if anyone ever wants to give it a shot:
1. Additional Meta Magic at 7th level.
2. The chart on page 101 of the PHB is perfectly two way, supplanting the section below that is labelled: "Converting a Spell Slot to Sorcery Points"
They are not large changes, but do give Sorcerers marginally more Sorcery Points (3rd level spell = 5 SP, as opposed to 3 per RAW).
This is the current set of fixes I use for Sorcerers as a set of houserules if anyone is interested:
Sorcerous Recovery (Additional Feature)
2nd-level Sorcerer feature
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Metamagic (Replacement Feature)
3rd-level Sorcerer feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 10th, 13th, and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Weave Manipulation (Additional Feature)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement Feature)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requires concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can use this ability once, and regain the use of this ability whenever you finish a short or long rest.
Aside from using Spell Points (which is the simplest fix), those👆adjustments seem to do rather nicely.
It's not a great selection of Necromany spells for a Shadow Sorcerer but its not too shabby:
Cantrip: Chill Touch, Lvl 1: False Life, Ray of Sickness, Lvl 2: Blindness/Deafness, Lvl 3: Vampiric Touch (Introduced to Sorcerer list via Tasha's Cauldron of Whatnot), Lvl 4: Blight, Lvl 5: Enervation, Lvl 6: Circle of Death, Eye Bite, Lvl 7: Finger of Death, Lvl 8: Abi-Dalzim's horrid Wilting.
It could really do with something to summon undead via either animate dead, create undead and/or danse macabre or the summon undead or shadowspawn spells form Tasha's. I'd proabably compile an expanded spell list like they did for the sorceres in tasha's caulsdron of whatnot.
For Shadow Sorcerer something along the lines of:
Lvl 1spells: two from Cause Fear, Inflict Wounds, Protection form Evil & Good, Lvl 2 Spells: Gentle Repose, Lvl 3 Spells: two from either Animate Dead, Speak with Dead, Spirit Guardians, Spirit Shroud, Summon Shadowspawn, Summon Undead, Lvl 4 Spells: Shadow of Moil, Lvl 5 Spells: Contagion, Negative Energy Flood.
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I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
And Spell Points instead of slots to better interact with their Metamagic.
Agree with both.
My feeling is that classes should differ mechanically. Sorcerer would have been a great opportunity to do spell points, or building spells on the fly, or something completely different from wizards and clerics.
Building spells on the fly would be a nice idea. I worked through several systems and found the following issues:
It prevents a whole bunch of utility spells. It is easy to set up a system for combat because there are only a few categories and you can do things like +1 level if save for half, +2 levels for save or nothing, +3 levels if Force, -1 level if Fire, etc. Similarly the major spell categories - divination, teleportation, polymorphing, Conditions, movement buffs/debuffs, can all have rules set up for them. But then you come across something like Illusory Script which has no similar spells. So if your spell on the fly wants it, it needs a whole set of rules just for it. End Result, you end up having only the main 'category' spells. They get damage, control, healing, conditions (including advantage/disadvantage, etc), teleporation, movement, but that is IT.
Other choice is to only allow it for damage and conditions. These are the areas most players want to mess around with it. In effect, you are just creating some extra feats for them to change how the damage spells work.
The player has to be just as smart as the creator to use it, especially in game. Otherwise it tends to slow things down.
The player usually sticks to one idea most of the time, thereby ignoring the supposed benefit.
It ends up making certain monsters much easier. Have a creature that can only be hurt by Poison damage, and you need to slow them down? Well that is easy to do in our new system, but it is unlikely someone from the regular rules will have a Poison based spell that also slows them down.
I think you could always use the mechanics from divine soul (so wouldn't need DM approval) but flavor their powers as coming from some other source.
You wouldn’t even really need to flavour it as some other source. Divine souls don’t have to be good or connected to a good divine source. Deriving their powers from some connection to Mask or Myrkul, for example, is straight off the rack and makes perfect sense for a sorcerer practicing necromancy IMHO.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
And Spell Points instead of slots to better interact with their Metamagic.
I don't have any Sorcerer's at my table, but I have included the following in the House Rules, if anyone ever wants to give it a shot:
1. Additional Meta Magic at 7th level.
2. The chart on page 101 of the PHB is perfectly two way, supplanting the section below that is labelled: "Converting a Spell Slot to Sorcery Points"
They are not large changes, but do give Sorcerers marginally more Sorcery Points (3rd level spell = 5 SP, as opposed to 3 per RAW).
This is the current set of fixes I use for Sorcerers as a set of houserules if anyone is interested:
Sorcerous Recovery (Additional Feature)
2nd-level Sorcerer feature
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Metamagic (Replacement Feature)
3rd-level Sorcerer feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 10th, 13th, and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Weave Manipulation (Additional Feature)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement Feature)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requires concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can use this ability once, and regain the use of this ability whenever you finish a short or long rest.
Aside from using Spell Points (which is the simplest fix), those👆adjustments seem to do rather nicely.
This is a good example of something I despise, so please don't take it personally I just feel like pointing this out.
Whenever someone brings up an issue with The Sorcerer class people always tell them to multiclass, and that is aggravating, like I don't want to be play a Warlock/Sorcerer or a Bard/Sorcerer I want to play a Sorcerer and I shouldn't have to ducktape a class together in order to feel like a Sorcerer.
I'm really disappointed. l wanted to make a Necromancer Sorcerer (Twin spell meta magic plus reanimation spells FTW) and l wanted them to be a Shadow Sorcerer, cause of the flavour and mechanics. So imagine my disappointment and annoyance when l decided to check the sorcerer spell list, and found barely any necromancy spells, none of which actually raise the dead! (Except Finger of Death, but that's 7th level)
(Weirdest of all, despite having a subclass who's lore is involved with Shadow and negative energy doesn't get "Negative Energy flood". Maybe cause the subclass is about the Shadowfell, not Negative energy plane?)
It seems that if l want to play a "Necrocerer", I'll have to use the Divine Soul, who's class abilities seem to focus on healing and the flavour is about a divine connection, which totally clashes with my idea! I wonder why WotC decided to give all the good necromancy spells to the Wizard or Cleric, while screwing over the Sorcerer!?
Sure, l could (And have) homebrew the Shadow Sorcerer to have the Necromancy spells, but Useing that relies on the DM's approval! I wish there was a option for those who want to play a non Divine soul Necromancer Sorcerer.
(I am aware that If l want to play a Necromancer, the best options would be Death Cleric or Necromancy Wizard. That's not the point of this thread. I created this thread to vent my annoyance at the lack of options for a Sorcerer who want's to practice necromancy.)
Sorcerers have always gotten the shaft on spell selection.
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.
True. Always annoyed when making a High leveled Sorcerer NPC and only having 15 spells. (Would it kill them to give a extra spell per point of Charisma, (To a maximum of +5) like most other spell casters?!) (Edit: I was thinking of the prepared spells of the wizard and holy casters. To be fair, a majority of spell casting classes fall into this group. (Artificers, Clerics, Druids, Paladins and Wizards.) (Bard, Ranger, Sorcerer and Warlock being in the minority. No, l'm not counting the fighter and rogue subclasses, cause those aren't classes)
This doesn't occur in 5th edition.
Probably thinking of Prepared Spells. Wizard at least gets extra prepared spells for each Intelligence Modifier point.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I mean, worst case scenario you can flavor your Divine Soul spells to be cast like necromancy? Your DM would probably be okay with that. But yes, it does suck with how little the sorcerer has access to in terms of spell diversity and the amount of spells they can actually use.
I may be in the minority here, but I do not think sorcerers need more spells. My perspective has always been that if you want more spells, you should play a wizard. I feel that sorcerers need more meta magic options though.
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And Spell Points instead of slots to better interact with their Metamagic.
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There's no reason that a primary spellcaster should know fewer spells at any level than a secondary spellcaster does, and that's exactly what happens with the sorcerer. They also have an arbitrarily restrictive list of spells that's basically just a stripped-down version of the wizard's spell list with only one or two spells unique to sorcerers, none of which are very good.
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.
This is the current set of fixes I use for Sorcerers as a set of houserules if anyone is interested:
Sorcerous Recovery (Additional Feature)
2nd-level Sorcerer feature
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Metamagic (Replacement Feature)
3rd-level Sorcerer feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 10th, 13th, and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Weave Manipulation (Additional Feature)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement Feature)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requires concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can use this ability once, and regain the use of this ability whenever you finish a short or long rest.
Aside from using Spell Points (which is the simplest fix), those👆adjustments seem to do rather nicely.
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How to play a Sorcerer with more spells known:
Step 1: Pick a Race (Triton, Tiefling) that gets a bonus to Charisma and at least 2 racial spells you like that can be cast with spell slots.
Step 2: Spend ONE level multi-classing into Bard. This adds four spells known, though they must be of first level, not to mention an extra couple of cantrips. Suggestion, take Faerie Fire, Healing Word, and Silvery Barbs as 3 of your Bard spells.
Step 3: Now spend your Sorc spells known only on 2nd or higher level Sorc spells.
Step 4: Take a feat like Fae Touched that gives you at least one spell known you like.
Step 5: Get a wand of the spell you are likely to cast the most that is not on these lists. Wand of Polymorph is remarkably useful for both utility (flying/swimming) and combat.
Net result, you should end up with at least 22, possibly as high as 24 spells known as a high level Sorcerer, plus multiple castings of the wand spell per day.
Yes, these will be weighted toward lower level spells, but that frees up spells known for your higher level slots.
I feel like that helps my point as much as yours though. With a greater range of metamagic options and as Sposta pointed out, the spell points to fuel them, you could effectively eclipse the spell number of those secondary spellcasters.
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I love this. Thank you.
You should also make your presence known here.
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It's not a great selection of Necromany spells for a Shadow Sorcerer but its not too shabby:
Cantrip: Chill Touch, Lvl 1: False Life, Ray of Sickness, Lvl 2: Blindness/Deafness, Lvl 3: Vampiric Touch (Introduced to Sorcerer list via Tasha's Cauldron of Whatnot), Lvl 4: Blight, Lvl 5: Enervation, Lvl 6: Circle of Death, Eye Bite, Lvl 7: Finger of Death, Lvl 8: Abi-Dalzim's horrid Wilting.
It could really do with something to summon undead via either animate dead, create undead and/or danse macabre or the summon undead or shadowspawn spells form Tasha's. I'd proabably compile an expanded spell list like they did for the sorceres in tasha's caulsdron of whatnot.
For Shadow Sorcerer something along the lines of:
Lvl 1spells: two from Cause Fear, Inflict Wounds, Protection form Evil & Good, Lvl 2 Spells: Gentle Repose, Lvl 3 Spells: two from either Animate Dead, Speak with Dead, Spirit Guardians, Spirit Shroud, Summon Shadowspawn, Summon Undead, Lvl 4 Spells: Shadow of Moil, Lvl 5 Spells: Contagion, Negative Energy Flood.
I think you could always use the mechanics from divine soul (so wouldn't need DM approval) but flavor their powers as coming from some other source.
Agree with both.
My feeling is that classes should differ mechanically. Sorcerer would have been a great opportunity to do spell points, or building spells on the fly, or something completely different from wizards and clerics.
Building spells on the fly would be a nice idea. I worked through several systems and found the following issues:
You wouldn’t even really need to flavour it as some other source. Divine souls don’t have to be good or connected to a good divine source. Deriving their powers from some connection to Mask or Myrkul, for example, is straight off the rack and makes perfect sense for a sorcerer practicing necromancy IMHO.
Thank you. But I can’t lie, Weave Manipulation is one I adapted from someone else’s idea, so I can’t take full credit for that one.
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This is a good example of something I despise, so please don't take it personally I just feel like pointing this out.
Whenever someone brings up an issue with The Sorcerer class people always tell them to multiclass, and that is aggravating, like I don't want to be play a Warlock/Sorcerer or a Bard/Sorcerer I want to play a Sorcerer and I shouldn't have to ducktape a class together in order to feel like a Sorcerer.