How we say it in my mother tongue, "ni tú, ni yo". Bards start with four spells (versus sorcerer's 2), and the difference remains constant for the first 9 levels, it then jumps one ahead at tenth because bards learn two spells at once. Only Divine Souls get to start with one extra spell known, and it is a set spell -that you can retrain later-. (Again, I don't have Tasha's yet, so I don't know how the new subclasses compare)Bards don't get magical secrets until level 10. And when they do get this feature, the spells do count against their spells known. So a level 10 bard still only has 1 more spell-known than a sorcerer.
(This excludes the Lore Bard, which gets 2 spells known at 6th-level without taking their spells known).
| Level | Sorcerer baseline | Bard baseline | Lore Bard | Divine Soul/Sorcerer w magic initiate | |
| 1 | 2 | 4 | 4 | 3 | |
| 2 | 3 | 5 | 5 | 4 | |
| 3 | 4 | 6 | 6 | 5 | |
| 4 | 5 | 7 | 7 | 6 | |
| 5 | 6 | 8 | 8 | 7 | |
| 6 | 7 | 9 | 10 | 8 | |
| 7 | 8 | 10 | 11 | 9 | |
| 8 | 9 | 11 | 12 | 10 | |
| 9 | 10 | 12 | 13 | 11 | |
| 10 | 11 | 14 | 15 | 12 |
How we say it in my mother tongue, "ni tú, ni yo". Bards start with four spells (versus sorcerer's 2), and the difference remains constant for the first 9 levels, it then jumps one ahead at tenth because bards learn two spells at once.
I've included cantrips in my analysis since they are still spells and are still pretty useful, especially during these earlier stages of gameplay.They have a condensed wizard spell list and a way to recover spell slots in a similar, yet faster version while having a charisma spellcasting ability and the same number of spells known as a bard up until level 10 (include cantrips).
They have a few unique aspects to them. Despite having the 1d6 HD of a wizard, they also have constitution saves which is something they're incentivized to put good stats into more than a wizard. They also have metamagic, which allows them to manipulate their spells in clear ways.
Well, the sorcerer’s defining feature in this edition was always supposed to be sorcery points. And in theory that could be enough to set them apart from wizards, the problem is that they didn’t really do anything interesting with that design space. Though the playtest sorcerer we saw only went up to 5th level, its base class features looked really damn similar to the class we ended up getting. Sorcery Points were called Willpower, but other than that it was the same basic structure. Full caster, learned spells, Flexible Casting, Metamagic, all basically the same as what we have in the PHB, if a bit less refined.I heard rumbling of a beta Dragon Sorcerer in the playtests that gained more and more draconic aspects as they spent sorcery points, but that whole concept was scrapped at the last possible minute to give us the Sorcerer we ended up with.
I think they just went with too 'safe' a design for the Sorcerer and as a result the Wizard also suffered from that lack of differentiation. I find the Wizard terribly boring, but it's also that familiar design Wizard fans want, so, really, the Sorcerer is the one that should have been overhauled.
That is not how I remember it happening. I’m pretty sure Wizards had neovancian casting from packet 1. The sorcerer didn’t show up in the public playtest at all until pretty late in the game, same packet that the Warlock first showed up in IIRC.I had mixed feelings on that preview,
However, work on the sorcerer stopped not because of the preview sorcerer, but rather because at the time the brand new Neovancian casting was previewed in the cleric, and wizard players wanted it. So they somehow had to stop working on the sorcerer until wizard was "done right". Then they had the "great" idea of merging everything under Mage and wasted even more development time.
Con saves are important on spellcasters because they determine concentration. Sorcerers are the only spellcasting class with Con saves so they should definitely be mentioned. The ability to succeed on your concentration where another spellcaster may have failed is pretty important.Honestly, I feel like if this is the best you can say about the sorcerer, then it is clear that the sorcerer is failing to be unique. "I have con saves" shouldn't even be in the discussion. We never really talk about saving throws for any other class, but Sorcerer having Con Saves is seen as one of their defining features. Wizard's get Wisdom saves to protect them from mind-control, fear, and paralyzation magic.
Its all about efficacy and tactics.And Metamagic, like doctorbadwolf says, really does not allow the Sorcerer to do the one thing that everyone says it should do. It does not allow you to cast the spells in new and unique ways. A Fireball is a fireball is a fireball, whether I use Distant, Careful, Subtle, Quickened, or Empowered. It is still a fireball and still fulfills the role of a fireball. A sorcerer cannot use that fireball to do something that is not fireball.
I imagine "boons" are one of those necessities in a warlock class, so they were trying to incorporate them.EDIT: Also, the playtest Warlock looked very similar to the warlock we got, but instead of their spell slots just working differently than everyone else’s for some reason, they didn’t get spell slots at all. They could cast rituals, and they got two “Boons” which recovered on a short rest, and they could spend these Boons to cast Warlock spells and activate some Invocations. Pretty much exactly like warlock spell slots, but less confusing and for the life of me I can’t imagine why they changed it to warlocks just having their own special spell slots that don’t work like anyone else’s spell slots do. Sorry, off topic, I just remembered that and to rant about it.
Con saves are important on spellcasters because they determine concentration. Sorcerers are the only spellcasting class with Con saves so they should definitely be mentioned. The ability to succeed on your concentration where another spellcaster may have failed is pretty important.
Its all about efficacy and tactics.
Metamagics were never about having a spell be not that spell. What it does is open the possibilities of the spell.
Fireball is probably the worse example. It's just condensed damage. The only metamagic you can use that isn't a pure damage boost is distant, careful, and subtle. But their use with fireball in particular is very niche.
Take invisibility. 1 hour of being invisible for a 2nd-level slot.
Well, if you twin it, you've effectively upcasted it. If you need to be invisible for more than an hour, you can extend it and save yourself a whole 'nother spell slot and not outting yourself with verbal casting with only 1 sorcery point. You can quicken it in combat and instantly hide.
Metamagic is not added to make it feel like your spells known list has increased or changed by giving your sorcerer effectively "new spells." Metamagic is used to enhance your spells to push them further beyond what a wizard could do.

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