D&D 5E Any good 3rd party supplements that fill the elemental spell gaps for dragon sorcerers?

Terran589

First Post
Pretty much as the thread title suggests, have there been any good third party books that provide a number of elemental spells to help fill the gaps for acid, poison, lightning, and ice magic on the sorcerer spell list?
 

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Other than homebrew and 1 spell in the Deep Magic 5e Dragon Magic (Kobold Press), no.

It is peculiar that WoTC seems to avoid giving Sorcerers name spells as Melf's Acid Arrow, but willing to offer Melf's Minute Meteors.

In two separate games, one DM gave the Sorcerer the Wizard spell list and the other added spells to the known spell list based on Sorcerer type as in the Warlock.
Both tables have increased number of spells known to 22 as the Bard BTW.
 



Homebrew is your best, and most fun, bet. Make up something, run it by the DM and give it a whirl. Tweak as necessary for balance. I've made thousands of new spells between 1979 and the present. I admit that the first spell that I made - a first level spell that gave my wizard the ability to kill dragons with a touch, wasn't my best work, but I was 6 years old.

Also, there were dozens of supplements in the AD&D, 2E and 3E eras that were filled with spells. You can often find them in used book stores very cheaply. They can provide a lot of inspiration for new spells for your world.

In my game world, I try to have the players use the PHB as a starting block, but allow them to suggest new spells freely. Also, NPCs usually take less than half of their spells from the PHB. I give them new and exciting magic to keep it from feeling like making magic choices is like selecting off the McDonald's menu and more like cooking in your own kitchen.
 

I haven't really looked at much 3rd party stuff for 5e but I think your best bet for filling out the spells for dragon sorcerer characters have all been mentioned here.

Check out elemental evil guide if you havent already.
Look at spells that fit the sorcerer theme which aren't on the sorcerer list and add them (looking at you Melf's acid arrow)
Homebrew/convert well known spells to the appropriate element (scorching ray > freezing ray; lightning bolt > acid stream; etc).
 

My personal thoughts have been to just get rid of the sorcerer spell list altogether. Your spells are determined entirely by whatever theme you take for your Origin.

I also recommend treating Dragon Origin as "Flame Sorcerer" and make separate ice/storm/poison/shadow/etc subclasses. Dragon origin doesn't really lend itself to ice's tendacy to trip up or slow down opponents, and the storm sorcerer with their movement abilities are much more fun than a dragon, imho.
 



Easy answer would be to let them take non-fire versions of existing fire spells (simple element swap). Just make sure to treat the different types as different spells (so knowing fireball doesn't let you cast iceball, etc.).

Better answer would be to adjust those newly-added spells a bit to provide effects related to the element, generally using cantrips as examples. So assuming fire-based spells are the top damage spells, make everything else do a little bit less damage but have an added effect (ice = slow movement, acid = residual damage, lightning = stun/no reactions?, poison = higher damage/save-based?). It wouldn't take a lot of work, and would possibly give a meaningful reason to choose the other elements. Just be careful about balancing things like secondary effects.
 

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