Additional Spells for the Sorcerer 5e by Panchi

by Panchiman

Search GM Binder Visit User Profile
Additional Spells for the Sorcerer

Introduction

We wanted to do this because it seems to us that the sorcerer is a class that is always short on the number of spells it knows, this is solved very well by the subclasses of Tasha's Cauldron of Everything, but it makes the absence of this feature stand out more in the subclasses that came out before. So we decided to make our version of this feature for each of these sorcerer subclasses which would be: Divine Soul, Draconic Bloodline, Shadow Magic, Storm Sorcery and Wild Magic.

Our intention was to give each one spells that have some relationship with the theme of the same. All except divine soul (which replaces a feature that was already in the class) are intended to be added to the features that the sorcerer gets at level 1.







Divine soul:

Divine Magic

This replaces the subclass's default Divine Magic feature.


Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn 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 based on that affinity, as shown below. It 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 spell you gained from this feature with another spell of the same level. The new spell must be from the cleric spell list.


Good affinity Spells
Sorcerer level Spells
1st Cure Wounds
3rd Gentle Repose
5th Mass Healing Word
7th Death Ward
9th Mass Cure Wounds

Evil affinity Spells
Sorcerer level Spells
1st Inflict Wounds
3rd Spiritual Weapon
5th Animate Dead
7th Banishment
9th Insect Plague
Lawful affinity Spells
Sorcerer level Spells
1st Bless
3rd Zone of Truth
5th Glyph of Warding
7th Guardian of Faith
9th Hallow

Chaotic affinity Spells
Sorcerer level Spells
1st Bane
3rd Blindness/Deafness
5th Spirit Shroud
7th Freedom of Movement
9th Flame Strike

Neutral affinity Spells
Sorcerer level Spells
1st Protection from Evil and Good
3rd Aid
5th Revivify
7th Aura of Purity
9th Dispel Evil and Good

Draconic Bloodline

Draconic magic:

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic 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 a spell that can do the same type of damage as your draconic bloodline from the sorcerer, warlock, or wizard spell list.

Draconic Spells
Sorcerer level Spells
1st Chromatic Orb, Cause Fear
3rd Dragon's Breath, Alter Self
5th Fly, Fear
7th Polymorph, Leomund's Secret Chest
9th Summon Draconic Spirit, Creation

Shadow Magic:

Dark Magic

Starting at 1st level, 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 conjuration spell from the sorcerer, warlock, or wizard spell list.

Shadow Spells
Sorcerer level Spells
1st Arms of Hadar
3rd Shadow Blade
5th Summon Shadowspawn
7th Shadow Of Moil
9th Enervation

Storm Sorcery:

Storm Magic

Starting at 1st level, 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 a evocation spell from the sorcerer, warlock, or wizard spell list.

Storm spells
Sorcerer level Spells
1st Fog cloud, Thunderwave, Gust
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Summon Elemental
9th Destructive Wave, Control Winds

Wild Magic:

Random Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic 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.

These spells, as the table says, must be randomly chosen from among all the spells you can use in your game of that spell level. There are several ways to choose, you can choose from a pool with all the spells of that level, or first roll for the class spell list and then among all the spells of that level of that specific class. Or the way that between you and your DM seems more correct and fun.





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 randomly chosen in the same way you did with the original.

Wild Magic spells
Sorcerer level Spells
1st Two random 1st-level spells, One random cantrip
3rd Two random 2nd-level spells
5th Two random 3rd-level spells
7th Two random 4th-level spells
9th Two random 5th level spells
Optional: If you or your dm don't like it to be so random, you can choose them randomly only from the sorcerer spell list.

Author

Thanks for reaching the end of my second homebrew project that I upload. You can call me Panchiman You can find me on reddit as u/PanchimanDnD I will probably upload more content soon, either the changes that 5e should implement for me to turn it into 5.5e or my crazy things.


Special Thanks!

To the great artist Mansik Yang who created the illustration I used for the cover.


And my friend Nata Metralleta Espindola for reading all my homebrew and always giving me his opinion.

Change Log

V1.0:

  • First version.

V1.1:

  • Storm magic: Warding Wind changed to Fog Cloud.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.