The revised version above only adds unarmored defense, and martial arts (including ki powered flurry of blows, dodge, disengage/dash) and unarmored movement. Most subclasses get that much don't they? Limiting the Ki to CHA mod (capped at level) also creates resource bottlenecks.
No... No, they really don't. That's spectacularly inaccurate.
The only thing(s) I'd like to see improved for Sorcerer comes down to Sorcery Points & Metamagic:
Flexible Casting--Cast Sorcerer spells directly from your Sorcery Points pool
It seems rather inflexible that you have to use a bonus action to create a spell slot, and then an action/bonus action to actually cast it.
If you don't need the actual slot to fuel some other effect then it's just a needless extra step.
This would bring back some of the true "spontaneous casting" that Sorcerer is iconic for.
Doesn't work with Divine Smite since that requires an actual slot be consumed, so it wouldn't make Sorcadins any more absurdly powerful than they already are.
Leave the bonus action for converting slots into points alone. That makes sense as is.
Metamagic features
This is what Sorcerer is heavily designed around now, yet the actual progression for higher Sorcerer levels is highly diminished.
You get 2 options at level 3, a 3rd at 10, and a 4th at 17. They're all on the same list.
Most people are going to get the most desirable options (Twinned/Quickened) right away at level 3 and stop caring.
Waiting 7 levels to get another option (That you probably don't care about, and from the same list.) is pretty 'meh'.
I'd like to see some actual metamagical growth. Some improvement to the features you've picked.
I.e., you picked Subtle Spell at level 3, and at level 7 you could have the option to have Subtle Spell cost no Sorcery Points for your Sorcerer spells.
A Twinned Spell that can affect 3 targets (at same or higher cost).
An Empowered Spell that maximizes the damage roll (at an increased cost).
Metamagic options that aren't available at level 3.
There is essentially nothing that truly differentiates a level 3 Sorcerer from a level 19 Sorcerer. The coreSorcerer progression is non-existent. At level 10 it's, "Here, have this feature that you didn't feel important enough to have taken 7 levels ago, and probably won't do much with now either. In another 7 levels, we'll give you a fourth thing you really didn't care about!"
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This is more of a thematic change, but I've been convinced by others that Sorcerers really should be able to cast without a spell focus most of the time. Thematically, they are the "magic is my blood" class, not the "study stuff and use a bunch of components" class. In most games, this would not make a major difference since A) Sorcerers don't get many weapon proficiencies and B) a lot of DMs just ignore the "do you have a hand free to cast spells?" question anyway. Also, for those situations where the DM needs to temporarily gimp the PCs, make it so that the Sorcerer cannot use themselves as the focus if they are poisoned or have a level of exhaustion.
Something of a misslike is with a draconic bloodline of a non fire breather you're very limited in options. More so with black origins with their acid.
It's more to do with the spells we have perhaps. But it's very much highlighted in the sorcerers class.
The more I think about it, the less I think the sorcerer mechanics fit what it's generally expected to represent. IMHO, the Sorcerer mechanics should be more like the Warlock, particularly the 3e Warlock, with its abilities being used at-will rather than casting spells in the traditional sense. They should just ... DO STUFF.
The only thing(s) I'd like to see improved for Sorcerer comes down to Sorcery Points & Metamagic:
Flexible Casting--Cast Sorcerer spells directly from your Sorcery Points pool
It seems rather inflexible that you have to use a bonus action to create a spell slot, and then an action/bonus action to actually cast it.
If you don't need the actual slot to fuel some other effect then it's just a needless extra step.
This would bring back some of the true "spontaneous casting" that Sorcerer is iconic for.
Doesn't work with Divine Smite since that requires an actual slot be consumed, so it wouldn't make Sorcadins any more absurdly powerful than they already are.
Leave the bonus action for converting slots into points alone. That makes sense as is.
I agree with your sentiments, but at that point why not just ditch spell slots completely and cast from a pool of sorcery points? At, say, 4th level you'd have 11 SP. (4x1st=4SP + 2x2nd=4SP + 3SP@Lvl4) Cantrips cost 0 SP, 1st Lvl cost 1 SP, 2nd lvl cost 2 SP, and so on. Metamagic costs remain the same. Mechanically, absolutely nothing to your spellcasting ability, but it would get rid of the needless complication of converting points/slots back and forth, as well as allow for a more natural feeling role play experience. The Sorcerer has an internal wellspring of magic that they tap into to create and manipulate spells.
I have been playing half-elven draconic sorcerer for nearly three years now. With my DM we've come to some bumps along the road and here is how we've smoothed the rough edges that sorcerer definitely has. Down below are my humble insights into the class. I compare sorcerer to wizard many times because I believe that their roles should be interchangeable while staying unique.
I. Casting Focus, material components
This is more like the flavor thing but it seemed important for me at the time and it is important for distinction between sorcerer and wizard. And considering many DMs ignore enforcing hardcore material components of a spell or empty hand casting this is not such a big change. Being creatures of innate magic should not need the material components for spells except those that are consumed during casting. The logic behind this change is to further differentiate them from wizards. In three years there was no attempt in our campaign to try to prevent me from casting by taking my focus or components pouch (the disarm the caster is often the argument against this change). Our solution was ultimately making a ring that works as a focus that helps with casting as a compromise. It was fun RP moment when without the ring the more difficult spells became too hard to control for me and I almost burned out my ability too cast when I cast fireball and the result was Firestorm that obliterated poor mountainside. All that being said I think that changing sorcerers this way would not cause any problems and make sorcerer's a little bit more unique.
II. Regaining of spell slots and/or sorcery points
In previous versions, a sorcerer was a caster that cast more spell while having a smaller selection of spells. In 5e a sorcerer is caster that has smaller spell selection AND cast less then wizard. I honestly do not understand why wizards have arcane recovery. That should be sorcerer's thing but I am far from arguing to take it from wizards. You can argue that lesser spell selection and fewer spells to cast is balanced by metamagic. Honestly, it did not feel that way, especially at lower levels when one cast of twinned spell consumes all your sorcery points. Sorcerer needs some way to restore either spell slots or sorcery points. The easiest and most elegant way would be to make Sorcerous restoration baseline ability just as Arcane recovery is AND make it dependent on your level (you can restore the number of sorcerer's points equal half of your level). This way you can tactically use your SP's even to create spell slots because that option is too expensive right now with so few SP's. In three years I ONCE created spell slot with SP's. And you can get a new level 20 capstone that is actually worth taking a sorcerer to 20th level because you cannot even compare the Sorcery restoration and Signature spells. With my DM we resolved this by adding spell slots mechanic as an award from quest to Mystra. During a short rest, I am able to sacrifice my healing power (instead of using my hit dice to restore health I can do that for some spell slots). The mechanics are not elegant enough yet and I think it might be improved/balanced better but it reflects the fact that sorcerer's magic is innate and comes from his being.
III. Deeper role of metamagic
Metamagic should be mechanically the greatest difference between sorcerer and wizard. In this current for it is too shallow though. Make no mistake even in this current form metamagic is STRONG. The things you can do with Subtle Spell simply cannot be achieved with any other class in the game and same applies to Twinned Spell. But that is basically it. Those two are class defining. The other metamagic is much less so. Quicken Spell is hampered by casting rules. Empower and Careful Spells are the same abilities Evoker has. Heightened Spell is nice but you can probably fit it in as 4th choice at 17th level which is a way too late. Metamagic needs to be a bit deeper. Adding one or two options available during your level progression to the final number of 6 known metamagics would help immensely. One or two more options (for example changing the damage type of spells, making the longer durations or changing shapes of AoE spells was discussed previously). Currently, the sorcerer will take two of Quickenned, Twinned, Subtle or maybe Empowered at 1st level and then pick the rest of these at 10th and 17th level so EVERY sorcerer's metamagic options are almost the same and when something is so prevalent and always picked (Twinned, Quickened) it stops being an option. Also, it seems that metamagic option was easy fill-up where other casters get defining abilities like Spell Mastery and Magical Secrets for example. With my DM we've never addressed this, but I just feel that one or two more metamagics and slightly deeper selection would be beneficial to the class.
IV. Addressing smaller spell selection pool
Yes, the sorcerer has a small spell selection. I think that with implementing changes I wrote about above this will cease to be an issue. You can argue that some spells should be always known to sorcerers based on their bloodlines and I do not think that would disturb the balance much but if you truly expands what a sorcerer can do with his current selection (point III) and you let him cast more (point II) you do not need bigger spell selection pool. Personally I solved this by taking the Ritual caster feat (I have 13 Intelligence so I picked wizard spell list). I roleplay that my sorcerer see no point in learning the magic wizard's way when he can do it effortlessly and better his way but on the other hand his powers are purely seductive (suggestion, dominate person) and destructive (fireball, scorching ray) so he grudgingly picked spellbook and has only so much patience to learn to read rituals (I try to in a flavour way incorporate sorcery points into that so rituals has funny or interesting twist).
V. Overal flavor
I might be alone (I do not think I am though) but I feel that overall distinction between wizard and sorcerer is not done well enough. The too prevalent point of view that sorcerer is a poor cousin of a wizard and this is what I think hurts the class the most. There needs to be a more clear distinction between the classes. There needs to be an assurance that you can somehow fit the role of wizard as well as wizard does (this is mentioned in PHB too). It can start with being able to cast some spells without material component (your magic is in your blood or you can see the Weave the way wizard can). You can add natural detect magic spell somewhere to highlight sorcerer's closer more intimate relation to magic or you can add advantage on arcana checks that delve into your element (fire draconic sorcerer can be better at recognizing fire magic runes or draconic magic in general, storm sorcerer should see when someone cast magic affecting weather, wild sorcerer can be better at dispelling magic or making magic of others going boom).
Wizard:
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Sorcerer:
Golden eyes flashing, a human stretches out her hand and unleashes the Dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Wizard's and Sorcerer's casting is too similar. If your read PHB there is a distinction but in a game mechanically the two ways of casting are too same.
Ok, these are my two cents :). In the end, I have to say that with some little tweaks I am enjoying my sorcerer immensely.
This is why wild magic is my favorite sorcerer. Adding metamagic options like you suggest, to change damage type or the shape of the AoE would be cool.
I also favor the "spell point" variant in the DMG for sorcerers, but I'd maybe just call it "mana casting" to avoid confusion with *sorcery* points. (If a sorcerer wants to blow all their daily energy casting fireball over and over, what's the logical basis for stopping an "innate" caster?)
To distinguish the "innate" vs. "learned" casting, I'd suggest offering the Wizard a feature that would let them burn an action in combat AND their use of arcane recovery to dig out their spellbook and look up a spell that they didn't prepare that day, letting them cast it on their next turn. (Kind of spend one turn going "shit shit SHIT!" while flipping through their spellbook frantically, then cast on the following turn...)
I’d give sorcerers more sorcery points, a better capstone feature, and maybe spell points/casting using sorcery points to, like you said, distinguish innate / learned casting. It could be interesting to have constitution be a spellcasting ability.
I've noticed that a lot of the Unearthed Arcana sorcerers lately have been getting an expanded spell list (seriously, sorcerers know fewer spells than the bard, and the bard has tricks besides their spellcasting, sorcerers live and die by their spells). Even the Psionic Soul Sorcerer, while it doesn't flat out give an expanded spell list, does have a feature that lets you temporarily learn any sorcerer spell from the divination or enchantment school of magic. I think WotC is starting to agree that the sorcerer is badly limited by the low number of spells known, and future subclasses will probably give more spells known. If they release another large Class Variant Options UA, here are some ideas for how to add extra spells to the lists of other sorcerers:
Draconic Bloodline - Dragonbreath (duh) and also, if you take the Elemental Metamagic ability, it costs no sorcery points to convert a spell's elemental damage to that of your draconic ancestor. This'll make draconic ancestors that aren't fire more viable.
Wild Magic - Chaos Bolt; also, you know one extra sorcerer spell, which is determined randomly each time you finish a long rest. You roll a d8 to randomly determine a school of magic, then choose one spell from that school to know until you finish your next long rest.
Storm Sorcery - this I'm less sure about, but you should definitely have the option of learning Call Lightning.
As for the class in general, I'd replace the capstone entirely. A method of recovering some sorcery points on a short rest should have been available earlier, similar to the Wizard's Arcane Recovery. Keep in mind that in 3.5, being able to cast more spells per level was the Sorcerer's biggest advantage.
they could work the psi die function into the wild mage I think. Be a sort of wild die for the surge table? Like rather than vanish you get a wild magic surge and when high you can spend it on features.
I think they could work in metamagics into the bloodlines. A bit akin to channel divinity, each bloodline gets a uniqe metamagic. Draconics get the metamagic to convert spells into the element of their dragonblood.
For psionic if that will come, they could give the option of being int based for them.
And a expanded spell list wouldn't be unwelcome. A bit closer to the rangers where it's one per level, and it's known rather than a expanded spell list. The capstone for sorc I think would be more awesome if it was based on the bloodline.
For the draconic for example could have Chromatic Orb, Dragon's Breath, Elemental Weapon, Elemental Bane and Legend Lore.
I've noticed that UA gives sorcerers extra spells but a lot of time when the subclass becomes official those extra spells vanish. Divine Soul when it was Favored Soul had more than just one extra spell but once it became official there was just the one extra spell. Hopefully that will change.
I’d make the subtle spell metamagic choice a base class feature that doesn’t require being chosen. I would bake it into the metamagic feature at level 3.
change:
“At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options ofyour choice. You gain another one at 10th and 17th level.“ To
“At 3rd level, you gain the ability to twist your spells to suit your needs. You gain the ability to cast your spells with subtlety. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.You also gain the two of the following Metamagic options ofyour choice. You gain another one at 10th and 17th level.”
Once you hit 20th level you are stuck with all of your spell options, so for example if you had been focusing fire spells the entire campaign and your DM sent you into 5 full sessions underwater you have a very limited spell selection.
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"Don't worry about it, it is just our base's new hat"
A) I'd give more metamagic picks during leveling, and ideally broaden the pool of options as well (damage type conversion? Pay exorbitant amounts of SP to ignore costly materials? Something...) I do like the idea of putting some of the more powerful/expensive options behind level requirements. Maybe 1 at lv 1 and then pick one more at 3,6,9,etc.
B) Some thematic spells known by subclass. I would even take a hit to base spell acquisition for this although I would prefer the total number known go up a bit. B2) For dragon or any future "pick an element" type subclass you could have all spells granted by this feature (and only the ones granted by this feature) converted to the chosen damage type to help with that "there are 15 fire spells I can learn and 2 poison spells" problem. Heck for wild magic you could have to roll for your damage type each use.
C) I really like the idea of not needing a focus because after all, it's in your blood. This makes them sort of the arcane version of the monk in the (rare) situations where PCs are disarmed. By all means, if you find a staff that boosts your magic you could use it as a focus, but you wouldn't have to.
D) More of a random idea than a thought out one, but since wizards out resourcing sorcerer's is a thing I've seen mentioned a few times, perhaps a way to boost their SP economy, possibly at the expense of action economy a bit? ex: As a bonus action you can reduce the cost of your next metamagic this turn by 1
*edited. Don't you hate when you spot a typo AS you hit post?
Playing a divine soul sorcerer at the moment. I usually DM.
I would change to spell points instead of spell slots for sorcerers, would also allow some sorcery points to come back on short rest. Probably level/2. Not overpowered but something to distinguish them from the wizard and sort of a middle between wizard and warlock.
Haven't really thought how spell points and regain on short rest would effect a Paladin/Sorcerer - most of my players go the Paladin/Warlock (celestial) route; so don't see that it would be majorly more powerful.
Clerics have Channel Divining. Druids have shapeshifting. Bards have Inspirations. Warlocks have their Invocations. Wizards have a wide selection of Ritual spells and get said spellbook for free.
Sorcerers may have metamagic, but... its tied directly to casting spells through spell slots. If I was going to do something different for the Sorcerer, I'd make it so they have something that doesn't revolve around casting spells.
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If you check out the stone sorcerer from the ua i think you will like it for this perpose
No... No, they really don't. That's spectacularly inaccurate.
The only thing(s) I'd like to see improved for Sorcerer comes down to Sorcery Points & Metamagic:
There is essentially nothing that truly differentiates a level 3 Sorcerer from a level 19 Sorcerer. The core Sorcerer progression is non-existent. At level 10 it's, "Here, have this feature that you didn't feel important enough to have taken 7 levels ago, and probably won't do much with now either. In another 7 levels, we'll give you a fourth thing you really didn't care about!"
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This is more of a thematic change, but I've been convinced by others that Sorcerers really should be able to cast without a spell focus most of the time. Thematically, they are the "magic is my blood" class, not the "study stuff and use a bunch of components" class. In most games, this would not make a major difference since A) Sorcerers don't get many weapon proficiencies and B) a lot of DMs just ignore the "do you have a hand free to cast spells?" question anyway. Also, for those situations where the DM needs to temporarily gimp the PCs, make it so that the Sorcerer cannot use themselves as the focus if they are poisoned or have a level of exhaustion.
Also, a better spell slot to SP conversion ratio.
Something of a misslike is with a draconic bloodline of a non fire breather you're very limited in options. More so with black origins with their acid.
It's more to do with the spells we have perhaps. But it's very much highlighted in the sorcerers class.
The more I think about it, the less I think the sorcerer mechanics fit what it's generally expected to represent. IMHO, the Sorcerer mechanics should be more like the Warlock, particularly the 3e Warlock, with its abilities being used at-will rather than casting spells in the traditional sense. They should just ... DO STUFF.
I agree with your sentiments, but at that point why not just ditch spell slots completely and cast from a pool of sorcery points? At, say, 4th level you'd have 11 SP. (4x1st=4SP + 2x2nd=4SP + 3SP@Lvl4) Cantrips cost 0 SP, 1st Lvl cost 1 SP, 2nd lvl cost 2 SP, and so on. Metamagic costs remain the same. Mechanically, absolutely nothing to your spellcasting ability, but it would get rid of the needless complication of converting points/slots back and forth, as well as allow for a more natural feeling role play experience. The Sorcerer has an internal wellspring of magic that they tap into to create and manipulate spells.
I have been playing half-elven draconic sorcerer for nearly three years now. With my DM we've come to some bumps along the road and here is how we've smoothed the rough edges that sorcerer definitely has. Down below are my humble insights into the class. I compare sorcerer to wizard many times because I believe that their roles should be interchangeable while staying unique.
I. Casting Focus, material components
This is more like the flavor thing but it seemed important for me at the time and it is important for distinction between sorcerer and wizard. And considering many DMs ignore enforcing hardcore material components of a spell or empty hand casting this is not such a big change. Being creatures of innate magic should not need the material components for spells except those that are consumed during casting. The logic behind this change is to further differentiate them from wizards. In three years there was no attempt in our campaign to try to prevent me from casting by taking my focus or components pouch (the disarm the caster is often the argument against this change). Our solution was ultimately making a ring that works as a focus that helps with casting as a compromise. It was fun RP moment when without the ring the more difficult spells became too hard to control for me and I almost burned out my ability too cast when I cast fireball and the result was Firestorm that obliterated poor mountainside. All that being said I think that changing sorcerers this way would not cause any problems and make sorcerer's a little bit more unique.
II. Regaining of spell slots and/or sorcery points
In previous versions, a sorcerer was a caster that cast more spell while having a smaller selection of spells. In 5e a sorcerer is caster that has smaller spell selection AND cast less then wizard. I honestly do not understand why wizards have arcane recovery. That should be sorcerer's thing but I am far from arguing to take it from wizards. You can argue that lesser spell selection and fewer spells to cast is balanced by metamagic. Honestly, it did not feel that way, especially at lower levels when one cast of twinned spell consumes all your sorcery points. Sorcerer needs some way to restore either spell slots or sorcery points. The easiest and most elegant way would be to make Sorcerous restoration baseline ability just as Arcane recovery is AND make it dependent on your level (you can restore the number of sorcerer's points equal half of your level). This way you can tactically use your SP's even to create spell slots because that option is too expensive right now with so few SP's. In three years I ONCE created spell slot with SP's. And you can get a new level 20 capstone that is actually worth taking a sorcerer to 20th level because you cannot even compare the Sorcery restoration and Signature spells. With my DM we resolved this by adding spell slots mechanic as an award from quest to Mystra. During a short rest, I am able to sacrifice my healing power (instead of using my hit dice to restore health I can do that for some spell slots). The mechanics are not elegant enough yet and I think it might be improved/balanced better but it reflects the fact that sorcerer's magic is innate and comes from his being.
III. Deeper role of metamagic
Metamagic should be mechanically the greatest difference between sorcerer and wizard. In this current for it is too shallow though. Make no mistake even in this current form metamagic is STRONG. The things you can do with Subtle Spell simply cannot be achieved with any other class in the game and same applies to Twinned Spell. But that is basically it. Those two are class defining. The other metamagic is much less so. Quicken Spell is hampered by casting rules. Empower and Careful Spells are the same abilities Evoker has. Heightened Spell is nice but you can probably fit it in as 4th choice at 17th level which is a way too late. Metamagic needs to be a bit deeper. Adding one or two options available during your level progression to the final number of 6 known metamagics would help immensely. One or two more options (for example changing the damage type of spells, making the longer durations or changing shapes of AoE spells was discussed previously). Currently, the sorcerer will take two of Quickenned, Twinned, Subtle or maybe Empowered at 1st level and then pick the rest of these at 10th and 17th level so EVERY sorcerer's metamagic options are almost the same and when something is so prevalent and always picked (Twinned, Quickened) it stops being an option. Also, it seems that metamagic option was easy fill-up where other casters get defining abilities like Spell Mastery and Magical Secrets for example. With my DM we've never addressed this, but I just feel that one or two more metamagics and slightly deeper selection would be beneficial to the class.
IV. Addressing smaller spell selection pool
Yes, the sorcerer has a small spell selection. I think that with implementing changes I wrote about above this will cease to be an issue. You can argue that some spells should be always known to sorcerers based on their bloodlines and I do not think that would disturb the balance much but if you truly expands what a sorcerer can do with his current selection (point III) and you let him cast more (point II) you do not need bigger spell selection pool. Personally I solved this by taking the Ritual caster feat (I have 13 Intelligence so I picked wizard spell list). I roleplay that my sorcerer see no point in learning the magic wizard's way when he can do it effortlessly and better his way but on the other hand his powers are purely seductive (suggestion, dominate person) and destructive (fireball, scorching ray) so he grudgingly picked spellbook and has only so much patience to learn to read rituals (I try to in a flavour way incorporate sorcery points into that so rituals has funny or interesting twist).
V. Overal flavor
I might be alone (I do not think I am though) but I feel that overall distinction between wizard and sorcerer is not done well enough. The too prevalent point of view that sorcerer is a poor cousin of a wizard and this is what I think hurts the class the most. There needs to be a more clear distinction between the classes. There needs to be an assurance that you can somehow fit the role of wizard as well as wizard does (this is mentioned in PHB too). It can start with being able to cast some spells without material component (your magic is in your blood or you can see the Weave the way wizard can). You can add natural detect magic spell somewhere to highlight sorcerer's closer more intimate relation to magic or you can add advantage on arcana checks that delve into your element (fire draconic sorcerer can be better at recognizing fire magic runes or draconic magic in general, storm sorcerer should see when someone cast magic affecting weather, wild sorcerer can be better at dispelling magic or making magic of others going boom).
Wizard:
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Sorcerer:
Golden eyes flashing, a human stretches out her hand and unleashes the Dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Wizard's and Sorcerer's casting is too similar. If your read PHB there is a distinction but in a game mechanically the two ways of casting are too same.
Ok, these are my two cents :). In the end, I have to say that with some little tweaks I am enjoying my sorcerer immensely.
This is why wild magic is my favorite sorcerer. Adding metamagic options like you suggest, to change damage type or the shape of the AoE would be cool.
I also favor the "spell point" variant in the DMG for sorcerers, but I'd maybe just call it "mana casting" to avoid confusion with *sorcery* points. (If a sorcerer wants to blow all their daily energy casting fireball over and over, what's the logical basis for stopping an "innate" caster?)
To distinguish the "innate" vs. "learned" casting, I'd suggest offering the Wizard a feature that would let them burn an action in combat AND their use of arcane recovery to dig out their spellbook and look up a spell that they didn't prepare that day, letting them cast it on their next turn. (Kind of spend one turn going "shit shit SHIT!" while flipping through their spellbook frantically, then cast on the following turn...)
I’d give sorcerers more sorcery points, a better capstone feature, and maybe spell points/casting using sorcery points to, like you said, distinguish innate / learned casting. It could be interesting to have constitution be a spellcasting ability.
I've noticed that a lot of the Unearthed Arcana sorcerers lately have been getting an expanded spell list (seriously, sorcerers know fewer spells than the bard, and the bard has tricks besides their spellcasting, sorcerers live and die by their spells). Even the Psionic Soul Sorcerer, while it doesn't flat out give an expanded spell list, does have a feature that lets you temporarily learn any sorcerer spell from the divination or enchantment school of magic. I think WotC is starting to agree that the sorcerer is badly limited by the low number of spells known, and future subclasses will probably give more spells known. If they release another large Class Variant Options UA, here are some ideas for how to add extra spells to the lists of other sorcerers:
As for the class in general, I'd replace the capstone entirely. A method of recovering some sorcery points on a short rest should have been available earlier, similar to the Wizard's Arcane Recovery. Keep in mind that in 3.5, being able to cast more spells per level was the Sorcerer's biggest advantage.
they could work the psi die function into the wild mage I think. Be a sort of wild die for the surge table? Like rather than vanish you get a wild magic surge and when high you can spend it on features.
I think they could work in metamagics into the bloodlines. A bit akin to channel divinity, each bloodline gets a uniqe metamagic. Draconics get the metamagic to convert spells into the element of their dragonblood.
For psionic if that will come, they could give the option of being int based for them.
And a expanded spell list wouldn't be unwelcome. A bit closer to the rangers where it's one per level, and it's known rather than a expanded spell list.
The capstone for sorc I think would be more awesome if it was based on the bloodline.
For the draconic for example could have Chromatic Orb, Dragon's Breath, Elemental Weapon, Elemental Bane and Legend Lore.
I've noticed that UA gives sorcerers extra spells but a lot of time when the subclass becomes official those extra spells vanish. Divine Soul when it was Favored Soul had more than just one extra spell but once it became official there was just the one extra spell. Hopefully that will change.
Don't forget the Shadow Sorcerer, which gets Darkness for free (and they get a buff to casting Darkness).
I forgot about Shadow Sorcerer. It would be nice to get more than one subclass specific spell though :-)
I’d make the subtle spell metamagic choice a base class feature that doesn’t require being chosen. I would bake it into the metamagic feature at level 3.
change:
“At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options ofyour choice. You gain another one at 10th and 17th level.“
To
“At 3rd level, you gain the ability to twist your spells to suit your needs. You gain the ability to cast your spells with subtlety. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.You also gain the two of the following Metamagic options ofyour choice. You gain another one at 10th and 17th level.”
Honestly only small tweaks are needed to the sorcerer.
1. Give them the wizard spell list like in previous editions.
2. Font of magic is 1 for 1 rate instead of using a table that only serves to have people waste time looking up the conversion rate.
3. Give a 1/short rest ability tied to each metamagic ability very much like how the rune knight rune options work.
Once you hit 20th level you are stuck with all of your spell options, so for example if you had been focusing fire spells the entire campaign and your DM sent you into 5 full sessions underwater you have a very limited spell selection.
"Don't worry about it, it is just our base's new hat"
In no particular order:
A) I'd give more metamagic picks during leveling, and ideally broaden the pool of options as well (damage type conversion? Pay exorbitant amounts of SP to ignore costly materials? Something...) I do like the idea of putting some of the more powerful/expensive options behind level requirements. Maybe 1 at lv 1 and then pick one more at 3,6,9,etc.
B) Some thematic spells known by subclass. I would even take a hit to base spell acquisition for this although I would prefer the total number known go up a bit.
B2) For dragon or any future "pick an element" type subclass you could have all spells granted by this feature (and only the ones granted by this feature) converted to the chosen damage type to help with that "there are 15 fire spells I can learn and 2 poison spells" problem. Heck for wild magic you could have to roll for your damage type each use.
C) I really like the idea of not needing a focus because after all, it's in your blood. This makes them sort of the arcane version of the monk in the (rare) situations where PCs are disarmed. By all means, if you find a staff that boosts your magic you could use it as a focus, but you wouldn't have to.
D) More of a random idea than a thought out one, but since wizards out resourcing sorcerer's is a thing I've seen mentioned a few times, perhaps a way to boost their SP economy, possibly at the expense of action economy a bit? ex: As a bonus action you can reduce the cost of your next metamagic this turn by 1
*edited. Don't you hate when you spot a typo AS you hit post?
Playing a divine soul sorcerer at the moment. I usually DM.
I would change to spell points instead of spell slots for sorcerers, would also allow some sorcery points to come back on short rest. Probably level/2. Not overpowered but something to distinguish them from the wizard and sort of a middle between wizard and warlock.
Haven't really thought how spell points and regain on short rest would effect a Paladin/Sorcerer - most of my players go the Paladin/Warlock (celestial) route; so don't see that it would be majorly more powerful.
Otherwise I find them pretty good.
Clerics have Channel Divining. Druids have shapeshifting. Bards have Inspirations. Warlocks have their Invocations. Wizards have a wide selection of Ritual spells and get said spellbook for free.
Sorcerers may have metamagic, but... its tied directly to casting spells through spell slots. If I was going to do something different for the Sorcerer, I'd make it so they have something that doesn't revolve around casting spells.