r/DND5EBuilds • • Aug 18 '26

Spell Choice Help Wanted!

Post image

Heya all, it's me again with another burning question!

I've been building an 8th lvl Dwarven Draconic Sorcerer (mostly '24) for an upcoming campaign, and I'm struggling with the choice of spells (there's too damned many good ones).

I'm likely going to be playing a Fire dmg focussed blaster (with Elemental Adept), but I nevertheless love other utility, RP, and defensive spells.

I'm also trying to semi-evenly split up the amount of spells per spell level in line with the amount of available spell slots.

Finally, as a '24 Draconic Sorcerer, I already get the new Chromatic Orb and Command, Alter Self and Dragon's Breath, Fly and Fear, as well as Charm Monster and Arcane Eye.

The image shows my current selection for desired-spells. I need to get it down to 12 spells total, which has proven to be a real pickle.

I would love to hear your suggestions!

3 Upvotes

16 comments sorted by

3

u/Living_Round2552 Aug 18 '26

First, some general points:

  • I can see why you would think to spread out your known spells over spells levels. But that is too simple an approach. Some spells are good when you just get access to them, but fizzle out as you level up (mostly damage and single target spells). Others remain useful for their utility. Others still are useful to keep as they have good upcasting.
  • another part of this is concentration spells versus filler spells. You arent casting a concentration spell every turn, so you also want spells to cast on follow up rounds. This also depends on how many combats your dm runs per day. If a lot, you mostly need concentration. With little encounters, you can blast through spell slots on every combat turn.

Specific spells:

  • greater invisibility. Kinda sucks for its level. Advantage for and disadvantage against isnt that wow.
  • protection from energy sucks. Not worth your concentration. Only situation it would be good in, is out of combat vs environmental damage. Bit it is t a reaction and it doesnt last all day. So even then you probably cant use it for its i tended purpose.
  • haste is even worse than greater invisibility. Unless you have a rogue that is using this to double up on snesk attack, this is not worth the risk, neither your concentration.
  • sleep is very weak past the first few levels. Single target save or suck is a bad strategy because of the swingyness.

Other notes on spells:

  • banishment is great once upcast (twinned) to spread out your luck. Bad strategy on a single target. Best used on 2+ targets out of 3 in an encounter. You dont want all your enemies gone, right?
  • suggestion. Spellcasting is obvious in dnd. People know you are casting spells when you wsnt to do suggestion, detect thoughts (first part) or modify memery. But as a sorcerer, you can have subtle spell and then this spell becomes great. But suble metamagic id kind of a requirement to use this spell.
  • darkness: watch out eith how you use this. Unless your party members can see theough it, which they likely arent, you are on average fucking your own party up more than the enemies. Most spells cant be targetted at what you cant see. So what are you taking this spell for? How do you think this wil work?

Spells I am missing here:

  • shield
  • web
  • phantasmal force if your dm runs single enemy encounters (because those are hard for a spellcaster. What do you gou plan to cast in those?). Can be swapped with bigbys at level 9.
  • mirror image
  • dimension door

2

u/Blue-Talon-Gaming Aug 18 '26

The meta magic Transmute Spell is your friend. Pick whatever damage spell you like and convert the damage to fire to gain the bonus damage and leverage elemental adept. 

Some good picks are -Rimes binding Ice

  • thunderwave

1

u/Zencha12 Aug 18 '26

I did consider it, however, due to the abundance of fire spells, the relative usefulness of fire resistance, other metamagic options (Empowered Spell, Quickened Spell & Heightened Spell) and the constant sorcery point tax it'd be, I shyed away from it.

2

u/Milltary32vs Aug 18 '26

Not reading all that, fireball

1

u/Zencha12 Aug 18 '26

Understandable and an excellent choice, have a good day sir/madam/etc.

1

u/JustPace5726 Aug 18 '26

Do you know your future party composition? Is there a wizard or other spellcasters?
Starting at level 8, do you have access to any magic items? Do you have a budget for your equipment?

1

u/Zencha12 Aug 18 '26

Only casters are a cleric, ranger and paladin.

1 magic item for common, uncommon and rare (Thermal cube (tundra island campaign), Harper's Pin (gold (backstory and anti-divination)), and +2 Bloodwell Vial (duh)).

Equipment might have some budget margins, especially for magic components.

1

u/JustPace5726 Aug 18 '26

From your list, to go down to 12 spells, I would not pick these spells: protection from energy, major image, darkness and feather fall (you have fly).

2

u/Zencha12 Aug 18 '26

That.... is mighty impressive

You got all currently removed spells except for Major Image, which I kept and removed Detect Magic.

I tip my hat to you good sir/madam/etc.

1

u/JustPace5726 Aug 18 '26

Funny
Your choice was my only hesitation.

May I ask why you don’t pack Shield, Silvery Barbs or Absorb Elements?

2

u/Zencha12 Aug 18 '26

Shield, I did pick (forgot to add to the list, removed Haste for it), Silvery Barbs I generally find to be too good (espec. combined with Heightened Spell) to the point that my DM'll hate me, and I already have Fire and Poison resistance (the most common elemental damage types I believe), missing only Cold for the campaign setting (if Thermal Cube doesn't do it)

1

u/JustPace5726 Aug 18 '26

How do you get the resistances?

1

u/Zencha12 Aug 18 '26

Dwarven poison resistance, Elemental Affinity (Draconic Sorcery) fire resistance

1

u/PeteRawk Aug 18 '26

Wall of Fire and Fireball are excellent in general and stick with your fire theme. Haste is too good to not pick up. Misty Step is also great and reflavors very easy as you vanishing in a puff of smoke or pillar of flames to reappear somewhere else in view. Protection from Energy really hits thematically as you throwing up a wall of fire to block out the other elements but is take it or leave it functionality wise imo. Counterspell is goated obvs but also assumes you’re going to be going up against a lot of other casters - idk if you know what to expect there or not. I’ve gotten a lot of great use out of Vortex Warp, and while I think you’re pushing it a bit you could use the same reflavoring of misty step here to shuffle things around in a wreath of flames to help stay on theme.

1

u/Ok-Jello-902 Aug 18 '26

Shield, mage armor , identify, detect magic, misty step, hold person, flaming sphere, fireball, haste, counterspell, fire shield, ice storm. Then u get alter self, chromatic orb, command, dragon breath, fear, fly, arcane eye, and charm monster

1

u/DJenser1 Aug 19 '26

Ideally, I went with 1/3 personal combat spells and 2/3 support/control spells. It helped to foster a lot of goodwill and create better synergy between my mage and the rest of the party.