I really, really like some of the options here. The metamagic one is great.
Mine:
At level 20 you regain half of expended sorcery points on a short rest.
On any critical hit you regain all resources used on the spell (component, spell slot, sorcery points) after 2 turns.
Spell mimicary; After seeing an ally cast a spell of level 4 or lower (at least three times) you can expend one sorcery point to cast that spell. On a hit/success it becomes part of your spell list and you need no longer use the sorcery point, just the usual spell costs apply. On a failure you can not attempt that spell again until after a long rest. You can upcast these mimic spells if they allow it.
Your magical focus is now unbreakable and if lost, stolen, or dropped will return to hand or carrying gear as a free action at the start of your next turn. Only a non hostile creature will be able to use it, no spell cast by it can harm you, your gear or anything occupying the same space.
I think most of WIld Magic special abilities are on the weak side but wouldn't min a much if Sorcery Points replenished on a short rest (and the multiclassing non-sense was shut down).
Then the capstone could be something worthy of 20th level (no that most capstones are awesome but has to be better than the current one). Say . . . something like cast Detect Magic and Identify at will. A being who is a thing of magic should be able to do this anyway imo, but I think it's flavorful and not close to OP at this level.
I'll give it another go. Move Sorcerous Restoration to level 5 or so, then the capstone becomes...
Ascendant Sorcerer: At 20th level, your mastery of the magic you know becomes unparalleled. Your Charisma and Constitution scores each increase by 4, to a maximum of 24.
...ok, I know I'm just stealing the Barbarian capstone at this point, but we have to do something. Also, this would rocket the spell save DC of the sorcerer into the 20s, which seems like a fair trade given the versatility of the wizard. Sure, they can know all the spells. We just are better at casting the few we know.
sorcerous secrets: at 20th level, choose two spells from any spell list. you know these two spells, and they are added to the sorcerer spell list for you
a bit of customization, no socerer is meant to be alike
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
First- Revised Sorcerous Restoration- As you grow in power, your body becomes more adept at recovering from and channeling the strain of your magic. At 3rd level, when you take a short rest, you regain sorcery points equal to half your sorcerer level rounded down (min 1). At 10th level, you gain further proficiency with your metamagic. Once per long rest, you can use one of your metamagic options without spending sorcery points. At 17th level, this improves to twice per long rest. You still can only use one metamagic option per spell.
I am working on subclass specific capstone ideas similar to Paladin style. Will post soon.
I'll give it another go. Move Sorcerous Restoration to level 5 or so, then the capstone becomes...
Ascendant Sorcerer: At 20th level, your mastery of the magic you know becomes unparalleled. Your Charisma and Constitution scores each increase by 4, to a maximum of 24.
...ok, I know I'm just stealing the Barbarian capstone at this point, but we have to do something. Also, this would rocket the spell save DC of the sorcerer into the 20s, which seems like a fair trade given the versatility of the wizard. Sure, they can know all the spells. We just are better at casting the few we know.
I think most of WIld Magic special abilities are on the weak side but wouldn't min a much if Sorcery Points replenished on a short rest (and the multiclassing non-sense was shut down).
Then the capstone could be something worthy of 20th level (no that most capstones are awesome but has to be better than the current one). Say . . . something like cast Detect Magic and Identify at will. A being who is a thing of magic should be able to do this anyway imo, but I think it's flavorful and not close to OP at this level.
well yes but that is just an arguably worse version of the wizard 18th level feature, and both of those spells are already rituals so another spellcaster could already do that more or less at will, always having detect magic and detect evil/good active, without concentration, that could be something
It could be something like choose a number of sorcerer spells and they you always cast them with a metamagic attached at no cost of Sorcery Points. It could also be a subtle way to add spells known to the sorcerer as it may not require them to know the spells beforehand.
I like that idea, you could pick a, say 3rd level spell, and when you cast that spell, you can pick a metamagic option for free.
The current capstone sucks, and I feel like the capstone should improve a lot of things, such as you can get higher level spells with sorcery points, 6th level would be 9, 7th would be 10, 8th would be 12, and 9th would be 13. I also feel like metamagic options should be improved. Essentially al the unique sorcerer stuff improved.
First- Revised Sorcerous Restoration- As you grow in power, your body becomes more adept at recovering from and channeling the strain of your magic. At 3rd level, when you take a short rest, you regain sorcery points equal to half your sorcerer level rounded down (min 1). At 10th level, you gain further proficiency with your metamagic. Once per long rest, you can use one of your metamagic options without spending sorcery points. At 17th level, this improves to twice per long rest. You still can only use one metamagic option per spell.
I am working on subclass specific capstone ideas similar to Paladin style. Will post soon.
At 17th lvl grant them spell mastery with their 1st - 3rd lvl spells. This allows them to burn their 1st-3rd lvls spell slots for additional sorcery points allowing them to really dig deep into their metamagic.
At 17th lvl grant them spell mastery with their 1st - 3rd lvl spells. This allows them to burn their 1st-3rd lvls spell slots for additional sorcery points allowing them to really dig deep into their metamagic.
I would do this at 18th level and move the 18th bloodline power to 20th level thus being the new capstone. Some of the 18th bloodline powers might need to be re-balanced.
I've been working on something like this as well. I'll post what I've found might be fun fixes.
1. Once per short rest, a sorcerer has a use of meta-magic without the expense of sorcerery points. The cost cannot have more than 3 sorcery points (so no free twinning of a spell 4th or higher.)
2. New & Free Meta Magic at level 3: Giving spell: When you cast a spell that only targets yourself, you can spend SP equal to the level of the spell to instead have it cast on a different target within 60ft. (I think this should be given to any sorcerer freely because if it's a choice, sorcerers get so few spell options, and then you've got to build around it. It's a hassle. It feels like something a sorcerer should be able to do.)
3. Origin Spells: A common one. One thematic spell from any spell list which the DM chooses from spells level 1-5 added to spells known for free. This being a Wild Magic Sorcerer I've chosen: Chaos Bolt Mirror Image Hunger of Hadar Hallucinatory Terrain Awaken
4. New Capstone for level 20: Sorcerers can use more than one meta-magic on one spell. At level 20, when you cast a spell of first level or higher, as a part of the action you can cast a spell with the casting time of a bonus action. These spells are also susceptible to meta magic. All resources required to cast the spell are consumed as normal.
How about, at 18th level, Sorcerers get the ability to trade up to half their spell slots from 1st, 2nd, or 3rd level for 2 X the normal number of sorcery points each short or long rest? That way, you get more bang for your buck, slot-wise, without just imitating the Wizard?
Then, for the 20th level capstone, allow more than 1 metamagic per spell at the cost 2 additional spell points per metamagic active at the same time when you combine metamagics?
How about, at 18th level, Sorcerers get the ability to trade up to half their spell slots from 1st, 2nd, or 3rd level for 2 X the normal number of sorcery points each short or long rest? That way, you get more bang for your buck, slot-wise, without just imitating the Wizard?
Then, for the 20th level capstone, allow more than 1 metamagic per spell at the cost 2 additional spell points per metamagic active at the same time when you combine metamagics?
still too weak if someone can make it to the capstone they deserve something truly special. At 18th lvl a wizard can recover 9 lvls of spells on a short rest so using that as a guideline that is the equivalent of 9 to 13 sorcery points depending on how you look at it. This isn't even a capstone ability so giving the sorcerer spell mastery makes alot of sense. It gives them the ability to truly use metamagic to its fullest extent and increases the mileage of those few spells the sorcerer knows. Remember the sorcerer will only know 15 spells in his career so anything that allows them to use those spells in new impactful ways is going to keep the class from feeling too restrictive.
As a side note flavor wise spell mastery fits more in line with the sorcerer than the wizard. Given that 5e does not have real prepared casting which is fine it makes the game more accessible but the designers buffed all the full spellcasting classes except the sorcerer to make up for the large power swing they gave to the cleric/wizard/druid. For example the bard got upgraded to a full caster and given magical secrets and the warlock was given short rest rechargeable spell slots and at will invocations. These were necessary to keep them in balance. However, the sorcerer lost approximately half of its spells known and was not given any way to recover its spell slots short of a long rest. Yes they can use sorcery points however that means they can't use their core class feature, metamagic. None of the other spellcasting classes loose access to a class feature for recovering a resource.
So, we all know that level 20 sorcerer capstone ability sucks mightily. Let us pretend for a moment that we all live in a perfect world where Sorcerous Restoration is part of Metamagic ability, you get it at level 3 and it scales with your level (so you are not wizard's poor cousin anymore). That leaves us with no capstone at level 20.
Design one!
The feature I wrote only specifies rolled dice. So it works with any spell that rolls dice, like healing magic or Sleep.
A couple of ideas regarding the sorcerer (that may be similar to things already mentioned):
The sorcerer is the only full caster that does not get some kind of cool short rest recovery mechanic in their class features (until level 20), and I think they should have one. Otherwise, once their spells are used, they can't recover anything on a short rest and they are left with being a very squishy cantrip caster. I have three possible ideas for what they could have (which I would call "Sorcerous Recovery"). 1) Starting at third level, once per day, during a short rest, a sorcerer can recover one half (rounded up) of their maximum of sorcery points. 2) Starting at third level, once per day, during a short rest, a sorcerer can recover one half (rounded up) of their SP that were used to create spell slots. OR 3) Starting at third level, once per day, during a short rest, a Sorcerer can create spell slots from SP at a reduced cost. The reduced cost is 1 SP per level of the spell.
The first idea would obviously be the most powerful and revisionary, but if you think the sorcerer should be using lots of metamagic, it is a way to go. The second and third idea are meant to improve flexible casting, so that people will actually use it in more than just emergencies. I think my favorite is the second idea. If the sorcerer has not spent any SP to create spell slots yet, they can do so during the short rest. This gives the sorcerer something similar to the wizard or land druid recovery features. If the sorcerer wants to preserve as many SP as possible for metamagic (which I assume most sorcerers do), they won't recover as much as the wizard/land druid, but they will still have some short rest spell slot recovery and their level in SP to spend on metamagic. Alternatively, they could spend more SP into spell slot creation, to the point of matching or even exceeding the wizard/land druid recovery features, but they would have fewer/no SP for metamagic. I think this gives some flexibility in recovery and encourages players to actually use flexible casting more often. The third idea is the in the same vein, but weaker.
At level 20, since I am putting a short rest SP recovery mechanic in at level 3, I would give the sorcerer "Signature Metamagic(s)" which would be one of the following: 1) Select one of the metamagic options you know. You can now use it with the SP cost reduced by 1. OR (if you want to beef up the capstone) Select two metamagic options you know. You can now use them with the SP cost reduced by 1. The idea is that you can have a 1 SP cost metamagic that you can now spam at will (after all, the Wizard gets a 1st and a 2nd level spell to spam at will at 18th level) and/or a reduced cost on something like heightened spell. If I gave two signature metamagics, I would probably require that one of them cost 1SP. Twinned would be pretty sweet as a signature metamagic. You became a spectacular cantrip blaster and can cast things like twinned invisibility. No matter what you pick, it will allow to use a favorite metamagic more/at will and make your SP go farther.
I would also strongly consider giving two metamagic option selections at level 10. Basically, I want to improve the class features the sorcerer already has without being too revisionary.
I like the fact that everyone agrees that the "capstone" of the sorc should be something that is just naturally a part of the sorcery points. As for making an actual capstone, well I think a few things should be considered.
1. What is the idea behind the sorcerer?
2. What is the main gimic of the sorcerer?
3. This player has put every level they will ever get into this class, this character has survived through trials and tribulations before and during the course of the story (in a one shot it would be almost entirely before), they are the staple of what all *insert class here* aspire to be, what makes them stand out from all the other people that can do symalar things?
Answering those questions in order;
1. They are the manifestation of magic itself. They did not have to study, practice, or make a deal for their magic, because in a way, they are magic. They are a culmination of events, be it the blood of a magical creature, the blessing of a deity on their family, or a random leak in the weave that decided I rather like this creature and took hold. It could be that they come from a long line of forged mages, and the magic has become accustomed to bending to their family's will. Whatever the cause, this person, this being has such an innate connection with magic, that they can manipulate it in ways that the others can only dream of.
2. Metamagic
3. There are many ways you can go with this. In my opinion, there are multiple buffs that should be made.
I will break it down into each feature.
Arecane compression
At 20th level, the sorcerer gains the ability to cast multiple spells of first level and higher on their turn. Most standard limitations apply. You still only have one action, one bonus action and your movement per turn, however, you could, for example, cast a fireball at a group of goblins, and then use your bonus action to cast Misty step and teleport behind them so that you take where you actually are. The spell used as a bonus action can be a spell effected by quickened spell metamagic, or any other metamagic.
I had more, but it's almost 11pm for me, so I will finish this tomorrow.
One thing that troubles me is that it appears that when casters like Sorcerer, Bard, Warlock, Eldritch Knight, Arcane Trickster, and Ranger get to level 20 it seems like they're locked into the spells they've chosen coming up to that point.
Wizards, Paladins, Clerics, and Druids can still customize their spells every morning, so they're not locked into anything except domain/oath spells.
Should there be a generic level 20 ability (tied to character level not class level) that allows any caster to adjust their spell lists, maybe even cantrips?
One thing that troubles me is that it appears that when casters like Sorcerer, Bard, Warlock, Eldritch Knight, Arcane Trickster, and Ranger get to level 20 it seems like they're locked into the spells they've chosen coming up to that point.
Wizards, Paladins, Clerics, and Druids can still customize their spells every morning, so they're not locked into anything except domain/oath spells.
Should there be a generic level 20 ability (tied to character level not class level) that allows any caster to adjust their spell lists, maybe even cantrips?
well assuming the class feature variants unearthed arcana article will be made official after playtest, we will soon see that problem solved with the enhancement to spellcasting allowing most spellcasters to change one and only one spell they know for another after finishing a long rest. here is a link to the article that has been released by wizards of the coast that is not yet made official but that might make it into an official sourcebook soon
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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I really, really like some of the options here. The metamagic one is great.
Mine:
At level 20 you regain half of expended sorcery points on a short rest.
On any critical hit you regain all resources used on the spell (component, spell slot, sorcery points) after 2 turns.
Spell mimicary; After seeing an ally cast a spell of level 4 or lower (at least three times) you can expend one sorcery point to cast that spell. On a hit/success it becomes part of your spell list and you need no longer use the sorcery point, just the usual spell costs apply. On a failure you can not attempt that spell again until after a long rest. You can upcast these mimic spells if they allow it.
Your magical focus is now unbreakable and if lost, stolen, or dropped will return to hand or carrying gear as a free action at the start of your next turn. Only a non hostile creature will be able to use it, no spell cast by it can harm you, your gear or anything occupying the same space.
I think that'd be more viable as an 18th level ability.
I think most of WIld Magic special abilities are on the weak side but wouldn't min a much if Sorcery Points replenished on a short rest (and the multiclassing non-sense was shut down).
Then the capstone could be something worthy of 20th level (no that most capstones are awesome but has to be better than the current one). Say . . . something like cast Detect Magic and Identify at will. A being who is a thing of magic should be able to do this anyway imo, but I think it's flavorful and not close to OP at this level.
I'll give it another go. Move Sorcerous Restoration to level 5 or so, then the capstone becomes...
Ascendant Sorcerer: At 20th level, your mastery of the magic you know becomes unparalleled. Your Charisma and Constitution scores each increase by 4, to a maximum of 24.
...ok, I know I'm just stealing the Barbarian capstone at this point, but we have to do something. Also, this would rocket the spell save DC of the sorcerer into the 20s, which seems like a fair trade given the versatility of the wizard. Sure, they can know all the spells. We just are better at casting the few we know.
Partway through the quest for absolute truth.
sorcerous secrets: at 20th level, choose two spells from any spell list. you know these two spells, and they are added to the sorcerer spell list for you
a bit of customization, no socerer is meant to be alike
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
First- Revised Sorcerous Restoration- As you grow in power, your body becomes more adept at recovering from and channeling the strain of your magic. At 3rd level, when you take a short rest, you regain sorcery points equal to half your sorcerer level rounded down (min 1). At 10th level, you gain further proficiency with your metamagic. Once per long rest, you can use one of your metamagic options without spending sorcery points. At 17th level, this improves to twice per long rest. You still can only use one metamagic option per spell.
I am working on subclass specific capstone ideas similar to Paladin style. Will post soon.
Honestly... this one makes the most damn sense.
Blank
well yes but that is just an arguably worse version of the wizard 18th level feature, and both of those spells are already rituals so another spellcaster could already do that more or less at will, always having detect magic and detect evil/good active, without concentration, that could be something
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I like that idea, you could pick a, say 3rd level spell, and when you cast that spell, you can pick a metamagic option for free.
The current capstone sucks, and I feel like the capstone should improve a lot of things, such as you can get higher level spells with sorcery points, 6th level would be 9, 7th would be 10, 8th would be 12, and 9th would be 13. I also feel like metamagic options should be improved. Essentially al the unique sorcerer stuff improved.
D&D is a game for nerds... so I guess I'm one :p
This is fun too.
At 17th lvl grant them spell mastery with their 1st - 3rd lvl spells. This allows them to burn their 1st-3rd lvls spell slots for additional sorcery points allowing them to really dig deep into their metamagic.
I would do this at 18th level and move the 18th bloodline power to 20th level thus being the new capstone. Some of the 18th bloodline powers might need to be re-balanced.
I've been working on something like this as well.
I'll post what I've found might be fun fixes.
1. Once per short rest, a sorcerer has a use of meta-magic without the expense of sorcerery points. The cost cannot have more than 3 sorcery points (so no free twinning of a spell 4th or higher.)
2. New & Free Meta Magic at level 3:
Giving spell:
When you cast a spell that only targets yourself, you can spend SP equal to the level of the spell to instead have it cast on a different target within 60ft. (I think this should be given to any sorcerer freely because if it's a choice, sorcerers get so few spell options, and then you've got to build around it. It's a hassle. It feels like something a sorcerer should be able to do.)
3. Origin Spells:
A common one. One thematic spell from any spell list which the DM chooses from spells level 1-5 added to spells known for free. This being a Wild Magic Sorcerer I've chosen:
Chaos Bolt
Mirror Image
Hunger of Hadar
Hallucinatory Terrain
Awaken
4. New Capstone for level 20:
Sorcerers can use more than one meta-magic on one spell.
At level 20, when you cast a spell of first level or higher, as a part of the action you can cast a spell with the casting time of a bonus action. These spells are also susceptible to meta magic. All resources required to cast the spell are consumed as normal.
How about, at 18th level, Sorcerers get the ability to trade up to half their spell slots from 1st, 2nd, or 3rd level for 2 X the normal number of sorcery points each short or long rest? That way, you get more bang for your buck, slot-wise, without just imitating the Wizard?
Then, for the 20th level capstone, allow more than 1 metamagic per spell at the cost 2 additional spell points per metamagic active at the same time when you combine metamagics?
still too weak if someone can make it to the capstone they deserve something truly special. At 18th lvl a wizard can recover 9 lvls of spells on a short rest so using that as a guideline that is the equivalent of 9 to 13 sorcery points depending on how you look at it. This isn't even a capstone ability so giving the sorcerer spell mastery makes alot of sense. It gives them the ability to truly use metamagic to its fullest extent and increases the mileage of those few spells the sorcerer knows. Remember the sorcerer will only know 15 spells in his career so anything that allows them to use those spells in new impactful ways is going to keep the class from feeling too restrictive.
As a side note flavor wise spell mastery fits more in line with the sorcerer than the wizard. Given that 5e does not have real prepared casting which is fine it makes the game more accessible but the designers buffed all the full spellcasting classes except the sorcerer to make up for the large power swing they gave to the cleric/wizard/druid. For example the bard got upgraded to a full caster and given magical secrets and the warlock was given short rest rechargeable spell slots and at will invocations. These were necessary to keep them in balance. However, the sorcerer lost approximately half of its spells known and was not given any way to recover its spell slots short of a long rest. Yes they can use sorcery points however that means they can't use their core class feature, metamagic. None of the other spellcasting classes loose access to a class feature for recovering a resource.
The feature I wrote only specifies rolled dice. So it works with any spell that rolls dice, like healing magic or Sleep.
A couple of ideas regarding the sorcerer (that may be similar to things already mentioned):
The sorcerer is the only full caster that does not get some kind of cool short rest recovery mechanic in their class features (until level 20), and I think they should have one. Otherwise, once their spells are used, they can't recover anything on a short rest and they are left with being a very squishy cantrip caster. I have three possible ideas for what they could have (which I would call "Sorcerous Recovery"). 1) Starting at third level, once per day, during a short rest, a sorcerer can recover one half (rounded up) of their maximum of sorcery points. 2) Starting at third level, once per day, during a short rest, a sorcerer can recover one half (rounded up) of their SP that were used to create spell slots. OR 3) Starting at third level, once per day, during a short rest, a Sorcerer can create spell slots from SP at a reduced cost. The reduced cost is 1 SP per level of the spell.
The first idea would obviously be the most powerful and revisionary, but if you think the sorcerer should be using lots of metamagic, it is a way to go. The second and third idea are meant to improve flexible casting, so that people will actually use it in more than just emergencies. I think my favorite is the second idea. If the sorcerer has not spent any SP to create spell slots yet, they can do so during the short rest. This gives the sorcerer something similar to the wizard or land druid recovery features. If the sorcerer wants to preserve as many SP as possible for metamagic (which I assume most sorcerers do), they won't recover as much as the wizard/land druid, but they will still have some short rest spell slot recovery and their level in SP to spend on metamagic. Alternatively, they could spend more SP into spell slot creation, to the point of matching or even exceeding the wizard/land druid recovery features, but they would have fewer/no SP for metamagic. I think this gives some flexibility in recovery and encourages players to actually use flexible casting more often. The third idea is the in the same vein, but weaker.
At level 20, since I am putting a short rest SP recovery mechanic in at level 3, I would give the sorcerer "Signature Metamagic(s)" which would be one of the following: 1) Select one of the metamagic options you know. You can now use it with the SP cost reduced by 1. OR (if you want to beef up the capstone) Select two metamagic options you know. You can now use them with the SP cost reduced by 1. The idea is that you can have a 1 SP cost metamagic that you can now spam at will (after all, the Wizard gets a 1st and a 2nd level spell to spam at will at 18th level) and/or a reduced cost on something like heightened spell. If I gave two signature metamagics, I would probably require that one of them cost 1SP. Twinned would be pretty sweet as a signature metamagic. You became a spectacular cantrip blaster and can cast things like twinned invisibility. No matter what you pick, it will allow to use a favorite metamagic more/at will and make your SP go farther.
I would also strongly consider giving two metamagic option selections at level 10. Basically, I want to improve the class features the sorcerer already has without being too revisionary.
I like the fact that everyone agrees that the "capstone" of the sorc should be something that is just naturally a part of the sorcery points. As for making an actual capstone, well I think a few things should be considered.
1. What is the idea behind the sorcerer?
2. What is the main gimic of the sorcerer?
3. This player has put every level they will ever get into this class, this character has survived through trials and tribulations before and during the course of the story (in a one shot it would be almost entirely before), they are the staple of what all *insert class here* aspire to be, what makes them stand out from all the other people that can do symalar things?
Answering those questions in order;
1. They are the manifestation of magic itself. They did not have to study, practice, or make a deal for their magic, because in a way, they are magic. They are a culmination of events, be it the blood of a magical creature, the blessing of a deity on their family, or a random leak in the weave that decided I rather like this creature and took hold. It could be that they come from a long line of forged mages, and the magic has become accustomed to bending to their family's will. Whatever the cause, this person, this being has such an innate connection with magic, that they can manipulate it in ways that the others can only dream of.
2. Metamagic
3. There are many ways you can go with this. In my opinion, there are multiple buffs that should be made.
I will break it down into each feature.
Arecane compression
At 20th level, the sorcerer gains the ability to cast multiple spells of first level and higher on their turn. Most standard limitations apply. You still only have one action, one bonus action and your movement per turn, however, you could, for example, cast a fireball at a group of goblins, and then use your bonus action to cast Misty step and teleport behind them so that you take where you actually are. The spell used as a bonus action can be a spell effected by quickened spell metamagic, or any other metamagic.
I had more, but it's almost 11pm for me, so I will finish this tomorrow.
One thing that troubles me is that it appears that when casters like Sorcerer, Bard, Warlock, Eldritch Knight, Arcane Trickster, and Ranger get to level 20 it seems like they're locked into the spells they've chosen coming up to that point.
Wizards, Paladins, Clerics, and Druids can still customize their spells every morning, so they're not locked into anything except domain/oath spells.
Should there be a generic level 20 ability (tied to character level not class level) that allows any caster to adjust their spell lists, maybe even cantrips?
well assuming the class feature variants unearthed arcana article will be made official after playtest, we will soon see that problem solved with the enhancement to spellcasting allowing most spellcasters to change one and only one spell they know for another after finishing a long rest. here is a link to the article that has been released by wizards of the coast that is not yet made official but that might make it into an official sourcebook soon
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes