D&D 5E House rule: Sorcerer casting change

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In the new UA Sorcerer packet, the Phoenix Sorcerer has a nifty ribbon ability - to set things on fire. No casting, just touch it and it burns. This inspired me, how I'd love to represent sorcerer casting - they don't study magic, they just summon it forth innately.

It could be really easy to just skin a sorcerer casting as that and deal with the normal V,S,M components "behind the scenes".

But it occurred to me that sorcerers are perceived as weak compared to other full casters, especially wizards, and this might be a place where I can both fulfill my campaign-feel vision as well as slightly address that issue at once.

Inborn Caster: At 1st level, a sorcerer chooses to release their magic either verbally (V) or with an obvious gesture (S). This should be unique for the sorcerer - one might make a martial arts move and have fire shoot out, while another has a focus phrase "Azarath Metrion Zinthos" for her spells. All sorcerer spells they cast lose all other V & S components and gain this.

Unlike other casters that use material components to power their spells, sorcerers instead only power their sorcerer spells from their inborn power. They may not use material components and remove M from components needed. Instead they need to spend the following resources in their place.


  • No cost material components - sorcerers ignore these. (Remove M for no cost.)
  • 100gp or less - 1 sorcery point
  • 1000gp or less - 3 sorcery points
  • 10000gp or less - 6 sorcery points and gain 1 level of exhaustion
  • More than 10000gp - 9 sorcery points, 6d6 damage, and gain 1 level of exhaustion

Up to half the sorcery points needed (round up) may be replaced with d6 damage each. This damage is not reduced by resistance or other means and ignores temporary hit points. If a sorcerer knocks themselves out the spell is still cast.

All of these changes only affect sorcerer spells known. Spells learned via other methods, such as multiclassing, follow normal rules.


Note that while Subtle Spell has a few less use cases with only V or S, it could never mask M which are now gone so it's actually gotten a minor boost.

Does this work? Is the material component aspect a boost or penalty? Does it change enough that it's worth introducing a house rule or is it bloat?
 

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If you feel that you like those house rules, give them a go. However I would caution against removing the cost of expensive material components.

I'm not sure how many of the usual Sorceror spells have significant material costs, but the rules you suggest make them free every day. This is unlikely to be much of an issue in day-by-day adventuring*, but may wreak havoc with downtime and days that aren't filled with encounters.

*With the exception of Favoured Souls, where removing material costs will have a large impact on adventuring days as well.
 

  • No cost material components - sorcerers ignore these. (Remove M for no cost.)
  • 100gp or less - 1 sorcery point
  • 1000gp or less - 3 sorcery points
  • 10000gp or less - 6 sorcery points and gain 1 level of exhaustion
  • More than 10000gp - 9 sorcery points, 6d6 damage, and gain 1 level of exhaustion

Does this work? Is the material component aspect a boost or penalty? Does it change enough that it's worth introducing a house rule or is it bloat?

Your first house rule - sorcerers ignore material components that have no cost is just groovy.

The others don't work IMO because you're exchanging resources that replenish daily (sorcery points & exhaustion) with gold, which doesn't replenish daily. Moreover, using exhaustion as a balancing mechanic is generally a "Bad Idea", just because exhaustion is so punitive that players avoid it like the plague during actual play.
 

Well, my group of murderhobos isn't into Sorcerers as is, can't say I blame them. Had one guy willing to try it out for a half dozen sessions but they are just so short on options. House Rules as follows:

1) If you go with the standard Sorc kit, get an additional spell whenever you can cast a new level.

2) If you keep the same number of spells as normal, pick a theme of some sort, and you can pick spells from any caster class. For instance, illusions and mental spells. Or fire based ones. Makes these types of sorcerers more like Mutants.

Anyways, the PC's still aren't that into them, but they do make for interesting NPC's.
 

In the new UA Sorcerer packet, the Phoenix Sorcerer has a nifty ribbon ability - to set things on fire. No casting, just touch it and it burns. This inspired me, how I'd love to represent sorcerer casting - they don't study magic, they just summon it forth innately.

It could be really easy to just skin a sorcerer casting as that and deal with the normal V,S,M components "behind the scenes".
Fortunately, there is already a way to deal with material components on page 203 of the Player's Handbook; replacing a material component with a spellcasting focus unless the component has a cost, or is consumed during the casting.

As a DM, I would have no problem with saying the Sorcerer's body is the focus, thus eliminating the majority of the issue. It is easily implemented and would most likely have few detractors. However, the spells with a financial requirement are there for balancing purposes, to make it less likely the spell is abused or over used; i.e. a sacrifice is required. I believe it is better to leave them alone.

However, were i to explore this route, rather than spending Sorcery Points to fuel these spells, I could see once again using the body as the sacrifice; 1d6 per 1000 gp required that cannot be reduced in anyway. That would achieve your flavor, restrict the Caster, and maintain some of the balance. 25d6 to cast True Resurrection, as a Favored Soul, is quite steep, and if you drop to 0, you die.

But it occurred to me that sorcerers are perceived as weak compared to other full casters, especially wizards, and this might be a place where I can both fulfill my campaign-feel vision as well as slightly address that issue at once.
And this is where we run into a disagreement.

The perception that the sorcerer is weak comes from those that most likely have never played a sorcerer for any length of time, or have only played the sorcerer for the first few levels. A lot of players feel constrained by the limitations of the class. The complaint I have most often seen is the dearth of spells known. Altering material components for the sorcerer will do nothing to alleviate that perception. Many adhere to the memory of sorcerers past. The 5e sorcerer is not those classes. In fact, I'd be willing to say that the only thing it shares with past sorcerers is the name.

In my experience, the biggest change that should occur with the 5e sorcerer is how it is approached. It has been given a bad rap due to how it stands up against its past reputation, and I feel it is really to the detriment of gaming tables everywhere.
 

Your first house rule - sorcerers ignore material components that have no cost is just groovy.

The others don't work IMO because you're exchanging resources that replenish daily (sorcery points & exhaustion) with gold, which doesn't replenish daily. Moreover, using exhaustion as a balancing mechanic is generally a "Bad Idea", just because exhaustion is so punitive that players avoid it like the plague during actual play.

Gold has next to no value once you reach "enough", it's not designed as a gateway to stop the spells from being used, just to contain how often they get used.

Exhaustion was picked specifically because of how hard it is to remove. EXCEPT that one level of exhaustion gives a noticable but not overwhelming penalty and goes away with a single long rest.

So the idea is that for spells where that material components are in excess of 1000GP to put a speed bump that strongly suggests to only cast once per day.

In other words, exhaustion is exactly what I'm looking for, and what makes one cautious about it (and a bad fit for the Berserker barbarian with multiple combats per day) instead becomes exactly the level of slow-down I'm looking for.
 

Gold has next to no value once you reach "enough", it's not designed as a gateway to stop the spells from being used, just to contain how often they get used.

Exhaustion was picked specifically because of how hard it is to remove. EXCEPT that one level of exhaustion gives a noticable but not overwhelming penalty and goes away with a single long rest.

So the idea is that for spells where that material components are in excess of 1000GP to put a speed bump that strongly suggests to only cast once per day.

In other words, exhaustion is exactly what I'm looking for, and what makes one cautious about it (and a bad fit for the Berserker barbarian with multiple combats per day) instead becomes exactly the level of slow-down I'm looking for.

OK, if it works for your game, go for it.

I'm just reporting back from the field. ;)
 

The perception that the sorcerer is weak comes from those that most likely have never played a sorcerer for any length of time, or have only played the sorcerer for the first few levels. A lot of players feel constrained by the limitations of the class. The complaint I have most often seen is the dearth of spells known. Altering material components for the sorcerer will do nothing to alleviate that perception. Many adhere to the memory of sorcerers past. The 5e sorcerer is not those classes. In fact, I'd be willing to say that the only thing it shares with past sorcerers is the name.

In my experience, the biggest change that should occur with the 5e sorcerer is how it is approached. It has been given a bad rap due to how it stands up against its past reputation, and I feel it is really to the detriment of gaming tables everywhere.

Actually, I'm not comparing sorcerers to earlier editions. I'm comparing them to other full casters in 5e. I don't have WotC's polling reach, but I can tell you that among the tables at my FLGS we don't see a lot of them, and we do of other casters.

There was a recent pair of polls here about the most played classes. Sorcerer was in last place. http://www.enworld.org/forum/showthread.php?521612-Most-played-classes-in-your-local-gaming-area

The other half of the pair was the least played classes. The sorcerer was narrowly beat out by the monk 86 to 88 votes. For comparison, the wizard had 30 votes. http://www.enworld.org/forum/showthread.php?521614-The-classes-that-nobody-wants-to-play

Now, some of that could be holdover from earlier editions. But I think saying that it's all holdover is quite a far stretch. There are new players. There are players who gave it a read and decided to try something else. There are those who played it or saw it played and decided it wasn't for them.

I agree with what you are saying that it was more likely at low levels, because that's where play starts. But if it doesn't hold up vs. casters like the wizard at low levels, what makes it get better faster than them to catch up with them at higher levels? Still less prepared/known spells but the wizard has an even greater variety in their spellbook. More sorcery points, but also more slots recovered with Arcane Recovery.

Either way, I think we'd both agree that they are not overpowered enough that adding a mostly-ribbon ability to them (all cases except expensive material component) will take them over the top.
 

OK, if it works for your game, go for it.

I'm just reporting back from the field. ;)

More than fair enough. And if I asked for feedback it really behooves me to pay more attention to where there are problems then people who agree.

And also my solution doesn't fit at all tables - ones where player are pursuing stronghold, businesses, outfitting an order of knights, or other in-game gold hog. A game where magic items can be bought. Or even where bards can be hired to spread your fame and tarnish your foes. I do need to be careful that the tables I see where gold isn't a big deal once you hit 7+ isn't the only one.
 


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