I haven’t statted out a character build or anything, but especially with Tasha’s coming out soon and likely to bring a bunch more spells when it arrives, is Sunlight Sensitivity even a major problem for drow sorcerers any more? Load up on area effect damage spells, mind controls, utility spells, and buffs, and grab a couple of attack cantrips that attack different saves (frostbite is a good one). Play your cards right and you need never even make an attack roll, and surely even if you’re taking a purely char-op view of things, disadvantage on Perception in bright sunlight is a relatively small mechanical price to pay?
Shield, web, fireball, haste, suggestion, misty step, hypnotic pattern, dispel magic, etc etc etc, there’s plenty of worthwhile options.
Sunlight sensitivity is a big hamstring for combat-based classes and warlocks, but if you’re a bit careful you can probably run a perfectly good spellcaster and hardly ever even notice it...
I read through this entire thread to say almost this exact thing. So I'm going to go ahead and say it anyway.
As it happens I have a Drow Wild Sorcerer and the Sunlight Sensitivity is hardly an issue at all. The vast majority of spells do not require an attack roll and having disadvantage on Perception usually only matters if no one else makes the roll. Plus how often are you in "direct sunlight"? Cloudy day? Not direct sunlight. In a forest? Not direct sunlight. In the shadow of a mountain? Not direct sunlight. Attacked while camping for the night? Not direct sunlight. In building/dungeon/lost temple/any thing with a roof? Not direct sunlight. Honestly we are almost
never in direct sunlight.
Did I miss this being a desert campaign? Because then, sure, that's a problem. But even then not much really. I mean, here are the list of spells I would have for my character at level 20. (Not that level yet, but I like to plan ahead.)
Cantrips: Acid Splash, Chill Touch, Dancing Lights, Light, Mage Hand, Minor Illusion, Prestidigitation
Level 1 (4 slots): Magic Missile, Shield
Level 2 (3 slots): Invisibility, Misty Step
Level 3 (3 slots): Counterspell, Fireball, Haste
Level 4 (3 slots): Banishment, Polymorph
Level 5 (3 slots): Hold Monster, Wall of Stone
Level 6 (2 slot): Disintegrate
Level 7 (2 slot): Plane Shift
Level 8 (1 slot): Dominate Monster
Level 9 (1 slot): Wish
The only spell on here that would get disadvantage is Chill Touch, and I wouldn't use that in direct sunlight anyway. I chose Acid Splash first, and Frostbite is an even better spell. I just chose Acid Splash to be different.
Oh, just remember that Plane Shift, if used offensively, requires an attack roll. But again, how often am I going to need it and the target will actually be in direct sunlight?
Final thought. One of the BEST things about Drow is that they
have a disadvantage. What really makes heroes interesting is their flaws, and they have one built in. (Well, there are other ones as well, but I will leave those out so as to not derail the thread.)