Hi! We are starting a new campaign next week and I'm planning on changing things a little, stuff like a couple of homebrew spells allowed (nothing over the top, and will change stuff if it gets out of hand and we all agreed on this) and even and extra 'flavor' feat starting at lvl 3 (we skipped the first 2 levels).
Last campaign our Draconic Bloodline Sorcerer had a really hard time being the only full Caster on our party (there was a Druid, but she was a Circle of the Stars Druid that dedicated almost all her spells slots to revive, heal, and support), so the Sorcerer felt a little limited because he wanted to play a Frost themed character and also had to learn spells like sending, teleportation circle, scrying, dispel magic, etc and he was conflicted on helping the party or remaining true to his character concept. I give him a Staff of Frost at lvl 10 so he could have both things, but yeah, we as a party felt he was pretty limited on spells and he couldn't change them until every time he leveled up, this was even worst when our Ranger died and a Wizard joined the party at the last couple of sessions, the Wizard just overshadowed our Sorcerer in every opportunity because he was also evocation, so he didn't have to look out hitting allies with his spells most of the time, and he could change his spells every morning if he needs to or lean new spells for spellbooks they found.
This time around I'm planning to add a Spell list for every subclass (yes, even Divine Soul, effectively removing their limitation on being a half cleric half sorcerer) that make sense with their subclass and I'm trying to balance it out as much as possible, since to us, the new subclasses are better just because they got 10 spells for 'free' and this is a huge deal for sorcerers.
Would you help me to make these lists or did someone already created additional spells lists that make sense for the rest of the subclasses for Sorcerer?
There are a number of threads in the Sorcerer forum about this. Just go through the list. Check on DMS Guild because pages and pages have been written that provide sorcerers with origin spells.
I feel for your sorcerer. I've been there. What helped for me was my DM allowing the Unearthed Arcana rule that you can change out one spell of the same level every long rest. However there are a lot of threads on this forum devoted to various subclasses and origin spells for them .
What you might consider doing is giving the sorcerer spells that he almost has to take which then make it impossible to really tailor spells to the subclass - so mage armor or shield, counter spell, detect or dispel magic. That frees up the spells known list and you don't have to do as much work creating origin lists for each subclass.Once they don't have to worry about taking those spells for the good of the party then they can concentrate on taking spells that add flavor. I would go so far as giving him fireball for free (Light clerics get it).
Consider allowing Tasha's metamgic transmute which allows the sorcerer to change the damage type -instead of throwing fireball, the sorcerer can throw an ice ball that sort of thing. Work with your sorcerer to find out what spells off of the various lists would best fit what he is hoping for. I suggest paying the most attention to the wizard list except for Divine Soul - in that case I would look at the various cleric domains and steal form the list you think would work best - probably light or life domain.
It's great that you are willing to work with your sorcerer player, so many DMs don't and it is very frustrating to play a class that you really like but is also underwhelming. I am playing an Aberrant Mind sorcerer now and I have to say the 10 extra spells really go along way toward making sorcerer a fun class to play.
Thank you for your response. I'm already searching and reading posts about this topic on DMS guild and this subforum. About the extra spells, yeah, even subclasses like Aberrant Mind or Clockwork don't feel like S-tier subclass or overpowered in the slightest, but add exactly what sorcerers are lacking. The extended spell lists add both flavors and much-needed utility the Sorcerer class is lacking.
I get people say Sorcerer should be less versatile than Wizards, but honestly, they just feel limited, and meta magic is not good enough to compensate that problem IMO, they need to be good in combat and also out of combat.
Hi! We are starting a new campaign next week and I'm planning on changing things a little, stuff like a couple of homebrew spells allowed (nothing over the top, and will change stuff if it gets out of hand and we all agreed on this) and even and extra 'flavor' feat starting at lvl 3 (we skipped the first 2 levels).
Last campaign our Draconic Bloodline Sorcerer had a really hard time being the only full Caster on our party (there was a Druid, but she was a Circle of the Stars Druid that dedicated almost all her spells slots to revive, heal, and support), so the Sorcerer felt a little limited because he wanted to play a Frost themed character and also had to learn spells like sending, teleportation circle, scrying, dispel magic, etc and he was conflicted on helping the party or remaining true to his character concept. I give him a Staff of Frost at lvl 10 so he could have both things, but yeah, we as a party felt he was pretty limited on spells and he couldn't change them until every time he leveled up, this was even worst when our Ranger died and a Wizard joined the party at the last couple of sessions, the Wizard just overshadowed our Sorcerer in every opportunity because he was also evocation, so he didn't have to look out hitting allies with his spells most of the time, and he could change his spells every morning if he needs to or lean new spells for spellbooks they found.
This time around I'm planning to add a Spell list for every subclass (yes, even Divine Soul, effectively removing their limitation on being a half cleric half sorcerer) that make sense with their subclass and I'm trying to balance it out as much as possible, since to us, the new subclasses are better just because they got 10 spells for 'free' and this is a huge deal for sorcerers.
Would you help me to make these lists or did someone already created additional spells lists that make sense for the rest of the subclasses for Sorcerer?
There are a number of threads in the Sorcerer forum about this. Just go through the list. Check on DMS Guild because pages and pages have been written that provide sorcerers with origin spells.
I feel for your sorcerer. I've been there. What helped for me was my DM allowing the Unearthed Arcana rule that you can change out one spell of the same level every long rest. However there are a lot of threads on this forum devoted to various subclasses and origin spells for them .
What you might consider doing is giving the sorcerer spells that he almost has to take which then make it impossible to really tailor spells to the subclass - so mage armor or shield, counter spell, detect or dispel magic. That frees up the spells known list and you don't have to do as much work creating origin lists for each subclass.Once they don't have to worry about taking those spells for the good of the party then they can concentrate on taking spells that add flavor. I would go so far as giving him fireball for free (Light clerics get it).
Consider allowing Tasha's metamgic transmute which allows the sorcerer to change the damage type -instead of throwing fireball, the sorcerer can throw an ice ball that sort of thing. Work with your sorcerer to find out what spells off of the various lists would best fit what he is hoping for. I suggest paying the most attention to the wizard list except for Divine Soul - in that case I would look at the various cleric domains and steal form the list you think would work best - probably light or life domain.
It's great that you are willing to work with your sorcerer player, so many DMs don't and it is very frustrating to play a class that you really like but is also underwhelming. I am playing an Aberrant Mind sorcerer now and I have to say the 10 extra spells really go along way toward making sorcerer a fun class to play.
Thank you for your response. I'm already searching and reading posts about this topic on DMS guild and this subforum. About the extra spells, yeah, even subclasses like Aberrant Mind or Clockwork don't feel like S-tier subclass or overpowered in the slightest, but add exactly what sorcerers are lacking. The extended spell lists add both flavors and much-needed utility the Sorcerer class is lacking.
I get people say Sorcerer should be less versatile than Wizards, but honestly, they just feel limited, and meta magic is not good enough to compensate that problem IMO, they need to be good in combat and also out of combat.