D&D 5E (2014) [poll] Sorcerer Satisfaction Survey

How Satisfied are You With the Sorcerer Class?

  • Very satisfied as written

    Votes: 25 19.8%
  • Mostly satisfied, a few minor tweaks is all I need/want

    Votes: 44 34.9%
  • Dissatisfied, major tweaks would be needed

    Votes: 43 34.1%
  • Very dissatisfied, even with houserules and tweaks it wouldn't work

    Votes: 10 7.9%
  • Ambivalent/don't play/other

    Votes: 4 3.2%

The Sorcerer suffers the same problem as the fighter, i.e. too generic.

I feel the opposite to me the class smacks of destiny. Which should be a plot or developmental element. If you had said too similar to the wizard I could get on board.

I would like it if the class gets a new spell list that is very short. Think raw and very dangerous magic. Mostly to be used on an at will basis. The class abilities being dictated by sorcery points to pump up these powers and when they run out the scorcerer can overchannel or take risks with unique mechanics.
 

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The Sorcerer suffers the same problem as the fighter, i.e. too generic.

I think it's the other way around, it isn't generic enough. The origins -actually bloodlines- are too strongly flavored to the point they eat the individuality of the characters.
I feel the opposite to me the class smacks of destiny. Which should be a plot or developmental element. If you had said too similar to the wizard I could get on board.

I would like it if the class gets a new spell list that is very short. Think raw and very dangerous magic. Mostly to be used on an at will basis. The class abilities being dictated by sorcery points to pump up these powers and when they run out the scorcerer can overchannel or take risks with unique mechanics.

On the other hand I would prefer a more subtle and subdued option, just because my magic is innate doesn't have to mean it is 'wrong' -as in dangerous, scandalous and only good for destruction-. This is the class that has to be able to replicate anybody from Elsa to Circe, including even the like of Sabrina, and by the fluff even Gandalf.
 

Mostly satisfied. Only two items of contention:

1. No Sorcerer unique spells in the PHB. UA has started to add them, but I think it sucks that Sorcerers are the only spellcaster without spells that only they can cast.

2. Needs more Metamagic. I like the metamagic system, but I think the base class needs to acquire more metamagic options and have more available options to pick from.
 

Since bards can learn spells from any class, I think the correct term should be "primarily sorcerer spells" rather than "sorcerer only spells", and anything less than level 5 is fodder for bonus spells.
 

It seems many people want origin spells. I'd like to discuss what adding them to the sorcerer would do.

Adding 10 spells known would push the sorcerer up to 25 spells known, which would match the number of prepped spells a typical Wizard will have at 20th; the sorcerer would have more than the wizard for most of their levels if we just tacked the Extra on top of what exists now.

Origin spells, if done like domains, would add 2 spells of 1st through 5th level. This would change be sorcerer's progression to be much faster than he wizard, but it would slow at the end. More known than a wizard preps might be fine; the wizard can change them day to day. But, so we want this much difference?

Level 1: Wiz 4, Sor 2; New Sor 4
Level 2: Wiz 5, Sor 3; New Sor 5
Level 3: Wiz 6, Sor 4; New Sor 8
Level 4: Wiz 8, Sor 5; New Sor 9
Level 5: Wiz 9, Sor 6; New Sor 12
Level 6: Wiz 10, Sor 7; New Sor 13
Level 7: Wiz 11, Sor 8; New Sor 16
Level 8: Wiz 13, Sor 9; New Sor 17
Level 9: Wiz 14, Sor 10; New Sor 20
Level 10: Wiz 15, Sor 11; New Sor 21
Level 11: Wiz 16, Sor 12; New Sor 22
Level 12: Wiz 17, Sor 12; New Sor 22
Level 13: Wiz 18, Sor 13; New Sor 23
Level 14: Wiz 19, Sor 13; New Sor 23
Level 15: Wiz 20, Sor 14; New Sor 24
Level 16: Wiz 21, Sor 14; New Sor 24
Level 17: Wiz 22, Sor 15; New Sor 25
Level 18: Wiz 23, Sor 15; New Sor 25
Level 19: Wiz 24, Sor 15; New Sor 25
Level 20: Wiz 25, Sor 15; New Sor 25

If we consider metamagic to be additional spells known, that's an extra 4 spells.

So, adding origin spells will frontload the sorcerer even more. This could be changed by switching their base spells to every other level known past the first two, then switching them to every level at level 11. They'd get more higher level slots, but less lower level slots by choice (since 10 would be chosen by origin).


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If we consider metamagic to be additional spells known, that's an extra 4 spells.

But metamagic doesn't really count as additional spells known. These options barely add nothing that anybody else couldn't do. No metamagic so far can turn a fireball into an acid ball, let alone made a spell do something completely novel. It just adds potency -read nova capability- nothing else.
Besides a little frontloading could really help the single classed sorcerers that have to go two entire levels being basically wizard minus before they can do something 'unique'.
 

I think the sorcerer is a great class and I love playing it, but obviously I'm in the minority. I'm also not a huge fan of house ruling away minor imbalances. That being said, here are two potentially interesting buffs that I think would make the Sorcerer compete better with the Wizard:

Wild Mage - oncer per long rest, roll a d4 and add this number to your pool of sorcery points. Increase this to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. This would give the wild mage a little more power and options, brings them in line with short rest mechanics of other spell casters, and does so with a fun dose of chaos.

Draconic - allow (or require?) all elemental magic spell casting to match the draconic ancestry type. This would allow us to explore the full range of draconic sorcerers without having to give up everyone's favorite spell - fireball.
 

1. Tiny number of spells known
2. Cannot change spells known list
3. Balance of subclasses is out of whack (Fire Draconic is most viable, Acid Draconic is unplayable, Non-Draconic need spell knowns tax for Mage Armour/Shield)
4. No Ritual casting
5. No unique spells or cantrips (e.g Vicious Mockery, Hex)
6. Run out of Sorcery points super fast

1/10 would not play

Yeah, as far as I can tell sorcerers got a major screw job in 5e. Some folks are saying that expanding their spell list would help them out? How? They don't even get to know their caster level in spells, the fewest of any true caster. Increasing the list would just be having more spells for them that they can't even use. Hey how about balancing that out with allowing them to cast more per day like in 3e? Or letting sorcery points refresh on a short rest? They don't balance that out at all. Fewer spell selection, crap for defensive options. Origins are a joke. Dragon ability: claws? Great so now I put my caster with no AC into melee? When has that ever been a good idea? Wild: Greatest American Superhero of arcane caster? So....lame....the shadow origin in XGE looks like the only interesting option. The others are just flavor with trivial abilities that are so niche as to be ridiculous. Divine: Oh I can be a crappy healer? I'd probably be a cleric (or a paladin, or a bard even) if that is what I was gong for.

Super disappointed with Sorcs in 5e, used to be one of my favorite classes in prior editions. Now essentially unplayable unless I feel like punishing myself with a PC that will comparatively have one hand tied behind his back compared to the other PCs in terms of abilities or skills. Oh yeah, let's not forget crap armor options, no weapon options and crap for skills limiting even their out of combat options for utility or even roleplaying. They are a dedicated true caster class that feels like a hybrid caster, except it's missing the other half of the hybrid.

Adding to the disappointment is the fact that I feel in general 5e did a great job with other classes that historically were cool but harder to make viable like Bards and Monks. They did such a great job with most other classes, I wish they had made that same magic (pun intended) when making the 5e Sorcerer. Makes me sad.....
 


This is the first class I am dissatisfied with so far. Occasionally the sorcerer can do things the wizard can't, but it didn't feel different enough. But my biggest problems are the subclasses. Either be another version of a dragon-man (already have the dragonborn thanks), or a wild mage. I HATE wild mages. I totally get how not every class needs to appeal to every player. Heck, I've been preaching that myself. So I just ignore the class. But this poll is to give our opinions on every class. And I am not impressed with the sorcerer at all.

Pretty much agree totally with you there. The subclass issue was definitely a turn off for me. My choices are a dragon/something hybrid with scales for skin and wings sprouting from my back or some goofball caster that has random side effects popping up all the time? Hard pass, thank you. If you're into that sort of thing more power to you, but both of those are really specific about what kind of character you are.

But really I was shocked at how few spells they get to know. I honestly don't know what they were thinking and usually the defense of them I hear is that with a focus on damage they are really really good at doing damage. Which is totally true, but you basically have no flexibility and simply dealing damage gets old after awhile. They get barely more spells known than an Arcane Trickster but have twice the levels of spells to choose from and flesh out. Not even enough for 2 spell choices at each level they can cast. No one in any campaign I've DM'd has wanted to play one so it's not an issue, but if they did I'd simply let them know Lvl + Modifier spells instead out of sheer human decency. Or come up with something like the Cleric/Paladin options where you get 2 bonus spells known along a common theme for 1st thru 5th. That would hardly be game breaking.
 
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