Sorcerer Subclass Additional Spells

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Dragonblood Magic

1st-level Draconic Bloodline feature


You learn additional spells when you reach certain levels in this class, as shown on the Dragonblood Spells table, as well as on the spells column associated with your chosen Draconic Ancestor. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or an Enchantment spell from the sorcerer, warlock, or wizard spell list.

See last page for Gem dragon spell list.

Dragonblood Spells
Level Draconic Bloodline Spells Red/Gold/Brass Spells Black/Copper Spells Blue/Bronze Spells While/Silver Spells Green Spells
1 Absorb Elements Burning Hands Tasha's Caustic Brew Witchbolt Armor of Agathys Ray of Sickness
3 Dragon's Breath Scorching Ray Melf's Acid Arrow Blindness/Deafness Hold Person Earthbind
5 Fear Fireball Slow Lightning Bolt Sleet Storm Stinking Cloud
7 Charm Monster Wall of Fire Vitriolic Sphere Storm Sphere Ice Storm Grasping Vine
9 Legend Lore Immolation Insect Plague Wall of Force Cone of Cold Cloudkill

Divine Magic

1st-level Divine Soul feature (revised)


Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn additional spells, as well as a 1st level spell based on your chosen affinity, as shown in the Divine Spells table below. Each of these spells is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. Whenever you gain a sorcerer level, you can replace one of the spells gain from this feature with another spell of the same level from the cleric spell list.

Divine Spells
Level Spell
1 Guiding Bolt, Cure Wounds (good), Inflict Wounds (evil), Bless (Law), Bane (chaos), Protection from Good and Evil (neutrality)
3 Spiritual Weapon, Lesser Restoration
5 Revivify, Spirit Guardians
7 Guardian of Faith, Banishment
9 Commune, Greater Restoration

Shadow Magic

1st-level shadow magic feature


You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Necromancy or an Illusion spell from the sorcerer, warlock, or wizard spell list.

Shadow Spells
Level Spell
1 Bane, False Life
3 Shadow Blade, Pass Without Trace
5 Summon Shadowspawn, Vampiric Touch
7 Greater Invisibility, Phantasmal Killer
9 Enervation, Seeming

Storm Caller

1st-level storm sorcery feature


You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or a Conjuration spell from the sorcerer, warlock, or wizard spell list.

Storm Spells
Level Spell
1 Fog Cloud, Thunderwave, Shocking Grasp
3 Gust of Wind, Shatter
5 Lightning Bolt, Thunder Step
7 Freedom of Movement, Storm Sphere
9 Destructive Wave, Control Winds

Chaos Magic

1st-level wild magic feature


You learn additional spells when you reach certain levels in this class, as shown on the Chaos Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Divination or an Illusion spell from the sorcerer, warlock, or wizard spell list.

Chaos Magic Spells
Level Spell
1 Chaos Bolt, Hex
3 Mirror Image, Enhance Ability
5 Counterspell, Bestow Curse
7 Confusion, Death Ward
9 Scrying, Mislead
Balancing Issues

I do have a bit of a concern about adding extended spell lists to the older subclasses for sorcerer. Each sublass starts with two abilities. For Clockwork and Abberant Mind, one of the two abilities is the expanded spell list. Adding additional spell lists to the older subclasses might cause issues with balance:

  • Draconic Bloodline and Storm Sorcery I don't think are too big of an issue. For each, one of their abilities (Dragon Ancestor and Windspeaker) are pretty much ribbon abilities and can be waved away in terms of power.
  • Wild Magic is already pretty text heavy with the Wild Magic Surge table, though it's use is tied to the DM. Tides of Chaos is your only reliable ability. I think it's fine add a spell list here, but that should be the DMs call.
  • Shadow is where things get tricky. There are effectively three strong abilities here (not including your quirk, which could just be moved to the subclasses' description): Superior Darkvision, Casting Darkness with Sorcery points, and coming back from 0 HP. You could almost take one of these (probably Strength of the Grave) and move it to a later level if you wanted the extra spell list here.
  • Divine Soul is the most complicated in terms of rework. Giving sorcerer access to the cleric spell list is already huge, and you also get one additional cleric spell you can change up later. On top of this, you can cheat a saving throw with Favored By the Gods. Adding an extended spell list to this is a lot to what is already a very solid subclass for the sorcerer.

As always, talk it over with your DM.

Gem Dragon Spells

Instead of choosing a metallic or chromatic dragon for Draconic Bloodline, you can choose an Amethyst, Crystal, Emerald, Sapphire or Topaz gem dragon as your Draconic Ancestor (Draconic Ancestor damage type in brackets).

Dragonblood Spells
Level Amethyst (force) Spells Crystal (radiant) Spells Emerald (psychic) Spells Sapphire (thunder) Spells Topaz (necrotic) Spells
1 Magic Missile Guiding Bolt Dissonant Whispers Thunderwave Inflict Wounds
3 Spiritual Weapon Moonbeam Mind Spike Shatter Ray of Enfeeblement
5 Leomund's Tiny Hut Spirit Guardians Clairvoyance Thunder Step Vampiric Touch
7 Otiluke’s Resilient Sphere Guardian of Faith Raulothim's Psychic Lance Storm Sphere Shadow of Moil
9 Bigby's Hand Wall of Light Synaptic Static Destructive Wave Enervation
 

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