MoonSong
Rules-lawyering drama queen but not a munchkin
So here are a few house rules I have to help balance the sorcerer compared to the wizard:
1) They can create spell slots up to 6th level using sorcery points. The cost is 9 sorcery points.
2) Draconic Bloodline Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:
1st Level: Burning Hands*, Detect Magic
3rd Level: Agnazaar’s Scorcher*, Enthrall
5th Level: Fear, Fireball*
7th Level: Elemental Bane**, Wall of Fire*
9th Level: Cone of cold*
* Damage type changes to type associated with your dragon heritage
** Damage type affected by spell is always the type associated with your dragon heritage
3) Wild Magic Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:
1st Level: Chromatic Orb*, Hex
3rd Level: Crown of Madness, Mirror Image
5th Level: Counterspell, Hypnotic Pattern
7th Level: Confusion, Freedom of Movement
9th Level: Animate Objects
*Does not require Material Component, but must roll a d6 to randomly determine energy type of the spell damage.
4) Storm Sorcerers get the additional spells as presented in their original format in UA.
5) Shadow Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:
1st Level: Silent Image, Sleep
3rd Level: Invisibility, Misty Step
5th Level: Major Image, Nondetection
7th Level: Dimension Door, Greater Invisibility
9th Level: Mislead
6) Font of Magic is given at first level. Sorcerers start with 2 points, but don't gain any more sorcery points until 3rd level.
7A) Metamagic is given at 2nd level rather than 3rd. Subsequent metamagic is gained as normal.
7B) I've changed Careful Spell to include the following: If you choose to spend 3 sorcery points, your chosen creatures are completely unaffected by the spell.
8) I've replaced the capstone ability of Sorcererous Restoration with Vicious Spellcasting.
Vicious Spellcasting
At 20th level, whenever you cast a spell that causes damage, you can add your charisma modifier to the damage dealt.
I've also made changes to each bloodline's abilities to tweak them, but I feel these are the biggest changes I made to the sorcerer.
I'm toying with the idea of having these house rules:
* Remove focuses and subtle spells. No components needed, period.
* Give all sorcerers but favored souls two extra spells known of every level.
* Allow them to pick spells from any list, as long as they don't use costly components.
And to do the following with wizards
* No buying spells or learning from scrolls, want to learn a spell? you need to dissect a magical creature to have a chance to learn the spell. For spells over 5th level this is the vivisection of a magical creature.
* No arcane recovery.
* No at-will casting at high levels
* At certain level you start to rot and gain bonuses against cold, then against disease and fatigue, then by 20th level you become a lich.
* You can't go beyond wizard 5 and still be neutral good, or wizard 10 and remain good, to get wizard 15 you turn evil.
And the following for ritual casting: YOu need a successful arcana, perform, nature or religion check (base 15+ ritual level) depending on the class or you waste the ritual.