I know sorcerer's are not supposed to be as disciplined as wizards but especially if using a Draconic Bloodline it does make sense to have their powers related in some way. Is there a way to group sorcerer spells, the way wizard spells are organised into schools?
I'm not really sure what you mean, but sorcerers do still cast evocation and illusion spells just like wizards, their subclasses aren't exactly the same as Wizards, but they do follow a pattern, sort of.
Draconic Soul Sorcerers are the equivalent of Evokers.
Shadow Sorcerers are the equivalent of necromancers.
Divine Soul is the equivalent of any cleric (not wizard subclass)
Aberrant mind is the equivalent of the Psionics Wizard.
Wild Magic is the equivalent IDK.
Storm Sorcerers are the equivalent of Evokers/Conjurers as well.
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Sorry, I'm going by the players hand book, from reading that it looked like you could chose any spell if you were high enough level. Some spells like ray of frost or acid splash seem to be more likely to come from certain draconic backgrounds. I can't see any rules or even suggestions about how you pick which spells to give wild magic characters though.
What is the background behind your wild magic sorcerer?
My character was born during an abnormally intense thunderstorm and has been influenced by the elemental powers of the storm. I try and relate all the spells I have selected to an electromagnetic/storm theme. Obvious examples are thunder wave, thunder clap, witch bolt, shocking grasp etc. Less obvious examples are mage hand being a form of electromagnetic manipulation, mage armour is a form of electromagnetic force that turns weapons. A light spell would produce an electric arc rather than a flame. He finds it easier to mend metal items compared to cloth because he welds the tear.
Spells like sleep, charm, comprehend languages, etc are not compatible with my view of the background to my character so I do not choose them.
It can make sense if you want it to. That's precisely how I tend to create my sorcerers; I try to keep them as thematic as possible.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I'm working on an idea that the charcter was created by a god as a builder so they get more temples built faster. I imagined it was a young god that became impatient with his imperfect creations after a while and left them without purpose. Most of them gathered and continued to worship the god but my character was still young and rebelled. He now tries to use his abilities for the good of mankind whislt resenting the gods. I'd really like to make a Sorcerer who can only develop telekinetic spells but I don't know how functional that is. Can wild magic create any type of spell, are there spells wild magic users tend to use or avoid?
Is there a reason why witch bolt is not on a sorcerer character sheet? I am looking at spells from the spell list and on the character sheet and one spell was left off the list, witch bolt.
Is there a reason why witch bolt is not on a sorcerer character sheet? I am looking at spells from the spell list and on the character sheet and one spell was left off the list, witch bolt.
Witch Bolt is on the sorcerer spell list. Have you bought the PHB?
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For wild magic I would say you need spells that reflect how you obtained your magic. Unfortunately there aren't a lot of telekinetic spells. I'm not sure any of the cantrips work - Gust or Control Earth, maybe. For flavor sake you could go with Catapult, Levitate, Fly and Feather Fall. Hold Person might work. For Wild Magic flavor, Chaos Bolt and Chromatic Orb. It's difficult to be thematic when you only have 15 spells known. Some of that list gets taken up with Shield and Mage Armor unless you already have a high AC. Work with your DM. Sometimes spells can be reskinned to better reflect your theme. You might be able to take a feat that is in line with your character idea.
IF you aren't wedded to Wild Magic, pick up a copy of Xanather's and check out some of the subclasses. Divine Soul might fit your "magic comes from a God" theme since you get access to some better spells from the cleric spell list. If you are allowed to use Unearthed Arcana you could go with the new Psionic Soul subclass. Aberrant Mind is good but WoTC mothballed it.
That is not what I asked. why is it not on the character sheet? I opened spell then add spells it ends at thunderwave
It's exactly what you asked. If you owned the players handbook, it would show up for you. Since you don't own the Players Handbook, you don't see the spells that are contained in the players handbook.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
That is not what I asked. why is it not on the character sheet? I opened spell then add spells it ends at thunderwave
You can only choose the spells on the character sheet that you have bought on this website. If you have bought the PHB on the website, it would show up for you. I answered the question you asked.
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Please check out my homebrew, I would appreciate feedback:
I know sorcerer's are not supposed to be as disciplined as wizards but especially if using a Draconic Bloodline it does make sense to have their powers related in some way. Is there a way to group sorcerer spells, the way wizard spells are organised into schools?
I'm not really sure what you mean, but sorcerers do still cast evocation and illusion spells just like wizards, their subclasses aren't exactly the same as Wizards, but they do follow a pattern, sort of.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Sorry, I'm going by the players hand book, from reading that it looked like you could chose any spell if you were high enough level. Some spells like ray of frost or acid splash seem to be more likely to come from certain draconic backgrounds. I can't see any rules or even suggestions about how you pick which spells to give wild magic characters though.
What is the background behind your wild magic sorcerer?
My character was born during an abnormally intense thunderstorm and has been influenced by the elemental powers of the storm. I try and relate all the spells I have selected to an electromagnetic/storm theme. Obvious examples are thunder wave, thunder clap, witch bolt, shocking grasp etc. Less obvious examples are mage hand being a form of electromagnetic manipulation, mage armour is a form of electromagnetic force that turns weapons. A light spell would produce an electric arc rather than a flame. He finds it easier to mend metal items compared to cloth because he welds the tear.
Spells like sleep, charm, comprehend languages, etc are not compatible with my view of the background to my character so I do not choose them.
It can make sense if you want it to. That's precisely how I tend to create my sorcerers; I try to keep them as thematic as possible.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I'm working on an idea that the charcter was created by a god as a builder so they get more temples built faster. I imagined it was a young god that became impatient with his imperfect creations after a while and left them without purpose. Most of them gathered and continued to worship the god but my character was still young and rebelled. He now tries to use his abilities for the good of mankind whislt resenting the gods. I'd really like to make a Sorcerer who can only develop telekinetic spells but I don't know how functional that is. Can wild magic create any type of spell, are there spells wild magic users tend to use or avoid?
Is there a reason why witch bolt is not on a sorcerer character sheet? I am looking at spells from the spell list and on the character sheet and one spell was left off the list, witch bolt.
Witch Bolt is on the sorcerer spell list. Have you bought the PHB?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That is not what I asked. why is it not on the character sheet? I opened spell then add spells it ends at thunderwave
For wild magic I would say you need spells that reflect how you obtained your magic. Unfortunately there aren't a lot of telekinetic spells. I'm not sure any of the cantrips work - Gust or Control Earth, maybe. For flavor sake you could go with Catapult, Levitate, Fly and Feather Fall. Hold Person might work. For Wild Magic flavor, Chaos Bolt and Chromatic Orb. It's difficult to be thematic when you only have 15 spells known. Some of that list gets taken up with Shield and Mage Armor unless you already have a high AC. Work with your DM. Sometimes spells can be reskinned to better reflect your theme. You might be able to take a feat that is in line with your character idea.
IF you aren't wedded to Wild Magic, pick up a copy of Xanather's and check out some of the subclasses. Divine Soul might fit your "magic comes from a God" theme since you get access to some better spells from the cleric spell list. If you are allowed to use Unearthed Arcana you could go with the new Psionic Soul subclass. Aberrant Mind is good but WoTC mothballed it.
It's exactly what you asked. If you owned the players handbook, it would show up for you. Since you don't own the Players Handbook, you don't see the spells that are contained in the players handbook.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
You can only choose the spells on the character sheet that you have bought on this website. If you have bought the PHB on the website, it would show up for you. I answered the question you asked.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms