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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.

strangebloke
2017-08-25, 03:53 PM
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: this was taken directly from the Druid. This way, new players are not forever punished by poor choices.


this jumps out at me. This is far too good, and is completely against the 'sorcerers are specialists' thing.. Druids are limited here because they have a relatively small spell list. This is effectively making the sorcerer a wizard who knows all the spells, but cannot prepare as many spells as the wizard does. This makes the sorcerer more of a wizard than the wizard is.

Additionally, it allows him to retrain the bonus spells he knows through his origin.

Easy_Lee
2017-08-25, 04:02 PM
this jumps out at me. This is far too good, and is completely against the 'sorcerers are specialists' thing.. Druids are limited here because they have a relatively small spell list. This is effectively making the sorcerer a wizard who knows all the spells, but cannot prepare as many spells as the wizard does. This makes the sorcerer more of a wizard than the wizard is.

Additionally, it allows him to retrain the bonus spells he knows through his origin.

Consider the Wizard spell list, the Druid spell list, and the Sorcerer spell list. The one that jumps out is the Wizard, who has more spells than the other two by a significant margin. The Sorcerer list is about the same length as the Druid list, and Druids can swap their spells freely.

Theodoxus
2017-08-25, 04:08 PM
I'm inclined to agree with Strangebloke.

On top of that, I don't understand how it makes it simpler for a new player... you're basically saying "See this list? You can have anything and everything on it, provided you only pick 3. Oh, and you can change those three every day, if you want to."

Now, if you were to instead create specific spell lists tailored to each bloodline and sub-origin (so that White Dragon sorcs had a different list than Red Dragon sorcs who had a different list than Gold Dragon sorcs... then I'd see benefit, as you'd be addressing Strange's concern about the smaller druid list.

Easy_Lee
2017-08-25, 04:15 PM
Now, if you were to instead create specific spell lists tailored to each bloodline and sub-origin (so that White Dragon sorcs had a different list than Red Dragon sorcs who had a different list than Gold Dragon sorcs... then I'd see benefit, as you'd be addressing Strange's concern about the smaller druid list.

Counting EE, druids have 142 spells on their full list. Sorcerers have 160. Wizards have 252. Sorcerers are far closer to Druids than Wizards in terms of spell list.

Editing the OP with this information, as it's important.

Theodoxus
2017-08-25, 04:29 PM
Ok, but it doesn't address the other concerns.

Clerics, Druids and Paladins (and arguably Rangers should be included) have access to prepare from all their level appropriate spells because they're very niche and not particularly powerful, in terms of combat effectiveness. The ones that are, are even given away for 'free' as part of their bonus spells or are nearly always taken anyway. (Healing, defense and group boons like Bless fall into this category.)

WotC in their wisdom knew that if they didn't include domains and lands for clerics and druids, that every cleric and every druid would be a cookie cutter of the same spell choices. Heck, even with domains and lands, anyone wanting to know the 'best spells for my x level class' will go online to get one of a very small handful of "best builds" for their character.

I think AL handles this idea a little better: simply allowing a full rebuild of your character until level 5. By then, a new player will have a handle on how to play their sorcerer and would probably have an idea of what works and what doesn't. Any refinement could be researched in group or online and by 5th level, they'd have a very playable toon.

JNAProductions
2017-08-25, 04:43 PM
I'd agree that allowing a Sorcerer full list access feels a bit off. I don't think it's unbalanced-but I do think you could, perhaps, make some themed lists that they can pick from that include a tighter focus.

That being said, I don't think the existing changes are bad.

Isaire
2017-08-29, 11:54 AM
I think that by putting all of these changes together, you've done a bit too much. I would frankly be really happy with sorcerers just if they had 10 domain spells. That is enough to make them seem like a good option.

I can sympathise with other changes, even if they aren't really as necessary, but all of them together is a bit much.

I would drop:
The ability to ignore somatic limitations (starting to encroach on subtle spell a little, even if more intended to not require free hands. Is this something sorcerers really need?)
The ability to swap spells on long rest, OR ritual caster. Putting them together isn't really sorcerers schtick, they aren't supposed to be able to gather rituals on the days they are needed. If you want utility, play a wizard. I'm more inclined to drop ritual caster - you can always just grab the feat. Or, to be honest, drop both, and allow swapping multiple spells on level up (if needed, maybe one spell per long rest).
The changes to sorcerer points and flexible casting:
In this system, a second level sorcerer can create 5 first level spell slots, as opposed to the 1 first level spell slot that a second level wizard can create. That's bonkers. Sorcerer's don't actually need a boost to sorcery points, certainly not when combined with cheaper flexible casting. Reduce it back to 2 sorcery points.
As for making flexible casting better.. I guess, it allows a sorcerer to get the benefits of arcane recovery and still use a little metamagic, so that can only be a good thing. (Technically, it means that 1 sorcery point per level is twice the benefit of arcane recovery, but being able to put out more spells and do it on the fly should be something sorcerers are good at, so I like it!)

Sorry if that comes across as overly critical! One crazy idea which I've not put much thought into is allowing sorcerers to have domain spells and then a really small number of spell picks (2 up to 5) which they can change on a short rest. It captures the fluff, but not good for gameplay I suspect.

Kane0
2017-08-29, 06:22 PM
Hmm. Looks good, but perhaps you're double dipping a bit.

Spell availability: Changing spells known each day + free spells from origin
Resource pool & drain: Getting rid of the slot/SP conversion loss + Cha to SP + ritual casting
Component benefits: No need for focus + somatic components with any body part (my favourite is eyebrows)

I'd say maybe pick one from each of those and stick to it, should be plenty enough.
I like the changing MM with a rest. Maybe add in an extra MM between levels 3 and 10 but thats just my preference.