I think you meant:
Sorcerer really should just be a Wizard subclass.
Agreed. Which is why sorcerer should just be a wizard subclass.
FWIW, we already house-rule sorcerer
is a subclass of wizard, and
warlock is a subclass of cleic.
No, the only way to do a merge is by putting wizard into sorcerer. The other way around only leadsto killing the sorcerer and giving its toys to the wizard. In that other thread were I argued against merging, I proposed this subclass on a whim, on an hypothetical version that did away with the wizard. Can you do one that supports a satisfactory sorcerer (no book, no studying, no prep, no int)?
Sorcerous Origin: Wizardry
Not all sorcerers are uneducated and illiterate. Many are born with just a humble spark that needs to be harnessed, controlled and nurtured through tireless study under the guide of a mentor. These sorcerers are known as wizards.
1st Level
Academy learning
You gain training in Arcana, History, Religion and Medicine. You also gain expertise in one of these skills.
Wizardry
Through you studies you have untapped the possibility of manipulating your own magic. However the details are long and hard to remember.
Pick a school of magic, you gain a spell book which contains a number of first level spells of that school equal to 1+ your intelligence modifier. You can choose one of the spells in your book and add it to your spells known until you finish a long rest. You also learn two first level rituals of your choice and write them in your spellbook. If you find a scroll or a spellbook with spells of your chosen school or rituals of a level you can cast, you can copy them to your book at the cost of 50gp per spell level.
6th level
Weave Manipulation
When you cast a spell from your chosen school that requires a saving throw, you can spend 2 sorcery points to add your intelligence modifier to the spell DC of that spell.
14th level
Improved Wizardry
Starting at 14th level, you can now prepare a number of spells from your spellbook equal to you intelligence modifier.
18th level
Arcane recovery
When the target of a spell you cast from your chosen school fails its saving throw, you recover sorcery points equal to that spell's level. You need to complete a long rest before you use this ability again.