D&D 5E If you had to choose between Sorcerer bonus spells or expanded

I have to respectfully disagree about the sorcerer having the perfect number of spells. Having played them as well as conferring with others I have played with and players from other groups, our personal opinion is that they are very limited in spell number.

You can play them however you like and I am certain there are others who share your view, but there are others who are at the other spectrum and desire changes to be made to make the class enjoyable for them as well as myself.

I know players who have different concepts that are not based on storm or fire mage. Instead they want to play a character who relies on stealth and subterfuge. Not everyone wants to play the same "optimal" way and see the sorcerer only as a blaster

The Sorceror is far from only a blaster. The Sorceror is a great blaster, but can be amazing at save or suck spells, is a wonderful enchanter or Illusionist as well, depending on how you build it.

Here is an example of a Sorceror who is focused on Enchantment and Illusions, I call him my Beguiled build. I'll use the Shadow Sorceror origin. (I'll put this together in stages).

Race: Human Class: Sorceror Origin: Shadow Background: Spy Bonus Feat: Magic Inniate(sorceror)

Spells: Cantrips- Minor Illusion, Friendship, Ray of Frost, Message, Mage Hand, Shocking Grasp, Firebolt, Prestidigitation 1st Charm Person, Disguise Self, Sleep, Armour. 2nd Phantasmal Force, Mirror Image 3rd Major Image 4th Confusion, Dominate Beast, Greater Invisibility 5th Seeming, Hold Monster 6th Eyebite, Mass Suggestion 7th Prismatic Spray 8th Dominate Monster 9th Wish
 
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I add my voice to others saying that just adding more spells to the Sorcerer makes it more of a Wizard in drag. I would prefer: more meta magic known earlier, Sorcery Points refreshing on a short rest, more thematic sub class abilities to distinguish it more.
 

I add my voice to others saying that just adding more spells to the Sorcerer makes it more of a Wizard in drag. I would prefer: more meta magic known earlier, Sorcery Points refreshing on a short rest, more thematic sub class abilities to distinguish it more.

I disagree that adding more spells would make it another Wizard. Your looking at increasing number between 20-22 spells, similiar to a Bard. And like a Bard, you can't change them after a rest as a Wizard. In comparison, the Cleric & Land Druid can have the most prepared spells at 35. BTW the Paladin can have the same number of prepared as the Wizard, 25.
 

My vote would be more spells known gained from Origin. In addition to a power boost, Sorcerers are in dire need of some flavor. My favorite Sorcerous origin was Storm from the Waterborne Adventures UA and when it made it into the Sword Coast book, they removed the bonus spells!

That said, they need something else too, and I'm convinced it has to be recovering Sorcery Points from a short rest. I'd probably give them another Metamagic option as well. Sorcerers need a legit boost overall.
 

I'm sure others have said this already, but does anyone else think that the mystic would make for an interesting sorcerer? I think it would fit in well for the Dragonlance sorcerers specifically who controlled only a few realms of power but could do multiple things within that realm.
 


You probably only need a couple of blast spells anyway. They have plenty of defensive and utility spells on their spell list. I often wonder if the problem is that players think they need that extra 5th level fire spell or 6th level storm spell instead of picking up a spell like invisibility, charm person, or fly.

Most blasting spells scale with higher spell slots, so it's like having multiple spells by comparison to previous edition.

A twinned Chromatic Orb at level 1 does 3D8 same to two targets, but in a 9th level slot deals 12D8 damage to 2 different targets for example. A Major Image spell in a third level spell is, a, Major Image, but in a sixth level slot it becomes effectively Permenant Image.
 

Most blasting spells scale with higher spell slots, so it's like having multiple spells by comparison to previous edition.

A twinned Chromatic Orb at level 1 does 3D8 same to two targets, but in a 9th level slot deals 12D8 damage to 2 different targets for example. A Major Image spell in a third level spell is, a, Major Image, but in a sixth level slot it becomes effectively Permenant Image.

Currently playing 13 level Sorcerer and with only 3 "Blast" spells, there are not enough spells known. Yes you can cast a spell at a higher level, but that doesn't alleviate the problem of having the lowest number so spells of all full casters and barely more than 1/3 caster who don't rely on spells as their main feature. If i did not play a homebrew sorcerer who knows more spells, I would have to play a different class
 
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Out of curiosity, what spells are you using? At 14th level, I have:

Magic Missile
Shield
Mirror Image
Fireball
Haste
Counterspell
Polymorph
Banishment
Greater Invisibility
Wall of Stone
Disintegrate
Wyrmshape (DM created spell that lets the caster polymorph into a dragon, only for dragon sorcerers)
Delayed Blast Fireball

Even out of those, there are a few I'm debating dropping. Polymorphing allies is no longer an offense boost, and I prefer Banishment for save-or-suck. Haven't found much use for DB Fireball, either, that plain old Fireball doesn't handle.
 

Out of curiosity, what spells are you using? At 14th level, I have:

Magic Missile
Shield
Mirror Imagel
Fireball
Haste
Counterspell
Polymorph
Banishment
Greater Invisibility
Wall of Stone
Disintegrate
Wyrmshape (DM created spell that lets the caster polymorph into a dragon, only for dragon sorcerers)
Delayed Blast Fireball

Even out of those, there are a few I'm debating dropping. Polymorphing allies is no longer an offense boost, and I prefer Banishment for save-or-suck. Haven't found much use for DB Fireball, either, that plain old Fireball doesn't handle.

Did not express myself properly. Was trying to write that without having the option of knowing more spells, I would find the class unbearable. I am playing a homebrew Weaver sorcerer using spell points. And with spells known progression, I can know 22 spells at level 20. Also, sorcerer spell list is combined with most Wizard spells. My 15 spells are

Absorb Elements
Shield
Alter Self
Dark-vision
Invisibility
Blink
Dispel Magic
Counterspell
Fly
Tongues
Dimension Door
Bigby's Hand
Destructive Wave (archetype spell)
Chain Lightning
Mass Suggestion
 

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