That would be inappropriate. These abilities - metamagic and invocations - serve different functions in their respective class. Warlocks gain a grand total of TWO spells slots per short rest before level 10. In contrast, metamagic has the potential to alter the majority of the sorcerer's existing spells. These are not equivalent from a balance perspective.It would have made more sense if they gained meta magic at the same rate as a warlock gains invocations, for example. As it stands, they're main special quality remains the same for the first 10 levels of the game; I rarely get to play above 9th level before our games end.
For the sake of reference - Spells on the Sorcerers' list that wizards do not get:
Cantrips: N/A
Level 1: N/A
Level 2: Enhance Ability
Level 3: Water Walk
Level 4: Dominate Beast
Level 5: Insect Plague
Level 6: N/A
Level 7: Fire Storm
Level 8: Earthquake
Level 9: N/A
I honestly find it hard to believe that anybody is seriously griping about this.
The sorcerer's uniqueness lies in being able to dominate multiple creatures at once (twin spell)
Yes, it can be useful -and something to love-, but it is costly, and wild magic is very unreliable and dangerous. You are better off with Lucky.granting themselves advantage on any spell with an attack roll (quicken spell + true strike cantrip; or wild magic),
Another lovely thing, but it is easily poachable by a short dip. And I don't know you, but third level is too high. What about the first two levels? don't we deserve to feel sorcerous at low level too? Subtle spell -or at least no material components- should be something all sorcerers can do for free.casting spells while disguised as an orcish grunt without anyone realizing it (subtle spell),
Again, it is costly. And you need to wait for third level.using offense magic while simultaneously protecting one's self from weapon attacks (quicken spell + dodge or blade ward),
Again, for most of your career as sorcerer you can only do two things out of all of those,(just like the bard, warlock or wizard dipping to get them, and they have all of those extra unique spells) And so far your examples are limited on how to make a given spell better, but not necessarily replace the need for more spells, without things like admixture and energy substitution metamagic barely justifies the class having so few spells, both at any time and in general.straight out bypassing magic resistance (heighten spell), etc...things that no other class can accomplish.
I honestly find it hard to believe that anybody is seriously griping about this. The sorcerer's uniqueness lies in being able to dominate multiple creatures at once (twin spell), granting themselves advantage on any spell with an attack roll (quicken spell + true strike cantrip; or wild magic), casting spells while disguised as an orcish grunt without anyone realizing it (subtle spell), using offense magic while simultaneously protecting one's self from weapon attacks (quicken spell + dodge or blade ward), straight out bypassing magic resistance (heighten spell), etc...things that no other class can accomplish.
I honestly find it hard to believe that anybody is seriously griping about this.
I did actually read the entire thread, thank you. Although I suppose it is always possible that I missed something, it is my impression that not everyone is in fact saying the same thing.Presumably you didn't read the first few pages of the thread? At least then you'd see a healthy discussion, and not 'serious griping' as you put it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.