Easy_Lee
2017-08-25, 03:20 PM
Sorcerers are the most unsatisfying class according to a recent enworld poll (http://www.enworld.org/forum/showthread.php?575834-2017-Class-Satisfaction-Survey-Results). In this thread (http://www.giantitp.com/forums/showthread.php?534114-Sorcerer-the-most-unsatisfying-class), people laid out their complaints about the Sorcerer.
In general, the biggest issues were that the class had a small number of spells known, couldn't change its features, and didn't have ritual casting like other full casters.
I've got a sorcerer level 9 and I get frustrated by the limits on his spells known.
No Ritual casting
True that having one or two more Metamagic, or being able to change them at least between sessions, during downtime, could be very nice (I would find hard to explain a change as fast as long-rest fluff-wise but hey, that's me ^^).
A common complaint was that the Sorcerer lacks an identity. As is, the base class requires a lot of planning, and excels when you build it toward a particular role rather than as a generalist. New players don't understand how to play it correctly, and often end up trapped by bad choices.
The sorcerer may need a fix but certainly not any kind of power-up. Any fix should be about making it more friendly to newer players.
With this Homebrew, I will attempt to fix the Sorcerer. Here are my goals:
Make only minimal changes.
Fix the Sorcerer's limitations without increasing its power.
Make the Sorcerer less punishing to new players who make mistakes.
Give the Sorcerer enough of an identity that new players understand how to play it and are encouraged to play to its strengths.
Sorcerer Revisions
Sorcerer Description
Specialists (additional paragraph)
Unlike Wizards, who learn the ways of magic through study, Sorcerers are born with magic. No Sorcerer knows every spell there is to know. Rather, Sorcerers are specialists, born with a greater understanding of raw magic, and often emphasize particular types of magic.
Note: adding this to the description gives the Sorcerer a clearer identity, and gives players a hint as to how to build an effective sorcerer.
Spellcasting
Additionally, when you gain a level in this class, you can choose one of the sorcerer Spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have Spell Slots.
Additionally, you can change your list of Spells known when you finish a Long Rest. Preparing a new list of Sorcerer Spells requires time spent in self-reflection and meditation: at least 1 minute per Spell Level for each spell on your list.
Note: counting EE, Druids have 142 spells on their full list, Sorcerers have 160, and Wizards have 252. As the Sorcerer spell list is much closer to the Druid's in length, and they're supposed to have raw magic, it makes sense for them to be able to change.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer Spells.
You use your own body as a focus for your Sorcerer Spells. Additionally, you can provide the Somatic components of a spell without a free hand by using other parts of your body.
Ritual casting
You can cast a Sorcerer Spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up.
You have a number of sorcery points equal to 2 + your Charisma modifier, and gain one additional point every time you level up.
Note: this early boost allows new sorcerers to use more than one or two Metamagic options per day.
Flexible Casting
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
When you cast a Sorcerer spell, instead of expending a spell slot, you can spend a number of sorcery points equal to the spell's level. You cannot cast spells over fifth level in this way.
Additionally, as part of your action when casting a Sorcerer spell, you can convert an unused spell slot into a number of Sorcery points equal to the spell slot's level.
Note: eliminates the net loss normally incurred when using this feature, while also preventing the old exploit of turning unused slots into sorcery points before a rest.
Metamagic
You can change your Metamagic options when you finish a Short Rest or a Long Rest. Metamagic can only be used when casting Sorcerer spells.
Note: this is similar to how a Druid regains Wildshape uses after a Short Rest. Metamagic is what Sorcerers get instead of Wildshape. You shouldn't be able to use metamagic with non-sorcerer spells. Not because it's imbalanced, but because it doesn't make sense. Metamagic is tied to the sorcerer's unique magic. This also prevents the common exploit of making a sorlock and casting Quickened Agonizing Repelling Blast.
Sorcerer Archetypes
Addition: each archetype that does not already have it gains a list of bonus spells, similar to a Cleric domain or Circle of the Land Druid. This has three benefits:
Expands the sorcerer list so that they aren't forced into only the best spell options each level.
Gives the sorcerer additional options without additional power.
Emphasizes the role of sorcerers as specialists, rather than generalists.
Special: Dragon Bloodline
The dragon bloodline gains the same spells regardless of the chosen Dragon. However, these spells change their damage type (if any) to that of the chosen Dragon. For example, a Black Dragon Sorcerer gains a version of Fireball that deals Acid damage instead of Fire damage. This does not prevent the Black Dragon Sorcerer from also taking the regular version of Fireball as a Sorcerer spell.
Table: Dragon Sorcerer Spells
Level
Spells
1st
Burning Hands, Chromatic Orb
3rd
Flaming Sphere, Scorching Ray
5th
Fireball, Lightning Bolt
7th
Fire Shield, Ice Storm
9th
Cone of Cold, Conjure Elemental
Conclusion
This version of the Sorcerer has increased flexibility and an increased list of known spells, but near the same power as the current Sorcerer. New players will better understand how to play the Sorcerer by the new description and by each archetype's specialized spell list. By making small modifications to existing abilities, rather than doing a full overhaul, players don't need to relearn how the Sorcerer works in order to use this revision. Finally, the ability to change out Metamagic and Spells Known gives Sorcerer players the ability to customize their options to their current needs while also giving them things to think about, plan, and get excited over every time they rest.
I welcome all feedback.
In general, the biggest issues were that the class had a small number of spells known, couldn't change its features, and didn't have ritual casting like other full casters.
I've got a sorcerer level 9 and I get frustrated by the limits on his spells known.
No Ritual casting
True that having one or two more Metamagic, or being able to change them at least between sessions, during downtime, could be very nice (I would find hard to explain a change as fast as long-rest fluff-wise but hey, that's me ^^).
A common complaint was that the Sorcerer lacks an identity. As is, the base class requires a lot of planning, and excels when you build it toward a particular role rather than as a generalist. New players don't understand how to play it correctly, and often end up trapped by bad choices.
The sorcerer may need a fix but certainly not any kind of power-up. Any fix should be about making it more friendly to newer players.
With this Homebrew, I will attempt to fix the Sorcerer. Here are my goals:
Make only minimal changes.
Fix the Sorcerer's limitations without increasing its power.
Make the Sorcerer less punishing to new players who make mistakes.
Give the Sorcerer enough of an identity that new players understand how to play it and are encouraged to play to its strengths.
Sorcerer Revisions
Sorcerer Description
Specialists (additional paragraph)
Unlike Wizards, who learn the ways of magic through study, Sorcerers are born with magic. No Sorcerer knows every spell there is to know. Rather, Sorcerers are specialists, born with a greater understanding of raw magic, and often emphasize particular types of magic.
Note: adding this to the description gives the Sorcerer a clearer identity, and gives players a hint as to how to build an effective sorcerer.
Spellcasting
Additionally, when you gain a level in this class, you can choose one of the sorcerer Spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have Spell Slots.
Additionally, you can change your list of Spells known when you finish a Long Rest. Preparing a new list of Sorcerer Spells requires time spent in self-reflection and meditation: at least 1 minute per Spell Level for each spell on your list.
Note: counting EE, Druids have 142 spells on their full list, Sorcerers have 160, and Wizards have 252. As the Sorcerer spell list is much closer to the Druid's in length, and they're supposed to have raw magic, it makes sense for them to be able to change.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer Spells.
You use your own body as a focus for your Sorcerer Spells. Additionally, you can provide the Somatic components of a spell without a free hand by using other parts of your body.
Ritual casting
You can cast a Sorcerer Spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up.
You have a number of sorcery points equal to 2 + your Charisma modifier, and gain one additional point every time you level up.
Note: this early boost allows new sorcerers to use more than one or two Metamagic options per day.
Flexible Casting
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
When you cast a Sorcerer spell, instead of expending a spell slot, you can spend a number of sorcery points equal to the spell's level. You cannot cast spells over fifth level in this way.
Additionally, as part of your action when casting a Sorcerer spell, you can convert an unused spell slot into a number of Sorcery points equal to the spell slot's level.
Note: eliminates the net loss normally incurred when using this feature, while also preventing the old exploit of turning unused slots into sorcery points before a rest.
Metamagic
You can change your Metamagic options when you finish a Short Rest or a Long Rest. Metamagic can only be used when casting Sorcerer spells.
Note: this is similar to how a Druid regains Wildshape uses after a Short Rest. Metamagic is what Sorcerers get instead of Wildshape. You shouldn't be able to use metamagic with non-sorcerer spells. Not because it's imbalanced, but because it doesn't make sense. Metamagic is tied to the sorcerer's unique magic. This also prevents the common exploit of making a sorlock and casting Quickened Agonizing Repelling Blast.
Sorcerer Archetypes
Addition: each archetype that does not already have it gains a list of bonus spells, similar to a Cleric domain or Circle of the Land Druid. This has three benefits:
Expands the sorcerer list so that they aren't forced into only the best spell options each level.
Gives the sorcerer additional options without additional power.
Emphasizes the role of sorcerers as specialists, rather than generalists.
Special: Dragon Bloodline
The dragon bloodline gains the same spells regardless of the chosen Dragon. However, these spells change their damage type (if any) to that of the chosen Dragon. For example, a Black Dragon Sorcerer gains a version of Fireball that deals Acid damage instead of Fire damage. This does not prevent the Black Dragon Sorcerer from also taking the regular version of Fireball as a Sorcerer spell.
Table: Dragon Sorcerer Spells
Level
Spells
1st
Burning Hands, Chromatic Orb
3rd
Flaming Sphere, Scorching Ray
5th
Fireball, Lightning Bolt
7th
Fire Shield, Ice Storm
9th
Cone of Cold, Conjure Elemental
Conclusion
This version of the Sorcerer has increased flexibility and an increased list of known spells, but near the same power as the current Sorcerer. New players will better understand how to play the Sorcerer by the new description and by each archetype's specialized spell list. By making small modifications to existing abilities, rather than doing a full overhaul, players don't need to relearn how the Sorcerer works in order to use this revision. Finally, the ability to change out Metamagic and Spells Known gives Sorcerer players the ability to customize their options to their current needs while also giving them things to think about, plan, and get excited over every time they rest.
I welcome all feedback.