So, firstly, I don’t care at all about anything resembling a “your premise is bad” responses. Don’t thread crap. This is a +thread for the purpose of delving into how to make the Sorcerer more fun, and thus isn’t especially a thread for people who don’t think the sorcerer needs a boost.
That said, I don’t think the sorcerer needs a power boost, as such. If it gets one along the way, that’s fine, but I think the issue with the sorcerer is more about the feel of play than about numerical balance.
So, what can be done that isn’t an overhaul? I’m not interested in rewriting classes or using big invasive changes, but rather in simple clean fixes.
What about more metamagics known?
Are any of the metamagics way more restrictive than they need to be?
Would partial SP recovery on a short rest help?
Your thoughts?
My view may be an outlier, but I'd love for Sorcerer to be
the cantrip class because it would give them more of an identity that really plays to the lore. When I read that flavor text for the Sorcerer in the PHB, and then look at the class design, it feels like almost all of that flavor text was ignored in favor of replicating something kinda from 3rd edition. So, contrary to how many folks would like to see the sorcerer have more spells known, I'd actually like to see them either keep what they have or even get less spells.
For the purposes of this thread, I hope my suggestion isn't too extreme, but here's how I see it...
Wizards can select just the right spell from a whole plethora of spells, many of which are unique. They're the arcane toolbox.
Warlocks have just a few spells, but also special supernatural abilities. They're the weird stuff.
Bards have spells which they don't need to prepare. They're the jack of all trades.
And Sorcerers have just a few spells, but can modify their cantrips to adapt to situations. They'd kind of be the "fighter" of the arcane classes, blasting strong all day long.
They could start with 5 cantrips and gain a new one every 3-4 levels (e.g. 5 cantrips at 1st level, 6 cantrips at 4th level, 7 cantrips at 7th level, 8 cantrips at 10th level, etc). Their "spell list" – which might more appropriately be called a "cantrip list" – might also include a couple (say, 6 to 8) sorcerer-only cantrips too.
Under the Metamagic section, each cantrip would have a couple unique uses of Metamagic. For example, shoving with
mage hand, sounding like somebody else with
message, fast-casting
mending to rebuild a door/wall and trap a creature in the threshold within, etc.
Rather than a universal
spell list, there'd be multiple smaller Sorcerer Theme spell lists, and they'd only get to pick one or two during their entire career as a Sorcerer.
At 1st level they'd also get an One with the Arcane power which allows them to sense magic in creatures and objects (not just
detect magic), causes them to radiate magic (would love a RP random table for ideas here, either for the whole class or each subclass), and includes some kind of mishap whenever they roll a '1' on a spell/cantrip attack or an enemy rolls a '20' on a save versus one of their spells/cantrips (again, these tables could be generic to the class or tailored to each subclass).