Sword of Spirit
Legend
[EDIT: Revised Proposal at the bottom]
It's a been a few years since I've talked about it last, and I've continued thinking about how to improve the sorcerer. For those who are reading this without background context, here is background context:
Your fun is your fun, and may or may not require balance. While perfect balance is impossible, my fun does require a certain amount of balance. I generally judge that by whether I feel like I'm being mechanically punished for playing the concept I want to play. Analysis can either validate or challenge that feeling, and that's where online discussions help out.
After considering arguments for and against sorcerer balance, I was of the opinion that it was fine. Then I tried to make a sorcerer character concept that was completely reasonable. A (black) draconic origin with a black dragon theme. I wanted to be able to do the sorts of magical effects that traditional black dragons can do, and have a very basic "party arcanist" suite of spells. I'm not going to be nearly as flexible as a wizard (and shouldn't be!) but I should be able to cover the bases of a primary spellcaster for the party. To keep it brief--it didn't work. I was rather surprised to find out that I actually couldn't make the character I wanted. I couldn't focus on acid damage, I couldn't cover enough bases, etc. And if I couldn't do it with that basic concept, then I can't do it with a lot of other basic concepts either. So I changed my opinion, analyzed the class design, and determined that sorcerer doesn't work right.
Now, there is nothing wrong with the raw power level of a fire draconic sorcerer, or the flexibility of a divine soul sorcerer. But those are the only ones that really feel up to par, and that's just unacceptable to me. You should be able to portray dozens of sorcerer concepts with much better balance than you currently can. So throw those two high power mark subclasses right out of the door for this discussion. They don't exist. Bring them back once we've fixed the base class, and see if the fixes make them too strong (I doubt they will.)
After years of thought, I've settled on the issue and needed fixes coming down to 3 elements:
1) They need to know a few more spells. Not many! But when you are dealing with such a limited number, every spell counts.
2) They need to have more choices for their spells. Their spell list doesn't currently support perfectly good sorcerer concepts.
3) Sorcery points need to be dedicated to Flexible Casting (as their analogy to Arcane Recovery or Natural Recovery), and not shared with Metamagic.
Addressing those three issues will allow more sorcerer concepts to be expressed, will allow individual sorcerers to be less limited, and will allow them to have equal slots per day to wizards and land druids. All of these things I consider desirable.
Currently, I'm thinking of three additions to the class that should handle it better than my previous ideas. So here they are.
1st Level: Sorcerous Insight (new feature)
At 1st level, and again at 5th, 9th, and 15th level, your sorcerous insight grants you knowledge of an additional spell. Each of these spells can be chosen from the bard, druid, sorcerer, or wizard spell list. A chosen spell must be of a level you can cast, though you may replace them as normal when you gain a level. These spells are sorcerer spells for you.
3rd Level: Metamagic (addendum)
(add after second paragraph)
You can use each metamagic option you possess once without spending sorcery points. You cannot do so again with this feature until you finish a long rest.
3rd Level: Metamagic Affinity (new feature)
Choose one of the following metamagic options that you possess: Careful Spell, Distant Spell, Extended Spell, or Subtle Spell. (If you possess none of those metamagic options, you may choose one later when you do.) If you possess this metamagic option, you may use it once per turn without spending sorcery points.
When you reach 17th* level, choose any other metamagic option you possess. You may use it once per turn without spending sorcery points.
*I'm not entirely certain if I want this to be 17th level, 10th level, or somewhere in-between.
The four additional spells is just enough to get them past one trick pony and into potentially practical arcanist. Allowing those spells to come from additional spell lists allows them to fill those concept holes. I know those little changes work wonders for my black dragon sorcerer concept. This is quite a bit weaker than a bard's Magical Secrets (except for starting at 1st level), as one point of comparison. As another point of comparison, Divine Soul gives them a free spell at 1st level, and adds the entire cleric spell list to their sorcerer list. This change is a relatively minor touch, and is worth more to a sorcerer that isn't a Divine Soul, so there is a bit of balancing out there.
The additions to how metamagic works creates a new economy between Flexible Casting, Metamagic, and Sorcery Points. It's a new way of looking at it, and it now looks like this:
-Sorcery Points are primarily for Flexible Casting, though they also power certain subclass features.
-Metamagics are things you do 1/day each. You have an affinity with one (eventually 2) metamagic option that lets you do it basically at-will.
-You can divert some Sorcery Points to Metamagic if you really want to use it more often.
I like that a lot better. I'm also a fan of the ability to do select metamagics for free as a way to express character concept.
Thoughts?
[EDIT: Revised Proposal]
After a lot of analysis (culminating in this long post: 5E - Sorcerer class improvement house rule) I've revised my proposals, to the following:
Revised Proposals
1st Level: Sorcerous Insight (new feature)
One of the cantrips you know at 1st level can be chosen from the bard, druid, sorcerer or wizard spell list, and is considered a sorcerer spell for you.
At 1st level, and again at 5th, 9th, and 15th level, your sorcerous insight grants you knowledge of an additional spell. Each of these spells can be chosen from the bard, druid, sorcerer, or wizard spell list. A chosen spell must be of a level you can cast, though you may replace them as normal when you gain a level. These spells are sorcerer spells for you.
3rd Level: Innate Power (new feature)
You can use each metamagic option and subclass feature you possess that requires sorcery points once without spending sorcery points, providing your usage would not cost more than 3 sorcery points. You cannot do so again with this feature until you finish a long rest.
Once you reach 17th level, you regain the ability to use this feature when you finish a short or long rest.
3rd Level: Metamagic Affinity (new feature)
Choose one of the following metamagic options: Careful Spell, Distant Spell, Extended Spell, or Subtle Spell. If you possess this metamagic option, you may use it once per turn without spending sorcery points.
When you reach 10th level, choose any other metamagic option, except for Twinned Spell. You may use either metamagic option, if you possess it, once per turn without spending sorcery points.
It's a been a few years since I've talked about it last, and I've continued thinking about how to improve the sorcerer. For those who are reading this without background context, here is background context:
Your fun is your fun, and may or may not require balance. While perfect balance is impossible, my fun does require a certain amount of balance. I generally judge that by whether I feel like I'm being mechanically punished for playing the concept I want to play. Analysis can either validate or challenge that feeling, and that's where online discussions help out.
After considering arguments for and against sorcerer balance, I was of the opinion that it was fine. Then I tried to make a sorcerer character concept that was completely reasonable. A (black) draconic origin with a black dragon theme. I wanted to be able to do the sorts of magical effects that traditional black dragons can do, and have a very basic "party arcanist" suite of spells. I'm not going to be nearly as flexible as a wizard (and shouldn't be!) but I should be able to cover the bases of a primary spellcaster for the party. To keep it brief--it didn't work. I was rather surprised to find out that I actually couldn't make the character I wanted. I couldn't focus on acid damage, I couldn't cover enough bases, etc. And if I couldn't do it with that basic concept, then I can't do it with a lot of other basic concepts either. So I changed my opinion, analyzed the class design, and determined that sorcerer doesn't work right.
Now, there is nothing wrong with the raw power level of a fire draconic sorcerer, or the flexibility of a divine soul sorcerer. But those are the only ones that really feel up to par, and that's just unacceptable to me. You should be able to portray dozens of sorcerer concepts with much better balance than you currently can. So throw those two high power mark subclasses right out of the door for this discussion. They don't exist. Bring them back once we've fixed the base class, and see if the fixes make them too strong (I doubt they will.)
After years of thought, I've settled on the issue and needed fixes coming down to 3 elements:
1) They need to know a few more spells. Not many! But when you are dealing with such a limited number, every spell counts.
2) They need to have more choices for their spells. Their spell list doesn't currently support perfectly good sorcerer concepts.
3) Sorcery points need to be dedicated to Flexible Casting (as their analogy to Arcane Recovery or Natural Recovery), and not shared with Metamagic.
Addressing those three issues will allow more sorcerer concepts to be expressed, will allow individual sorcerers to be less limited, and will allow them to have equal slots per day to wizards and land druids. All of these things I consider desirable.
Currently, I'm thinking of three additions to the class that should handle it better than my previous ideas. So here they are.
3rd Level: Metamagic (addendum)
(add after second paragraph)
You can use each metamagic option you possess once without spending sorcery points. You cannot do so again with this feature until you finish a long rest.
3rd Level: Metamagic Affinity (new feature)
Choose one of the following metamagic options that you possess: Careful Spell, Distant Spell, Extended Spell, or Subtle Spell. (If you possess none of those metamagic options, you may choose one later when you do.) If you possess this metamagic option, you may use it once per turn without spending sorcery points.
When you reach 17th* level, choose any other metamagic option you possess. You may use it once per turn without spending sorcery points.
*I'm not entirely certain if I want this to be 17th level, 10th level, or somewhere in-between.
The four additional spells is just enough to get them past one trick pony and into potentially practical arcanist. Allowing those spells to come from additional spell lists allows them to fill those concept holes. I know those little changes work wonders for my black dragon sorcerer concept. This is quite a bit weaker than a bard's Magical Secrets (except for starting at 1st level), as one point of comparison. As another point of comparison, Divine Soul gives them a free spell at 1st level, and adds the entire cleric spell list to their sorcerer list. This change is a relatively minor touch, and is worth more to a sorcerer that isn't a Divine Soul, so there is a bit of balancing out there.
The additions to how metamagic works creates a new economy between Flexible Casting, Metamagic, and Sorcery Points. It's a new way of looking at it, and it now looks like this:
-Sorcery Points are primarily for Flexible Casting, though they also power certain subclass features.
-Metamagics are things you do 1/day each. You have an affinity with one (eventually 2) metamagic option that lets you do it basically at-will.
-You can divert some Sorcery Points to Metamagic if you really want to use it more often.
I like that a lot better. I'm also a fan of the ability to do select metamagics for free as a way to express character concept.
Thoughts?
[EDIT: Revised Proposal]
After a lot of analysis (culminating in this long post: 5E - Sorcerer class improvement house rule) I've revised my proposals, to the following:
Revised Proposals
1st Level: Sorcerous Insight (new feature)
One of the cantrips you know at 1st level can be chosen from the bard, druid, sorcerer or wizard spell list, and is considered a sorcerer spell for you.
At 1st level, and again at 5th, 9th, and 15th level, your sorcerous insight grants you knowledge of an additional spell. Each of these spells can be chosen from the bard, druid, sorcerer, or wizard spell list. A chosen spell must be of a level you can cast, though you may replace them as normal when you gain a level. These spells are sorcerer spells for you.
3rd Level: Innate Power (new feature)
You can use each metamagic option and subclass feature you possess that requires sorcery points once without spending sorcery points, providing your usage would not cost more than 3 sorcery points. You cannot do so again with this feature until you finish a long rest.
Once you reach 17th level, you regain the ability to use this feature when you finish a short or long rest.
3rd Level: Metamagic Affinity (new feature)
Choose one of the following metamagic options: Careful Spell, Distant Spell, Extended Spell, or Subtle Spell. If you possess this metamagic option, you may use it once per turn without spending sorcery points.
When you reach 10th level, choose any other metamagic option, except for Twinned Spell. You may use either metamagic option, if you possess it, once per turn without spending sorcery points.
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