I’m working on a drow sorcerer for a future campaign, and I need some Help with the spell list.
with sorcerers it just ..... feels like (to me anyway) there should be a theme or consistency to their spell list. Their power comes from a specific origin, their powers should reflect that.
my character’s mother was a follower of Eilistraee but was captured when she tried to escape to the surface while pregnant. Her mother decided it would be crueler that her daughter know her son would be raised among the drow rather then killed. His mother was killed just as she gave birth, and Eilistraee blessed my character with goodness and the power to defend himself.
id like him to be typical of male drow and have his spell casting be arcane in nature (hence the sorcerer not a cleric) but is like his spell list to reflect the light and nature domains.
any suggestions or help would be greatly appreciated
First, you should know that if you are a PC, it isn't up to you to learn extra spells, (much less ones specifically tailored for a PC). Divine soul sorcerers already gain access to the entire cleric spell list in addition to the sorcerer one. You should have enough spells to choose from that embody your PC. Talk to your DM about this. If you want an extra spell list for sorcerer subclasses in general, I'm sure that your DM would be much more lenient. I personally think that adding spells can unbalance the game, make you more powerful than other PCs, and build an expectation of special treatment for the sole reason of wanting to be cool. I agree sorcerers need more flavor. This doesn't mean you can alter the balance of the game and place yourself above everyone else for "flavor."
Honestly, between the Sorcerer and Cleric spell lists you have more than enough options to build a solid character with a nature/celestial theme.
I'll give you my suggestions for a 5th level Divine Soul Sorcerer, so you'll know 6 spells of your choice from both the Cleric and Sorcerer Spell list, plus one bonus spell based on your deity.
From what I've read, Eilistraee is considered "Chaotic Good", so from the Divine Soul bonus spells you have your choice of "Cure Wounds" for a good deity, or "Bane" for a chaotic deity... I'll go ahead and recommend Cure Wounds, just so that you know that spell is taken care of for you so you'll always have some cure magic ready and available.
At level 5 you know 6 spells of your choice and can know up to level 3 spells, so I'm going to suggest a split of 3 level 1 spells, 2 level 2s, and 1 level 3.
For a level 3 spell I recommend Spirit Guardians. It's a solid, reliable spell and has a lot of room for flavoring to match your character concept, since you choose the form of the guardians you summon.
For the level 2 spells I'm going to recommend focusing on nature, and the two that stand out to me are Gust of Wind and Maximilian's Earthen Grasp. They're solid battlefield control spells that focus on your character tapping into a connection to the natural order and using it to their benefit.
Level 1 spells are filled with more utility than anything else. Although right out of the gate I'm going to recommend Chromatic Orb... you can decide what element it is each time you cast it, so it really helps to tie into the idea of your character's connection to nature, since they can call on any of the major elements at will. More for function than theme, I'd also recommend Shield and Detect Magic... they're just purely functional utility spells that will be very useful from level 1 to level 20.
Although you also get just a ton of Cantrips as a Sorcerer. I'd say it'd be best to focus on elemental control spells... stuff like mold earth, shape water, control flames... But with access to the Cleric spell list, Toll the Dead is probably the best attack spell for you to focus on. Other than that, just focus on the cantrips that fulfill a niche your party will benefit from.
Anyway, that's just what I would do in your situation. I'm not 100% certain on Spirit Guardians... there's a ton of really good options at level 3, so it can be hard to settle on just one at this stage.
I’m working on a drow sorcerer for a future campaign, and I need some Help with the spell list.
with sorcerers it just ..... feels like (to me anyway) there should be a theme or consistency to their spell list. Their power comes from a specific origin, their powers should reflect that.
my character’s mother was a follower of Eilistraee but was captured when she tried to escape to the surface while pregnant. Her mother decided it would be crueler that her daughter know her son would be raised among the drow rather then killed. His mother was killed just as she gave birth, and Eilistraee blessed my character with goodness and the power to defend himself.
id like him to be typical of male drow and have his spell casting be arcane in nature (hence the sorcerer not a cleric) but is like his spell list to reflect the light and nature domains.
any suggestions or help would be greatly appreciated
Divine Soul Sorcerer with spells like Entangle, Guiding Bolt, Sacred Flame, and Plant Growth maybe?
Professional computer geek
First, you should know that if you are a PC, it isn't up to you to learn extra spells, (much less ones specifically tailored for a PC). Divine soul sorcerers already gain access to the entire cleric spell list in addition to the sorcerer one. You should have enough spells to choose from that embody your PC. Talk to your DM about this. If you want an extra spell list for sorcerer subclasses in general, I'm sure that your DM would be much more lenient. I personally think that adding spells can unbalance the game, make you more powerful than other PCs, and build an expectation of special treatment for the sole reason of wanting to be cool. I agree sorcerers need more flavor. This doesn't mean you can alter the balance of the game and place yourself above everyone else for "flavor."
But if you must learn new spells:
guiding bolt speak with animals
spiritual weapon spike growth
daylight plant growth
guardian of faith grasping vine
flame strike commune with nature
I seriously hope your DM doesn't let you do this though. Even this little of an adjustment can be game breaking.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
I’m not looking to add spells. Looking for suggestions on my spell list from the divine sorcerer list since it isn’t jumping out at me
Honestly, between the Sorcerer and Cleric spell lists you have more than enough options to build a solid character with a nature/celestial theme.
I'll give you my suggestions for a 5th level Divine Soul Sorcerer, so you'll know 6 spells of your choice from both the Cleric and Sorcerer Spell list, plus one bonus spell based on your deity.
From what I've read, Eilistraee is considered "Chaotic Good", so from the Divine Soul bonus spells you have your choice of "Cure Wounds" for a good deity, or "Bane" for a chaotic deity... I'll go ahead and recommend Cure Wounds, just so that you know that spell is taken care of for you so you'll always have some cure magic ready and available.
At level 5 you know 6 spells of your choice and can know up to level 3 spells, so I'm going to suggest a split of 3 level 1 spells, 2 level 2s, and 1 level 3.
For a level 3 spell I recommend Spirit Guardians. It's a solid, reliable spell and has a lot of room for flavoring to match your character concept, since you choose the form of the guardians you summon.
For the level 2 spells I'm going to recommend focusing on nature, and the two that stand out to me are Gust of Wind and Maximilian's Earthen Grasp. They're solid battlefield control spells that focus on your character tapping into a connection to the natural order and using it to their benefit.
Level 1 spells are filled with more utility than anything else. Although right out of the gate I'm going to recommend Chromatic Orb... you can decide what element it is each time you cast it, so it really helps to tie into the idea of your character's connection to nature, since they can call on any of the major elements at will. More for function than theme, I'd also recommend Shield and Detect Magic... they're just purely functional utility spells that will be very useful from level 1 to level 20.
Although you also get just a ton of Cantrips as a Sorcerer. I'd say it'd be best to focus on elemental control spells... stuff like mold earth, shape water, control flames... But with access to the Cleric spell list, Toll the Dead is probably the best attack spell for you to focus on. Other than that, just focus on the cantrips that fulfill a niche your party will benefit from.
Anyway, that's just what I would do in your situation. I'm not 100% certain on Spirit Guardians... there's a ton of really good options at level 3, so it can be hard to settle on just one at this stage.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium