I think that the sorcerer spell list should contain spells like ensnaring strike/searing smite, and maybe some other unique new versions of these spells. This one will probably be controversial, but I think that it would open up an entire niche which I think would suit sorcerer, while also filling a niche which currently isn't filled in 5e.
My reasoning being:
- Lots of sorcerer subclass abilities emphasise being up close, and yet the class itself is then poorly equipped to capitalise on those abilities. Draconic and storm sorcery especially focus on this, while the UA stone sorcerer was built around it.
- There is not a single arcane/elemental based class which can put magic on its weapons to strike with in this way, while divine and primal based classes do have access to it (there isn't even a feat to pick them up). Considering the spellstrike mechanics which eventually became the smite/strike spells came from an arcane class, this seems completely absurd.
- It gives sorcerer some spells which the wizard doesn't have, which are both thematic and suiting. Currently the sorcerer list is just a bad wizard list, and some close up evocations spells would give it a nice and unique boost.
- The DnD Nest playtest sorcerer was a half caster arcane gish. This obviously didn't stick, but would give people who liked that part of it a nice way to emulate it. It also makes up for stone sorcerer (which had some of these spells) not making it past UA. People who disliked this part of the playtest sorcerer can simply not pick these spells, so the class isn't losing anything by gaining them.
I would prefer Sorcerer's go back to the way the were represented in 4e.
4e sorcerers were more tanky, short range nova blasters/bursters that liked getting into the thick of battle and causing mass damage with elemental or otherworldly power. This was a nice contrast to the wizard in 4e who were more control, utility and ritual casters. They didn't do quite as much damage but had a wider range of options to manipulate battlefields and cause all sort of interesting effects.
I think one of the ways to improve the Sorcerer is to allow them access to a wider range of spells in general, and I think the sorcery point system does aid in the idea of sorcerers literally bending their inner magic to their will but it needs more options and a bit more to them in order to truly feel worthwhile. Sorcerers (at least to me) are meant to be living pools of concentrated magic that can be weaved into all manner of spells depending on the origin on that magic. It's why I feel that sorcerers could have been a Con caster, you are using the very essence of your blood or soul or whatever houses your own magic which takes a lot of energy, concentration and endurance to pull off.
I like the idea of con casting as I think it makes sense thematically. However from a balance perspective I dislike it, as it makes the sorcerer completely SAD which is just too powerful.
It's weird how limited their spell list is. Even the new frost fingers spell, which thematically suits sorcerer 100%, has been changed to wizard only this edition. It's why I think that the smite/strike spells suit them, as it really emphasises that get in close and unload a bunch of damage theme. A storm sorcerer leaping in, slamming down their staff in a thunderous smite which knocks all the enemies around prone, and then leaping away is thematically awesome. Or a divine soul sorcerer using blinding smite for a burst of radiant damage which blinds the creatures closing in.
Maybe then making them a class like the Barbarian or the Monk where they get features that benefit from two stats, being Cha and Con for Sorcerers. I think giving the Sorcerer a bigger hit die and maybe even access to light armor might help with the concept that they are a more raw damage and tanky casters. I'm not saying get rid of all the non damaging spells from them but they should have access to a wider range of attack spells from multiple classes. More druid elemental spells and the elemental smite spells especially.
While not a perfect example by any means, I kind of see how the Wizard and the Sorcerer should function compared to each other similarly to how one might see the Greybeards vs the Dovakiin in Skyrim.
The greybeards have spend year, even decades to master the thu'um of the dragons in order to use it and control it properly. They can't uses all of shouts all the time but they understand the very nature of what each word means and how the magic flows through each word to make an effect and how stringing words together can create all manner of effects. They may not be able to use these words are strongly as a being innately connected to the magic of dragons, but they can use the thu'um to great effect in a variety of ways because they understand how each word functions.
In contrast, the Dovakiin contains the very soul of the beings that created and master this form of magical shouting. Because of this, they can absorb the magics of other dragon souls into their own and use their magic more directly and with greater ease and speed. However, that doesn't mean they understands what the words truly mean, how they reflect the nature of the one speaking them and how the emotions and emphasis given to those words can shape them in different ways. Because of that, while their shouts are more powerful, they are not as refined and are harder to control.
Not sure if that made sense but I hope that helps put my thoughts together on the difference between the two classes into something cohesive.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
I would like it if sorcerers had any unique spells. Since they are playing with metamagic and come by their magic more intuitively, it makes sense that they would have some unique spells just like the other classes that do not come to have spells through raw study like Wizards.
But WoC seems to just look down on the idea of melee casters in general. They also seem to really regret allowing green flame blade/booming blade. I think this is because spellcasters are already much stronger than melee characters, so letting them potentially also be good at melee would make martial classes feel really left behind.
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I think that the sorcerer spell list should contain spells like ensnaring strike/searing smite, and maybe some other unique new versions of these spells. This one will probably be controversial, but I think that it would open up an entire niche which I think would suit sorcerer, while also filling a niche which currently isn't filled in 5e.
My reasoning being:
- Lots of sorcerer subclass abilities emphasise being up close, and yet the class itself is then poorly equipped to capitalise on those abilities. Draconic and storm sorcery especially focus on this, while the UA stone sorcerer was built around it.
- There is not a single arcane/elemental based class which can put magic on its weapons to strike with in this way, while divine and primal based classes do have access to it (there isn't even a feat to pick them up). Considering the spellstrike mechanics which eventually became the smite/strike spells came from an arcane class, this seems completely absurd.
- It gives sorcerer some spells which the wizard doesn't have, which are both thematic and suiting. Currently the sorcerer list is just a bad wizard list, and some close up evocations spells would give it a nice and unique boost.
- The DnD Nest playtest sorcerer was a half caster arcane gish. This obviously didn't stick, but would give people who liked that part of it a nice way to emulate it. It also makes up for stone sorcerer (which had some of these spells) not making it past UA. People who disliked this part of the playtest sorcerer can simply not pick these spells, so the class isn't losing anything by gaining them.
What are peoples opinions on this?
I would prefer Sorcerer's go back to the way the were represented in 4e.
4e sorcerers were more tanky, short range nova blasters/bursters that liked getting into the thick of battle and causing mass damage with elemental or otherworldly power. This was a nice contrast to the wizard in 4e who were more control, utility and ritual casters. They didn't do quite as much damage but had a wider range of options to manipulate battlefields and cause all sort of interesting effects.
I think one of the ways to improve the Sorcerer is to allow them access to a wider range of spells in general, and I think the sorcery point system does aid in the idea of sorcerers literally bending their inner magic to their will but it needs more options and a bit more to them in order to truly feel worthwhile. Sorcerers (at least to me) are meant to be living pools of concentrated magic that can be weaved into all manner of spells depending on the origin on that magic. It's why I feel that sorcerers could have been a Con caster, you are using the very essence of your blood or soul or whatever houses your own magic which takes a lot of energy, concentration and endurance to pull off.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I like the idea of con casting as I think it makes sense thematically. However from a balance perspective I dislike it, as it makes the sorcerer completely SAD which is just too powerful.
It's weird how limited their spell list is. Even the new frost fingers spell, which thematically suits sorcerer 100%, has been changed to wizard only this edition. It's why I think that the smite/strike spells suit them, as it really emphasises that get in close and unload a bunch of damage theme. A storm sorcerer leaping in, slamming down their staff in a thunderous smite which knocks all the enemies around prone, and then leaping away is thematically awesome. Or a divine soul sorcerer using blinding smite for a burst of radiant damage which blinds the creatures closing in.
Maybe then making them a class like the Barbarian or the Monk where they get features that benefit from two stats, being Cha and Con for Sorcerers. I think giving the Sorcerer a bigger hit die and maybe even access to light armor might help with the concept that they are a more raw damage and tanky casters. I'm not saying get rid of all the non damaging spells from them but they should have access to a wider range of attack spells from multiple classes. More druid elemental spells and the elemental smite spells especially.
While not a perfect example by any means, I kind of see how the Wizard and the Sorcerer should function compared to each other similarly to how one might see the Greybeards vs the Dovakiin in Skyrim.
The greybeards have spend year, even decades to master the thu'um of the dragons in order to use it and control it properly. They can't uses all of shouts all the time but they understand the very nature of what each word means and how the magic flows through each word to make an effect and how stringing words together can create all manner of effects. They may not be able to use these words are strongly as a being innately connected to the magic of dragons, but they can use the thu'um to great effect in a variety of ways because they understand how each word functions.
In contrast, the Dovakiin contains the very soul of the beings that created and master this form of magical shouting. Because of this, they can absorb the magics of other dragon souls into their own and use their magic more directly and with greater ease and speed. However, that doesn't mean they understands what the words truly mean, how they reflect the nature of the one speaking them and how the emotions and emphasis given to those words can shape them in different ways. Because of that, while their shouts are more powerful, they are not as refined and are harder to control.
Not sure if that made sense but I hope that helps put my thoughts together on the difference between the two classes into something cohesive.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I would like it if sorcerers had any unique spells. Since they are playing with metamagic and come by their magic more intuitively, it makes sense that they would have some unique spells just like the other classes that do not come to have spells through raw study like Wizards.
But WoC seems to just look down on the idea of melee casters in general. They also seem to really regret allowing green flame blade/booming blade. I think this is because spellcasters are already much stronger than melee characters, so letting them potentially also be good at melee would make martial classes feel really left behind.