D&D (2024) Sorcerer (Playtest 7)

Really like this sorcerer build, I was worried they were going to get rid of all the rich flavor from the last test. Strongly feel like Innate Sorcery should also remove VSM from casting (ITS INNATE!). Don't even thing it makes Subtle redundant as if you just need to be Subtle you're better off spending the sorcery point on it's own rather than powering up SI.
I agree except I think that Verbal and Somatic are just fine because they are still inherent to the caster. Removing them means they can never be counterspelled (among other things).

However, I agree that it should remove any need for mundane Material components or need for implements. No outside tools should be necessary. Implements and special magical components can be optional boosts like any magical item.
 

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I agree except I think that Verbal and Somatic are just fine because they are still inherent to the caster. Removing them means they can never be counterspelled (among other things).

However, I agree that it should remove any need for mundane Material components or need for implements. No outside tools should be necessary. Implements and special magical components can be optional boosts like any magical item.
I'd hack the Arcane Focus rules here - and say that any sorcerer may use either their eyes, their breath, or their hands as their arcane focus - but there will be a visible effect whenever they cast if they do. (E.g. lightning crackling or eyes glowing)
 


I'd hack the Arcane Focus rules here - and say that any sorcerer may use either their eyes, their breath, or their hands as their arcane focus - but there will be a visible effect whenever they cast if they do. (E.g. lightning crackling or eyes glowing)
The Sorcerer can use their own body as an Arcane Focus, but when they do, the magic manifests in visible and audible way...

While very thematic, this messes with Subtle Spell. Which is more important?
 

The Sorcerer can use their own body as an Arcane Focus, but when they do, the magic manifests in visible and audible way...

While very thematic, this messes with Subtle Spell. Which is more important?
Unless subtle spell overrides the visible manifestation (as it should) so we get the benefit of both. This is why good design is normally iterative.
 

Really like this sorcerer build, I was worried they were going to get rid of all the rich flavor from the last test. Strongly feel like Innate Sorcery should also remove VSM from casting (ITS INNATE!). Don't even thing it makes Subtle redundant as if you just need to be Subtle you're better off spending the sorcery point on it's own rather than powering up SI.
I would be ok if the Sorcerer used the Somatic component to cast every spell. The flavor is, the body itself is magical. A bit like Vecnas Hand hand gestures.
 

I did note that the default Focus for the Sorcerer equipment package is now a crystal, which ... honestly is kinda fine. VSM components are just a part of DnD and a part of what makes DnD spellcasting what it is. And having some odd crystal as a focus works for Sorcerers.

The key to me, is in the flavor and table implementation. Wizard Somatic components are like in The Magicians: precise, replicated and complicated finger tuts and shapes. Meanwhile Sorcerers, it's more a vibe. They don't have to do the same gestures each time, but they still have to do something to let that power out in a controlled, spell like manner.
 

This version is way better, though I still mourn the loss of first level subclass. The loss of twin spell shenanigans is acceptable. Yet, I would love to see automatic no material components. And maybe some more spells from cleric and druid that helped build your theme from first level if they are so adamant that no subclass at first level.

Still, I need to see something that truly justifies moving "editions"/whatever.
 

I agree except I think that Verbal and Somatic are just fine because they are still inherent to the caster. Removing them means they can never be counterspelled (among other things).

However, I agree that it should remove any need for mundane Material components or need for implements. No outside tools should be necessary. Implements and special magical components can be optional boosts like any magical item.
It's really hard to understand why they insist on Sorcerers needing components, beyond someone just demanding Sorcs can never have nice things. It would break virtually nothing and would actually fit their theme.
 

Innate Sorcery is kind of like Rage for a caster. One minute of better spellcasting (higher DCs, advantage on attack rolls), two uses per long rest (or more uses if you spend 2 sorcery points after level 7).

With Innate Sorcery and Seeking Spell, you can get super advantage on attack rolls (total of 3d20 rolled). With the lowered cost of Seeking Spell, that makes focusing on attack roll spells more useful — although there are still not many attack roll spells (the problem with Sorcery Incarnate in playtest 5).

Sorcerous Burst is now a d8 instead of a d6. That seems like a worthwhile level of damage for a spell with flexible damage types, but where the burst damage is exciting, but not actually all that valuable in real terms.

Sorcerous Restoration is now level 5 instead of level 15, scaling up at giving 1/2/3/4 sorcery points at level 5/10/15/20, instead of 4 at level 15+ (playtest 5) or level 20 (PHB). While the amount is small at low levels, that's also when you're scrabbling for any sorcery points at all, so it still keeps you at least a little active.

Sorcery Incarnate is now a minor feature instead of a spell. It's tied to Innate Sorcery (free, or 2 sorcery points per use) instead of limited 5th level spell slots.

You still get to use two metamagics at once with it, but you don't get the sorcery point recovery (that's pushed over to Sorcerous Restoration) or advantage on spell attack rolls (which is now part of Innate Sorcery). Its main value is allowing you to use Innate Sorcery more than twice a day, which is a decent enough benefit.

Arcane Apotheosis gives you a free 1-2 sorcery points used per turn while using Innate Sorcery, which again is a decent amount of conserved value.

You have a total of ten metamagics, eight of which cost 1 sorcery point, and two of which cost 2.

You have 2 available metamagics at level 2, and gain 2 more at levels 10 and 17. Playtest 5 gave you 3 at the start, and another 3 at level 13, for the same total of 6. The PHB gave you 2 at the start, and 1 more at each of level 10 and 17, giving you just 4 total. Playtest 7 is a strict upgrade over the PHB, though a different distribution than playtest 5.

Also, changing out a metamagic can now only be done when you gain a level, rather than after a long rest (playtest 5). It's probably a power balance thing.

From level 7, you can use two metamagics at a time with Sorcery Incarnate. While it was hard to justify the idea of using two metamagics at once at the expense of a 5th level spell slot (playtest 5), being able to use two metamagics from level 7 onward just using Innate Sorcery is much more reasonable. I can see combos like a Quickened+Careful Fireball/Arcane Eruption, followed by a Fire Bolt, or a Heightened+Twinned Hold Person. Subtle+anything can always be useful, too.

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Overall, I think everything has been elevated up nicely from the PHB, and the really problematic bits of playtest 5 have been discarded. The loss of Sorcerous Vitality is a mild bit of sad, but I don't feel like it was truly necessary, either, so not that big a deal.

Honestly I'd vastly prefer to Sorcerers to get a 3rd (and maybe 4th) Metamagic at 7th level instead and push the "Two metamagic at once" to 10th level. It makes more sense both thematically and mechanically as waiting until 10th level to get a 3rd meta magic is a REALLY long time, and it adds to the versatility of not getting the two metamagics at once ability when you've got a pool of 4 to play with, as it were.

My only thoughts on Innate Sorcery as an ability is that it is honestly kind of boring as an ability. Mechanically find? Yes. I just am not a big fan of class abilities that are nothing but numerical buffs. Slight tweak I'd prefer to see is if it would be +2 DC and +2 to Attack rather than advantage. Yes that is a bit "worse" given advantage is numerically better than +2 on average, but it would stack with other spells and abilities that grant advantage rather than make them less worthwhile.

Something else I'd ideally like to see added to the ability is to have it have a passive effect that sorcerers can act as their own spell focus. Or if not that maybe grant the sorcerer a slight temporary HP buff while it's active? Maybe Charisma mod at the start of each round? That could go a long way to replace the potential loss of Sorcerous Vitality and wouldn't make sorcerers be too durable? Or perhaps a 3rd option: Let the sorcerer spend a hit die or two to heal when they activate the ability, so it incentivizes players to use the ability after they've suffered a hit or two like a mini rage rather than just popping it at the start of every fight.
 

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