So, here is my review of the UA Sorcerer for One D&D.
Innate Sorcery - A strong feature, I think. The sorcerer's Achilles Heel is the limited number of spells they have available, which often encourages extreme optimizing and discourages taking spells just to try them out. Sorcerous Burst might not be the best damaging cantrip, but the versatility means the Sorcerer player can focus less on having multiple damage types and more on versatility spells.
Metamagic - my main gripe is that I don't think Twinned Spell really needed a nerf. Although, I do like that Careful Spell is actually good now. Ultimately, I feel more Metamagic options will be needed to take advantage of the many metamagics you get later, but that's what homebrewers do best.
Sorcerous Vitality - meh. Mediocre healing on yourself only.
Arcane Eruption - not the greatest burst damage, as you have the Transmute Spell metamagic, but this way you don't have to waste a known spell on Fireball if you aren't looking to specifically build a damage dealer. The ability to inflict a condition is nice as well.
Sorcery Incarnate - I'll admit, the spell itself is hot garbage. A 5th level slot to gain a few Sorcery Points and also advantage on spell attack rolls? No thanks. However, I notice that it does seem to fuel subclass abilities while active, so I am willing to be open. To make this more viable, I would suggest removing the concentration. It's a 5th level spell slot, you have a limited number of those and plenty of other things you might want to do with them, and there are easier ways to gain advantage on an attack roll.
Sorcerous Restoration - honestly, this was a crappy Sorcerer capstone in base 5e. I feel some sort of short rest recovery, even a limited one akin to the Wizard's 2nd level feature, should have been available earlier, but at least they got the message. And One D&D does seem to be moving towards higher level play being emphasized, so this is fine by me.
Arcane Apotheosis - HOLY ****! I mean, to be fair, there was exactly one spell that you were always going to take when you got a 9th level slot anyways, prior to the ability to use Twinned Spell on Foresight, but the real kicker here is that you can cast it using a lower level spell slot once per day as long as you are only doing spell replication. Since Wish provides the material components and can replicate a spell from ANY list, there's some interesting ways you could break this. On the other hand, you are 18th level. By this point, your party should be going toe to toe with Thanos.
Arcane Eruption it a completely broken spell, it will be one of my top negatives when the survey comes out. It is insanely powerful because you will be able to choose incapacitation > 60% of the time. The ability to do decent damage and AoE incapacitation is INSANE! Plus that incapacitation isn't linked to any standard condition like charm or fear which means basically no creatures will be immune to it. It's basically Fireball + a better version of Hypnotic Pattern at once. It makes including minions in a battle an utterly loosing tactic b/c they will just stand there incapacitated until dead...
Arcane Eruption is pretty strong, but at 4th level with a con save and it being class restricted I dont think I'd call it 'broken'. Just making a real strong showing which is exactly what I want to see from Class Specific non-list spells. Heck as a DM I would be MORE likely to send in waves of minions just to let the Sorcerer have their moment in the sun. Just imagine the smile across that players face as they see in their minds eye the perfect moment to release their pent up, usually restrained magical power in one moment of pure bliss.
1) They present it as a prepared spells caster when really it's still a spells-known caster, because you can only change your preparations on level up - and even then, only one at a time. I would let them swap out a few more than one on level up (maybe Cha mod?) to alleviate the punishment that they were worried about for inexperienced players.
2) Twin Spell was fine, it didn't need to be nerfed so drastically, and its unique functionality of double concentration should be preserved. The design note says it's undercosted relative to creating spell slots with those points, and that's an easy fix if true - just make it a bit more expensive. Say, 2+spell level sorcery points to twin something instead of +spell level.
1) They present it as a prepared spells caster when really it's still a spells-known caster, because you can only change your preparations on level up - and even then, only one at a time. I would let them swap out a few more than one on level up (maybe Cha mod?) to alleviate the punishment that they were worried about for inexperienced players.
2) Twin Spell was fine, it didn't need to be nerfed so drastically, and its unique functionality of double concentration should be preserved. The design note says it's undercosted relative to creating spell slots with those points, and that's an easy fix if true - just make it a bit more expensive. Say, 2+spell level sorcery points to twin something instead of +spell level.
Agree 100%! Twin spell needed a bit of a nerf but just raising the cost would have been sufficient. The new version is so convoluted I would rather they just remove it as an option so I as DM don't have to adjudicate it.
I really wish we would get more Sorcery Points. I was hoping it'd be something like Level+Cha Mod, so that an extra 5 points at tier 4 would be a small benefit, but 3 or 4 extra points in tier 1 could really make a difference. I'm sure they're afraid of Sorcerer's getting more spell slots per day than Wizards, but given that slot creation is competing for points with metamagics I think a small boost would really help low levels. Or, change the Sorcerous Restoration feature to kick in at a lower level, and then scale the effect up at higher levels. Something like, 1 SP at level 5, adding 1 more SP recovered every 3rd or 4th level. I do like that subclass features are no longer competing for that small pool of SP anymore, at least.
Yeah, Twin Spell is a bit weird in its nerfs, I agree.
I understand the issue with Sorcery incarnate, as a lot of effects they could attach to it are already covered by some of the metamagics. Though, maybe they should lean into it a bit? Add the ability to pick one of your Metamagics, and while transformed that metamagic is free, or at least at a discount.
This one is less of an issue with Sorcerers, but I think Sorcerers should get access to Modify Magic, since that's the Sorcerer's whole schtick. I'm fine with letting Wizards have Create Spell; that feels like more of a Wizardly thing for them to have.
The new version is so convoluted I would rather they just remove it as an option so I as DM don't have to adjudicate it.
It's not "convoluted" at all. "You know that spell I cast last turn? I'm casting it again, but with sorcery points"
Rollback Post to RevisionRollBack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
It's not "convoluted" at all. "You know that spell I cast last turn? I'm casting it again, but with sorcery points"
Yeah but like... why do you need metamagic to do that? You can literally just make a spell slot next turn to do that via Font of Magic. All this is saving you is a couple of points. I'd much rather have the dual-concentration functionality if I'm going to spend a precious metamagic on this.
The new version is so convoluted I would rather they just remove it as an option so I as DM don't have to adjudicate it.
It's not "convoluted" at all. "You know that spell I cast last turn? I'm casting it again, but with sorcery points"
Yeah but like... why do you need metamagic to do that? You can literally just make a spell slot next turn to do that via Font of Magic
That requires an extra bonus action, so you're saving action economy and sorcery points with the new Twinned
I'm not saying it's a great metamagic choice, but it's certainly not convoluted
Rollback Post to RevisionRollBack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Agree with all your points, arcane eruption is the one good addition outside of the capstone that practically nobody is going to see.
to add onto it I don't understand how the draconic wings needed to nerfed, on demand fly at lvl 14 is nothing ground breaking, we now have 3 flying races in the game that get it from lvl 1 so whats the deal? This also feeds into Sorcery Incarnate, concentration fly that does at MOST 5 dmg in 15 feet? Incarnate was lackluster to start and this addon feature is even more lackluster.
Sorcerous burst - Hasn't come up yet but this is a "fun" cantrip that is lacking, why is the sorcerer exclusive cantrip just flat out worse than firebolt? Run the math on it you need to get real lucky with the exploding dice just to get close to what firebolt does normally. Outside of playing a draconic sorcerer this cantrip doesn't serve a function
Yea. I really wish they hadn't nerfed twinned. I don't mind the new stuff but I would have also really appreciated some other meta-magic that allowed us to dup the double concentration, or even double target, ability. Was there anyone who was actually complaining about it or was it just some butt-hurt GM's getting upset because the party sorc actually did something useful and cool that also ruined their plans?
Yea. I really wish they hadn't nerfed twinned. I don't mind the new stuff but I would have also really appreciated some other meta-magic that allowed us to dup the double concentration, or even double target, ability. Was there anyone who was actually complaining about it or was it just some butt-hurt GM's getting upset because the party sorc actually did something useful and cool that also ruined their plans?
I think it's just internal, I can't recall ever seeing someone bring up sorcerer's twin spell being to strong
Yea. I really wish they hadn't nerfed twinned. I don't mind the new stuff but I would have also really appreciated some other meta-magic that allowed us to dup the double concentration, or even double target, ability. Was there anyone who was actually complaining about it or was it just some butt-hurt GM's getting upset because the party sorc actually did something useful and cool that also ruined their plans?
I think it's just internal, I can't recall ever seeing someone bring up sorcerer's twin spell being to strong
Yeah, from the little writeup in the UA, I think they felt the old version was too confusing in terms of determining which spells were legal, they didn't feel like they could lift the "one target only" restriction, and there was some overlap with Quickened in the "two spells, one turn" department... so they just got rid of it and found a replacement that vaguely fit the name
Rollback Post to RevisionRollBack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Agree 100%! Twin spell needed a bit of a nerf but just raising the cost would have been sufficient. The new version is so convoluted I would rather they just remove it as an option so I as DM don't have to adjudicate it.
Is it especially broken? It's easy online to think that sorcerers have unlimited sorcery points with the amount that quickened and twinned are mentioned, but in practice when I've played sorcerer I've always been more cautious than that, even at higher levels (with Metamagic Adept) for a hefty number of points. They can both be crucial in key moments but I actually use the single point abilities a lot more; I mostly use quickened spell to re-cast something like false life during a fight, and twinned spell really required a situation where targeting two creatures was a big benefit which I didn't often do. In fact my fondest memories of using it were to twin-cast inflict wounds (from Shadow Touched) when I got caught in melee range; DM was not expecting that much damage all at once from the sorcery who normally fought at range.
That said, I'm not against the updated Twinned Spell but it should be renamed "Repeated Spell" or such for clarity. I'd prefer to see Twinned Spell retained even if it needs to have more limits, especially since we now have the full Arcane list (whereas before sorcerers had a number of spells lacking that I'm sure was because we could twin them, like true polymorph). Just limit it to damage or buff spells or something.
Sorcerous Vitality - meh. Mediocre healing on yourself only.
Key thing on this is to remember that we don't normally have access to healing at all; this won't be exciting to Divine Souls, but for the rest of us being able to heal any amount is still an improvement, and it also can remove conditions at the same time. I think personally I'd prefer if it healed a bit more, but let you trade some of that healing for the condition removal, as currently it's a twin effect but if you're not using both the value isn't amazing.
Arcane Eruption - not the greatest burst damage, as you have the Transmute Spell metamagic, but this way you don't have to waste a known spell on Fireball if you aren't looking to specifically build a damage dealer. The ability to inflict a condition is nice as well.
Yeah this is quite interesting; I do think incapacitated is a strange and probably unnecessary inclusion. What I'd do to tweak this is move each result down by one, add the new slowed condition for a 6, and then make it so the condition you get is determined by the most common damage roll, so if you roll more 5's you get that result, choosing between any tied for most common?
Sorcery Incarnate - I'll admit, the spell itself is hot garbage. A 5th level slot to gain a few Sorcery Points and also advantage on spell attack rolls? No thanks. However, I notice that it does seem to fuel subclass abilities while active, so I am willing to be open. To make this more viable, I would suggest removing the concentration. It's a 5th level spell slot, you have a limited number of those and plenty of other things you might want to do with them, and there are easier ways to gain advantage on an attack roll.
While 5th-level does seem high, it is giving you sorcery points (an average of 2 or 3, so effectively making this a 4th- or 3rd-level spell), plus guaranteed advantage and double Metamagic for at least your own turn. I think it does need an extra sweetener though, I'd like to see it grant advantage on concentration checks, so you're less likely to cast it then stub a toe and lose it.
Sorcerous Restoration - honestly, this was a crappy Sorcerer capstone in base 5e. I feel some sort of short rest recovery, even a limited one akin to the Wizard's 2nd level feature, should have been available earlier, but at least they got the message. And One D&D does seem to be moving towards higher level play being emphasized, so this is fine by me.
I think it's worth noting that unlike the old version that only worked on short rest, the updated, earlier level version also triggers whenever you roll initiative. This means you can spend a minimum of four sorcery points in every single fight, which makes this a substantially better feature than it used to be.
In fact, when combined with sorcery incarnate this does actually feel more like the proper capstone for the class; because with guaranteed sorcery points you can fuel the double metamagics, or even cast sorcery incarnate in the first place.
My main complaint is that it feels like a feature that encourages you to go hard on your first fight of the day, then conserve to regain points in time for any possible boss battle at the end, which is a weird curve.
Arcane Apotheosis - HOLY ****! I mean, to be fair, there was exactly one spell that you were always going to take when you got a 9th level slot anyways, prior to the ability to use Twinned Spell on Foresight, but the real kicker here is that you can cast it using a lower level spell slot once per day as long as you are only doing spell replication. Since Wish provides the material components and can replicate a spell from ANY list, there's some interesting ways you could break this. On the other hand, you are 18th level. By this point, your party should be going toe to toe with Thanos.
While I want capstones to be strong, I do feel like this one is massively overpowered; simply being unable to lose wish is an enormous boost, as it makes it possible for you to just ask for something ridiculous every day purely for the chance of success, especially since you can always do the guaranteed 8th-level spell with no material components as well. The wish spell on its own is already fantastic, since it effectively grants you every 8th-level and lower spell in the game, without costed components; normally you can only use that once, but with apotheosis you've got two uses.
It's hands down the strongest capstone of any class they've updated so far; the Wizard signature spell capstone is also good, but probably more balanced. Thanos is actually a good example to give, because with wish Thanos isn't a threat to begin with, because you already basically have the completed infinity gauntlet and can just snap him out of existence, with no fear of the "gauntlet" breaking.
I think this version misses the mark, but not by much!
My biggest complaint is the unnecessary and complicated change to Twinned Spell. Either keep the previous version or increase the cost to spell level +1 (1 for cantrips, 2 for first level etc.).
I think Draconic Sorcerer needs more thought and I don't like the changes to Dragon Wings so I can only fly on my draconic wings by spending a 5th-level slot.
But I like the abilities and they even have cool names. Arcane Apotheosis is a fantastic incentive to play a single-class Sorcerer all the way!
I would like to read the opinion of someone who has tried it. In my test game no one played a sorcerer, and it doesn't look like anyone wants to do so in the future. Reading I don't see anything terribly wrong, but I also don't see any mechanics that I find super fun. My feeling is a little "meh".
But that's why I would like to read the opinion of someone who has tried it, because sometimes things look different in game.
Yea. I really wish they hadn't nerfed twinned. I don't mind the new stuff but I would have also really appreciated some other meta-magic that allowed us to dup the double concentration, or even double target, ability. Was there anyone who was actually complaining about it or was it just some butt-hurt GM's getting upset because the party sorc actually did something useful and cool that also ruined their plans?
I think it's just internal, I can't recall ever seeing someone bring up sorcerer's twin spell being to strong
Yeah, from the little writeup in the UA, I think they felt the old version was too confusing in terms of determining which spells were legal, they didn't feel like they could lift the "one target only" restriction, and there was some overlap with Quickened in the "two spells, one turn" department... so they just got rid of it and found a replacement that vaguely fit the name
Wait, seriously? Who was getting confused by that?
Yea. I really wish they hadn't nerfed twinned. I don't mind the new stuff but I would have also really appreciated some other meta-magic that allowed us to dup the double concentration, or even double target, ability. Was there anyone who was actually complaining about it or was it just some butt-hurt GM's getting upset because the party sorc actually did something useful and cool that also ruined their plans?
I think it's just internal, I can't recall ever seeing someone bring up sorcerer's twin spell being to strong
Yeah, from the little writeup in the UA, I think they felt the old version was too confusing in terms of determining which spells were legal, they didn't feel like they could lift the "one target only" restriction, and there was some overlap with Quickened in the "two spells, one turn" department... so they just got rid of it and found a replacement that vaguely fit the name
Wait, seriously? Who was getting confused by that?
Based on the number of forum threads asking "Can I Twin [insert non-Twinnable spell here]?", quite a few
In some of those cases like ice knife, the confusion is even understandable since its initial attack does target only one creature
Rollback Post to RevisionRollBack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Yea. I really wish they hadn't nerfed twinned. I don't mind the new stuff but I would have also really appreciated some other meta-magic that allowed us to dup the double concentration, or even double target, ability. Was there anyone who was actually complaining about it or was it just some butt-hurt GM's getting upset because the party sorc actually did something useful and cool that also ruined their plans?
I think it's just internal, I can't recall ever seeing someone bring up sorcerer's twin spell being to strong
Yeah, from the little writeup in the UA, I think they felt the old version was too confusing in terms of determining which spells were legal, they didn't feel like they could lift the "one target only" restriction, and there was some overlap with Quickened in the "two spells, one turn" department... so they just got rid of it and found a replacement that vaguely fit the name
Wait, seriously? Who was getting confused by that?
Lots of people. The idea the it could only ever possibly target one creature tripped people up. Many thought it might mean, effectively only targets one creature. So if my fireball only caught one enemy in it, I can twin fireball. Or things like ice knife, that targets one creature, but then has an AoE so it could potentially damage multiple creatures, so even though it only has one target, it isn’t twinnable by RAW. Or there’s other weird cases like eldritch blast is twinnable until you hit 5th level, then suddenly it’s not anymore. It at least needed some clean up in the wording. I don’t know if this is the answer, but it’s certainly clearer.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So, here is my review of the UA Sorcerer for One D&D.
Arcane Eruption it a completely broken spell, it will be one of my top negatives when the survey comes out. It is insanely powerful because you will be able to choose incapacitation > 60% of the time. The ability to do decent damage and AoE incapacitation is INSANE! Plus that incapacitation isn't linked to any standard condition like charm or fear which means basically no creatures will be immune to it. It's basically Fireball + a better version of Hypnotic Pattern at once. It makes including minions in a battle an utterly loosing tactic b/c they will just stand there incapacitated until dead...
Arcane Eruption is pretty strong, but at 4th level with a con save and it being class restricted I dont think I'd call it 'broken'. Just making a real strong showing which is exactly what I want to see from Class Specific non-list spells. Heck as a DM I would be MORE likely to send in waves of minions just to let the Sorcerer have their moment in the sun. Just imagine the smile across that players face as they see in their minds eye the perfect moment to release their pent up, usually restrained magical power in one moment of pure bliss.
My only remaining issues with Sorcerer:
1) They present it as a prepared spells caster when really it's still a spells-known caster, because you can only change your preparations on level up - and even then, only one at a time. I would let them swap out a few more than one on level up (maybe Cha mod?) to alleviate the punishment that they were worried about for inexperienced players.
2) Twin Spell was fine, it didn't need to be nerfed so drastically, and its unique functionality of double concentration should be preserved. The design note says it's undercosted relative to creating spell slots with those points, and that's an easy fix if true - just make it a bit more expensive. Say, 2+spell level sorcery points to twin something instead of +spell level.
Agree 100%! Twin spell needed a bit of a nerf but just raising the cost would have been sufficient. The new version is so convoluted I would rather they just remove it as an option so I as DM don't have to adjudicate it.
I really wish we would get more Sorcery Points. I was hoping it'd be something like Level+Cha Mod, so that an extra 5 points at tier 4 would be a small benefit, but 3 or 4 extra points in tier 1 could really make a difference. I'm sure they're afraid of Sorcerer's getting more spell slots per day than Wizards, but given that slot creation is competing for points with metamagics I think a small boost would really help low levels. Or, change the Sorcerous Restoration feature to kick in at a lower level, and then scale the effect up at higher levels. Something like, 1 SP at level 5, adding 1 more SP recovered every 3rd or 4th level. I do like that subclass features are no longer competing for that small pool of SP anymore, at least.
Yeah, Twin Spell is a bit weird in its nerfs, I agree.
I understand the issue with Sorcery incarnate, as a lot of effects they could attach to it are already covered by some of the metamagics. Though, maybe they should lean into it a bit? Add the ability to pick one of your Metamagics, and while transformed that metamagic is free, or at least at a discount.
This one is less of an issue with Sorcerers, but I think Sorcerers should get access to Modify Magic, since that's the Sorcerer's whole schtick. I'm fine with letting Wizards have Create Spell; that feels like more of a Wizardly thing for them to have.
It's not "convoluted" at all. "You know that spell I cast last turn? I'm casting it again, but with sorcery points"
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Yeah but like... why do you need metamagic to do that? You can literally just make a spell slot next turn to do that via Font of Magic. All this is saving you is a couple of points. I'd much rather have the dual-concentration functionality if I'm going to spend a precious metamagic on this.
That requires an extra bonus action, so you're saving action economy and sorcery points with the new Twinned
I'm not saying it's a great metamagic choice, but it's certainly not convoluted
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Agree with all your points, arcane eruption is the one good addition outside of the capstone that practically nobody is going to see.
to add onto it I don't understand how the draconic wings needed to nerfed, on demand fly at lvl 14 is nothing ground breaking, we now have 3 flying races in the game that get it from lvl 1 so whats the deal? This also feeds into Sorcery Incarnate, concentration fly that does at MOST 5 dmg in 15 feet? Incarnate was lackluster to start and this addon feature is even more lackluster.
Sorcerous burst - Hasn't come up yet but this is a "fun" cantrip that is lacking, why is the sorcerer exclusive cantrip just flat out worse than firebolt? Run the math on it you need to get real lucky with the exploding dice just to get close to what firebolt does normally. Outside of playing a draconic sorcerer this cantrip doesn't serve a function
Yea. I really wish they hadn't nerfed twinned. I don't mind the new stuff but I would have also really appreciated some other meta-magic that allowed us to dup the double concentration, or even double target, ability. Was there anyone who was actually complaining about it or was it just some butt-hurt GM's getting upset because the party sorc actually did something useful and cool that also ruined their plans?
I think it's just internal, I can't recall ever seeing someone bring up sorcerer's twin spell being to strong
Neither can I which is why I'm so disappointed in the change. It really feels unneeded and like a 'stop having fun' kind of moment.
Yeah, from the little writeup in the UA, I think they felt the old version was too confusing in terms of determining which spells were legal, they didn't feel like they could lift the "one target only" restriction, and there was some overlap with Quickened in the "two spells, one turn" department... so they just got rid of it and found a replacement that vaguely fit the name
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Is it especially broken? It's easy online to think that sorcerers have unlimited sorcery points with the amount that quickened and twinned are mentioned, but in practice when I've played sorcerer I've always been more cautious than that, even at higher levels (with Metamagic Adept) for a hefty number of points. They can both be crucial in key moments but I actually use the single point abilities a lot more; I mostly use quickened spell to re-cast something like false life during a fight, and twinned spell really required a situation where targeting two creatures was a big benefit which I didn't often do. In fact my fondest memories of using it were to twin-cast inflict wounds (from Shadow Touched) when I got caught in melee range; DM was not expecting that much damage all at once from the sorcery who normally fought at range.
That said, I'm not against the updated Twinned Spell but it should be renamed "Repeated Spell" or such for clarity. I'd prefer to see Twinned Spell retained even if it needs to have more limits, especially since we now have the full Arcane list (whereas before sorcerers had a number of spells lacking that I'm sure was because we could twin them, like true polymorph). Just limit it to damage or buff spells or something.
Key thing on this is to remember that we don't normally have access to healing at all; this won't be exciting to Divine Souls, but for the rest of us being able to heal any amount is still an improvement, and it also can remove conditions at the same time. I think personally I'd prefer if it healed a bit more, but let you trade some of that healing for the condition removal, as currently it's a twin effect but if you're not using both the value isn't amazing.
Yeah this is quite interesting; I do think incapacitated is a strange and probably unnecessary inclusion. What I'd do to tweak this is move each result down by one, add the new slowed condition for a 6, and then make it so the condition you get is determined by the most common damage roll, so if you roll more 5's you get that result, choosing between any tied for most common?
While 5th-level does seem high, it is giving you sorcery points (an average of 2 or 3, so effectively making this a 4th- or 3rd-level spell), plus guaranteed advantage and double Metamagic for at least your own turn. I think it does need an extra sweetener though, I'd like to see it grant advantage on concentration checks, so you're less likely to cast it then stub a toe and lose it.
I think it's worth noting that unlike the old version that only worked on short rest, the updated, earlier level version also triggers whenever you roll initiative. This means you can spend a minimum of four sorcery points in every single fight, which makes this a substantially better feature than it used to be.
In fact, when combined with sorcery incarnate this does actually feel more like the proper capstone for the class; because with guaranteed sorcery points you can fuel the double metamagics, or even cast sorcery incarnate in the first place.
My main complaint is that it feels like a feature that encourages you to go hard on your first fight of the day, then conserve to regain points in time for any possible boss battle at the end, which is a weird curve.
While I want capstones to be strong, I do feel like this one is massively overpowered; simply being unable to lose wish is an enormous boost, as it makes it possible for you to just ask for something ridiculous every day purely for the chance of success, especially since you can always do the guaranteed 8th-level spell with no material components as well. The wish spell on its own is already fantastic, since it effectively grants you every 8th-level and lower spell in the game, without costed components; normally you can only use that once, but with apotheosis you've got two uses.
It's hands down the strongest capstone of any class they've updated so far; the Wizard signature spell capstone is also good, but probably more balanced. Thanos is actually a good example to give, because with wish Thanos isn't a threat to begin with, because you already basically have the completed infinity gauntlet and can just snap him out of existence, with no fear of the "gauntlet" breaking.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
I think this version misses the mark, but not by much!
My biggest complaint is the unnecessary and complicated change to Twinned Spell. Either keep the previous version or increase the cost to spell level +1 (1 for cantrips, 2 for first level etc.).
I think Draconic Sorcerer needs more thought and I don't like the changes to Dragon Wings so I can only fly on my draconic wings by spending a 5th-level slot.
But I like the abilities and they even have cool names. Arcane Apotheosis is a fantastic incentive to play a single-class Sorcerer all the way!
I would like to read the opinion of someone who has tried it. In my test game no one played a sorcerer, and it doesn't look like anyone wants to do so in the future. Reading I don't see anything terribly wrong, but I also don't see any mechanics that I find super fun. My feeling is a little "meh".
But that's why I would like to read the opinion of someone who has tried it, because sometimes things look different in game.
Wait, seriously? Who was getting confused by that?
Based on the number of forum threads asking "Can I Twin [insert non-Twinnable spell here]?", quite a few
In some of those cases like ice knife, the confusion is even understandable since its initial attack does target only one creature
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Lots of people. The idea the it could only ever possibly target one creature tripped people up. Many thought it might mean, effectively only targets one creature. So if my fireball only caught one enemy in it, I can twin fireball. Or things like ice knife, that targets one creature, but then has an AoE so it could potentially damage multiple creatures, so even though it only has one target, it isn’t twinnable by RAW. Or there’s other weird cases like eldritch blast is twinnable until you hit 5th level, then suddenly it’s not anymore.
It at least needed some clean up in the wording. I don’t know if this is the answer, but it’s certainly clearer.