Revisiting this thread, with some updated info from a recent playtest. Here's my tested and CleverNickName-Approved
TM Fix for the Sorcerer Class, which is now installed in my house rules. My goal was to make a sorcerer that could stand alone as a "spell-sword" type of character without having to resort to multiclassing. So to that end, I made some changes.
In a nutshell:
- Proficient with Light armor, and either Shields or Medium armor
- Proficient with all Simple weapons and two Martial weapons of your choice
- Start with two more 1st level spells known
- Weapons can be spellcasting foci
The two extra spells might not seem like much, but they scale pretty well as you gain levels (since you can swap them out for other spells). But it's pretty easy for you to "adjust the dial," so to speak, if you feel the sorcerer should have more or less magic. If you feel this is too much, dial it back to 2...if you want sorcerers to have an
even larger catalogue of spells, change it to 5 or 6. I won't mind either way.
Anyway. Here's the blurb from my House Rules.
Sorcerer
As per the Player's Handbook, except as noted here.
Armor: Light Armor, and your choice of either Shields or Medium armor
Weapons: all Simple weapons, and two Martial weapons of your choice
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Sorcerer spell list (instead of only two).
The Spells Known column of the Sorcerer table is ignored. Instead, each time you gain a level of the Sorcerer class you learn one new spell of your choice from the Sorcerer spell list; this new spell must be of a level for which you have spell slots. Also when you gain a level in this class, you can choose one Sorcerer spell that you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Focus
You can use an arcane focus or any weapon that you are proficient with as a spellcasting focus for your Sorcerer spells.