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General Tabletop Discussion
*Dungeons & Dragons
Why do Sorcerers have so few spells compared to other full Casters
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<blockquote data-quote="Hawk Diesel" data-source="post: 6797673" data-attributes="member: 59848"><p>So here are a few house rules I have to help balance the sorcerer compared to the wizard:</p><p></p><p>1) They can create spell slots up to 6th level using sorcery points. The cost is 9 sorcery points.</p><p></p><p>2) Draconic Bloodline Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:</p><p></p><p>1st Level: Burning Hands*, Detect Magic</p><p>3rd Level: Agnazaar’s Scorcher*, Enthrall </p><p>5th Level: Fear, Fireball*</p><p>7th Level: Elemental Bane**, Wall of Fire* </p><p>9th Level: Cone of cold*</p><p>* Damage type changes to type associated with your dragon heritage </p><p>** Damage type affected by spell is always the type associated with your dragon heritage</p><p></p><p>3) Wild Magic Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:</p><p></p><p>1st Level: Chromatic Orb*, Hex</p><p>3rd Level: Crown of Madness, Mirror Image </p><p>5th Level: Counterspell, Hypnotic Pattern</p><p>7th Level: Confusion, Freedom of Movement </p><p>9th Level: Animate Objects</p><p>*Does not require Material Component, but must roll a d6 to randomly determine energy type of the spell damage.</p><p></p><p>4) Storm Sorcerers get the additional spells as presented in their original format in UA.</p><p></p><p>5) Shadow Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:</p><p></p><p>1st Level: Silent Image, Sleep</p><p>3rd Level: Invisibility, Misty Step </p><p>5th Level: Major Image, Nondetection</p><p>7th Level: Dimension Door, Greater Invisibility </p><p>9th Level: Mislead</p><p></p><p>6) Font of Magic is given at first level. Sorcerers start with 2 points, but don't gain any more sorcery points until 3rd level.</p><p></p><p>7A) Metamagic is given at 2nd level rather than 3rd. Subsequent metamagic is gained as normal.</p><p></p><p>7B) I've changed Careful Spell to include the following: If you choose to spend 3 sorcery points, your chosen creatures are completely unaffected by the spell.</p><p></p><p>8) I've replaced the capstone ability of Sorcererous Restoration with Vicious Spellcasting.</p><p></p><p><strong>Vicious Spellcasting</strong></p><p>At 20th level, whenever you cast a spell that causes damage, you can add your charisma modifier to the damage dealt.</p><p></p><p>I've also made changes to each bloodline's abilities to tweak them, but I feel these are the biggest changes I made to the sorcerer.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6797673, member: 59848"] So here are a few house rules I have to help balance the sorcerer compared to the wizard: 1) They can create spell slots up to 6th level using sorcery points. The cost is 9 sorcery points. 2) Draconic Bloodline Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out: 1st Level: Burning Hands*, Detect Magic 3rd Level: Agnazaar’s Scorcher*, Enthrall 5th Level: Fear, Fireball* 7th Level: Elemental Bane**, Wall of Fire* 9th Level: Cone of cold* * Damage type changes to type associated with your dragon heritage ** Damage type affected by spell is always the type associated with your dragon heritage 3) Wild Magic Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out: 1st Level: Chromatic Orb*, Hex 3rd Level: Crown of Madness, Mirror Image 5th Level: Counterspell, Hypnotic Pattern 7th Level: Confusion, Freedom of Movement 9th Level: Animate Objects *Does not require Material Component, but must roll a d6 to randomly determine energy type of the spell damage. 4) Storm Sorcerers get the additional spells as presented in their original format in UA. 5) Shadow Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out: 1st Level: Silent Image, Sleep 3rd Level: Invisibility, Misty Step 5th Level: Major Image, Nondetection 7th Level: Dimension Door, Greater Invisibility 9th Level: Mislead 6) Font of Magic is given at first level. Sorcerers start with 2 points, but don't gain any more sorcery points until 3rd level. 7A) Metamagic is given at 2nd level rather than 3rd. Subsequent metamagic is gained as normal. 7B) I've changed Careful Spell to include the following: If you choose to spend 3 sorcery points, your chosen creatures are completely unaffected by the spell. 8) I've replaced the capstone ability of Sorcererous Restoration with Vicious Spellcasting. [B]Vicious Spellcasting[/B] At 20th level, whenever you cast a spell that causes damage, you can add your charisma modifier to the damage dealt. I've also made changes to each bloodline's abilities to tweak them, but I feel these are the biggest changes I made to the sorcerer. [/QUOTE]
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Why do Sorcerers have so few spells compared to other full Casters
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