Yes we do have a different definition then. Because a ranger with four attacks in a round at level 5, half spell casting, a fighting style, good skills, and relatively good hp does not ‘suck’. It may not be as good as other classes but in 5e the gap between classes is insignificant in gameplay... and definitely compared to pathfinder or 3e.I guess we have different definitions of sucking. If yours is "literally, truly, completely unplayable in a fun way" mine is "worse enough when compared to another that it is noticeable in gameplay".
Sorcerer.... Well, sucks? lets see
The Shadow Sorcerer
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The Shadow Sorcerer level 7 can Twin Polymorph into 2 Giant Ape. For ****ing powerful beats that deals +9 to hit, 3d10+6 x 4 with 150 HP.
As bonus action The Shadow Sorcerer uses Hound of III Omem that is a buffed Dire Wolf with Pack Taticks for free advantage, If the Hound hits, DC 13 or knock prone (OMG, Knock Prone against 3 ****ing powerful beast is a death sentense).
The best part is... The Hound apply disadvantage against all Sorcerer's Spells.
The Hound combo with Giant Apes and still apply disadvantage... It's insane...
Are you trying hide? The hound know your location.
The Sorcerer can deal 100 damage per turn (If all hits, HIGH CHANCE) + Sorcerer spells (With Disadvantage)...
It's long duration combo that is insane.
If the Sorcerer wants to spend more resources, the sorcerer can summon multiple hounds for still more insanity.
The Sneaky Mage.
The V. Human Shadow Sorcerer level 7 with Prodigy feat (Stealth expertise) and Ritual Caster for Find Familiar.
So, It's +10 Stealth Check + Familiar' help action for advantage.
Now the can cast spells against enemies with IMPUNITY. Yes, It's the power of SUBTLE SPELL.
The Hound of III Omem and Careful Fear or Hypnotic Pattern is too insane and your party will love you... It's literally a game changer, both spells is save or die.
With Sorcerer's FLEXIBLE CASTING, the sorcerer can spend all level 3 or lower spells slots into Sorcery points, then, Sorcery Points into higher level spells slots.
So, at level 7, the Sorcerer can cast Twin Polymoph 3x/DAY... Look. 3x day against once/day Wizard.
The Sorcerer 2 giant ape for 3 hours/day x Wizard 1 giant ape for 1 hour/day...
It isn't fair.
Moon Druid: "I'm a joke to you?"
The Divine Soul Sorcerer
With flexible casting, creating more 4th level spell slot, the DSS Controls 24 Undeads with Animate Dead (Against wizard at maximum 12) for 24 hours and still casts twinned Polymorph for 2 Giant Ape for 1 hour.
With Inspire Leadership feat, the Sorcerer add more 12 THP for each Skeleton and allies for extra Sweet HP. The Skeletons are with a longbow.
Damage per turn, If all hits. 4,5 (1d8) +2 = 6,5x 24 = 156 average damage per turn.
Two Giant ape with +9 to hit, for extra 90 average damage if all hits.
The Dragon Sorcerer
Other combo that literally overshadow the Wizard.
Protector Aasimar Red Dragon Sorcerer level 6 with Elemental adept feat (Fire)
Action to activate Aasimar's Radiant Soul for extra sweet damage and flight speed.
Bonus action: Quicken Empowered Elemental Afinity FIREBALL
28 avg * 1,22 (Empower metamagic) +5 Elemental afinity +6 Radiant Soul.
45 avg AOE fire damage that ignores cover and fire resistence.
All in a single turn. No prebuff or concentration
Or just quicken empowered elemental afinity fireball that deals 40 avg damage
action for Empowered elemental afinity Fire bolt for 19 avg damage
It's 59 avg damage.
Wizard's fireball is avg 28 damage.
59 vs 28 is not even fair.
PS: You can swat Empower spell for Twin metamagic for the Sweet Twin Polymorph and Twin Firebolt.
Yes, Super Fireball + Twin Polymorph is avaiable.
The Sorcerer can use flexible casting to create more and more fireballs.
Sorcerer 6 fireballs/day vs Wizard 3 fireballs/day
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Warlocks only really need less invocation taxes (especially Pact of Blade), and more invocation support for other cantrips.
Warlocks that can cast their most powerful spells 2-3 times per encounter (more with very accessible items like rod of the pact keeper or pearl of power for the encounter that needs it). How much would wizards give to have this power.
They’re uncommon so one step removed from uncommon. There are rules for making them, there are rules for buying them and I would think most people of asking a reasonable DM for an uncommon item if they are underpowered would get a favourable answer... assuming they are of course underpowered... which is by no means a given.Easily accessible is extremely dependent upon how gaining magic items works at your table.
They’re uncommon so one step removed from uncommon. There are rules for making them, there are rules for buying them and I would think most people of asking a reasonable DM for an uncommon item if they are underpowered would get a favourable answer... assuming they are of course underpowered... which is by no means a given.
There are lots of things based on DM fiat that impact your enjoyment of a D&D game or its offshoots.DMs are not bound by the books to allow such buying/creation. Like I said, it depends.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.