After some extensive playtesting my past suggestions did make the class more fun to play but they went too far. I believe these changes keep the core of the PHB sorcerer in tact without making it more powerful than any of the other full casting classes. The flaws of the class are the class is far too frail, the spell list is terrible and too restricting, you are provided too few sorcery points to really enjoy the theme of the class, and once you are out of sorcery points you have to wait for a long rest to do anything cool with your spells.
Light armor proficiency: adds much needed resilence with the added bonus that you aren't forced into learning mage armor opening up another spell option
Font of Magic fixed to 1 sorcery point per spell level. no matter if your converting points to slots or slots to points.
Metamagic as written in PHB with the addition of adding spells to the sorcerer class list and a 1/short rest ability (These need to be finely tuned and are just a first rough draft)
Extended Spell
1/short rest: If you would fail a concentration check or death saving throw you may reroll the check
Spells added to class list:
1: Heroism
2: Aid
3: Vampiric Touch
4: Death Ward
5: Antilife Shell
Quicken
1/short rest: you may use your bonus action to disengage in addition your speed is doubled this turn.
Spells added to class list:
1: Long Strider
2: Melf’s Acid Arrow
3: Wind Wall
4: Freedom of Movement
5: Tree Stride
Subtle Spell
1/short rest: if you successfully effect a creature with a spell whether you hit with a spell attack or the target fails its save you may have it take the appearance of yourself if it fails a charisma save vs your spell DC.
Spells added to class list:
1: Command
2: Pass Without Trace
3: Sending
4: Stone Shape
5: Mislead
Careful Spell
1/short rest: When you cast a spell you can change the area it effects as follows
Line: the line can make you 90 degree turn (the length of the line remains the same)
Radius: change its area of effect to a cube with half the area (for example a fireball is 20ft radius this effect would change it to a 20ft cube)
Cube: Change a cube effect of up to 15ft into a radial effect. (for example thunderwave is a 15ft cube under this effect it would be a 15ft radius)
Spells added to class list:
1: Sanctuary
2: Rope Trick
3: Nondetection
4: Evard’s Black Tentacles
5: Wall of Force
Distant Spell
1/short rest: you may cast a spell whose origin is a point within 30ft of you
Spells added to class list:
1: Guiding Bolt
2: Ray of Enfeeblement
3: Bestow Curse
4: Compulsion
5: Contagion
Heightened Spell
1/short rest: When you subject a creature(s) to a saving throw from a spell you cast you may change the save to a different type.
Spells added to class list:
1: Faerie Fire
2: Heat Metal
3: Hunger of Hadar
4: Phantasmal Killer
5: Scrying
Twinned Spell
1/short rest: When you cast a spell that indicates a number of targets you may instead effect 1 additional target instead.
1: Protection from Evil/Good
2: Phantasmal Force
3: Animate Dead
4: Resilient Sphere
5: Modify Memory
Empowered Spell
1/short rest: When you cast a spell that deals fire, cold, thunder, lightning, or acid damage the spells damage ignores resistance and treats immunity as resistance.
1st: Inflict Wounds
2: Moonbeam
3: Call Lightning
4: Control Water
5: Flame Strike
These metamagic options really bring the fluff of the class to be in alignment with how the class functions mechanically in the game. Every sorcerer should be defined by the metamagic tricks they can pull off. I thought about giving them an ability similar to the bard's magical secrets or just allowing them to use the wizard spell list. I wanted to start small test then make changes. Please note these only add the spells to the class list not to spells known. The 1/short rest allow the sorcerer to use their sorcery points and still feel like a sorcerer if the party decides to only take a short rest. These were essentially a swap in instead of having some sort of SP recovery mechanic. It merely makes them legal options for the sorcerer to learn. I also only used spells from the PHB to make it as easy to use as possible this is meant to be a drop in replacement.
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After some extensive playtesting my past suggestions did make the class more fun to play but they went too far. I believe these changes keep the core of the PHB sorcerer in tact without making it more powerful than any of the other full casting classes. The flaws of the class are the class is far too frail, the spell list is terrible and too restricting, you are provided too few sorcery points to really enjoy the theme of the class, and once you are out of sorcery points you have to wait for a long rest to do anything cool with your spells.
Light armor proficiency: adds much needed resilence with the added bonus that you aren't forced into learning mage armor opening up another spell option
Font of Magic fixed to 1 sorcery point per spell level. no matter if your converting points to slots or slots to points.
Metamagic as written in PHB with the addition of adding spells to the sorcerer class list and a 1/short rest ability (These need to be finely tuned and are just a first rough draft)
Extended Spell
1/short rest: If you would fail a concentration check or death saving throw you may reroll the check
Spells added to class list:
1: Heroism
2: Aid
3: Vampiric Touch
4: Death Ward
5: Antilife Shell
Quicken
1/short rest: you may use your bonus action to disengage in addition your speed is doubled this turn.
Spells added to class list:
1: Long Strider
2: Melf’s Acid Arrow
3: Wind Wall
4: Freedom of Movement
5: Tree Stride
Subtle Spell
1/short rest: if you successfully effect a creature with a spell whether you hit with a spell attack or the target fails its save you may have it take the appearance of yourself if it fails a charisma save vs your spell DC.
Spells added to class list:
1: Command
2: Pass Without Trace
3: Sending
4: Stone Shape
5: Mislead
Careful Spell
1/short rest: When you cast a spell you can change the area it effects as follows
Line: the line can make you 90 degree turn (the length of the line remains the same)
Radius: change its area of effect to a cube with half the area (for example a fireball is 20ft radius this effect would change it to a 20ft cube)
Cube: Change a cube effect of up to 15ft into a radial effect. (for example thunderwave is a 15ft cube under this effect it would be a 15ft radius)
Spells added to class list:
1: Sanctuary
2: Rope Trick
3: Nondetection
4: Evard’s Black Tentacles
5: Wall of Force
Distant Spell
1/short rest: you may cast a spell whose origin is a point within 30ft of you
Spells added to class list:
1: Guiding Bolt
2: Ray of Enfeeblement
3: Bestow Curse
4: Compulsion
5: Contagion
Heightened Spell
1/short rest: When you subject a creature(s) to a saving throw from a spell you cast you may change the save to a different type.
Spells added to class list:
1: Faerie Fire
2: Heat Metal
3: Hunger of Hadar
4: Phantasmal Killer
5: Scrying
Twinned Spell
1/short rest: When you cast a spell that indicates a number of targets you may instead effect 1 additional target instead.
1: Protection from Evil/Good
2: Phantasmal Force
3: Animate Dead
4: Resilient Sphere
5: Modify Memory
Empowered Spell
1/short rest: When you cast a spell that deals fire, cold, thunder, lightning, or acid damage the spells damage ignores resistance and treats immunity as resistance.
1st: Inflict Wounds
2: Moonbeam
3: Call Lightning
4: Control Water
5: Flame Strike
These metamagic options really bring the fluff of the class to be in alignment with how the class functions mechanically in the game. Every sorcerer should be defined by the metamagic tricks they can pull off. I thought about giving them an ability similar to the bard's magical secrets or just allowing them to use the wizard spell list. I wanted to start small test then make changes. Please note these only add the spells to the class list not to spells known. The 1/short rest allow the sorcerer to use their sorcery points and still feel like a sorcerer if the party decides to only take a short rest. These were essentially a swap in instead of having some sort of SP recovery mechanic. It merely makes them legal options for the sorcerer to learn. I also only used spells from the PHB to make it as easy to use as possible this is meant to be a drop in replacement.