D&D 5E Your best suggestion for a spellcaster's feat?

I would like to see a shadow magic feat that lets you make your illusions partially real.

omg this.... just so this.

The amount of fun to be had would be incredible....

This mattered more when in previous editions you had to take out a school of magic that you couldn't cast, a-la 2nd edition. (old man voice) back in my day.....

Now it doesn't matter so much. You can restrict yourself thematically, but it doesn't gain you any benefit.
 

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But that's a crappy reason.

I'd far prefer if metamagic was class independent and sorcerers gained some truly cool stuff instead.

But it's a bit too late for that. The classes are set until an edition revision. UA alternative versions can be released, but they need to coexist and not supersed PHB classes.

Feats on the other hand can just be added on top of the current edition. But then they have to consider if some feats go too far and steal someone's main identity. Even if feats are optional, this is not something that should be taken lightly. We have feats which take stuff from classes, but only to a certain degree, for instance we have feats which grant spellcasting, but only low-level spells...

If they start releasing feats which deprive the Sorcerer of its unique trick of the trade, they should do the same for all classes equally. For example, introduce a feat which lets Sorcerers (or everyone else) have a spellbook where to scribe scrolls without limits. That would do the Wizard the same service that would be done to Sorcerer by metamagic feats.

Metamagic is dry and flavorless. It's not a good choice for a class-defining feature, IMO.

Maybe it's not a good choice. It needs to be noticed however that the actual class-definining feature of Sorcerers is spells.

Then the problem is that it's quite inevitable to compare Sorcerers with Wizard, and see that the main edge of the Wizard is a lot more - and potentially unlimited - known spells, which is compensated by giving metamagic to the Sorcerer.

So metamagic doesn't define the Sorcerer as a whole, but it defines the Sorcerer compared to Wizard.
 

I still think it is better to write off the sorcerer instead of allowing it to stand in the way of fun.

The most fun is had by wizards and other spellcasters being able to access metamagics. My line of reasoning really is as simple as that.
 

I still think it is better to write off the sorcerer instead of allowing it to stand in the way of fun.

The most fun is had by wizards and other spellcasters being able to access metamagics. My line of reasoning really is as simple as that.

Then that'll have to be a personal table decision wherein your DM makes them available, as opposed to Wizards making it official for everyone, cause I wouldn't expect them to do that.

The closest I would imagine we'd get to more open metamagic is a feat that is battlemaster-esque. A feat which allows you to take one metamagic ability (or gain an additional one if you are already a sorcerer) and a couple sorcery points to spend on it (or more sorcery points added to your total if you are already a sorcerer.)

That's as much as I suspect we might see down the road.
 

That's all that makes the Sorcerer special though. Well, that and Font of Magic, which you'd need for the feat anyway.
No more then martial adept makes fighter's less special.

i.e.

Meta-magic
*Select 2 sorcerer metamagics.
*You gain 3 SP to spend on them.

All casters, including sorcerers, can use it.
 

releasing feats that "deprive" existing classes of their uniqueness already exist. The fighter for example, is a pile of armor and weapons with a special die they get to spend. There are feats that do that.
That feat is not depriving a class of its unique thing - it is depriving a sub-class of its unique thing, which is different, especially when considering the impact of the "unique thing" in question (metamagic is, since it relies on/intermingles with font of magic, one huge thing that is all that makes there a reason why sorcerer is it's own class instead of it's subclasses being stitched into the wizard or warlock).

There is not a feat that lets a non-fighter get uses of action surge, indomitable, or the number of extra attacks specifically reserved for the fighter class, which are the "uniqueness" of the fighter class.
 

Similarly...

Extra Curricular Studies
*Gain a level 3 feature of a wizard school that you do not already have.
*You can take this feat multiple times.

I know there's been requests for same-class multi-classing.


Also, maybe crits?
*When a creature rolls a 1 against your spell, it deals critical damage (roll all the dice twice).
 

As for more known spells.

Versatile Caster:
*+1 to Int, Wis, or Cha.
*Choose a cleric's domain, land druids domain, or warlock pact. You gain the domain, circle, or pact spells (respectively).
 

releasing feats that "deprive" existing classes of their uniqueness already exist. The fighter for example, is a pile of armor and weapons with a special die they get to spend. There are feats that do that. Ritual Casting Feats and the 1st level + Cantrip feats are also class imitation abilities.

But you can avoid copying a sorcerer and also enhance a sorcerer. For example, I created a feat that simply jacked the spell level. The sorcerer doesn't do that, they spend points. If you make a feat that gives the sorcerer more points, like + your Charisma bonus or +your proficiency bonus to your pool, that feat would literally only be friendly to sorcery metamagic.

the current metamagic list for the sorcerer is extremely small. Over the years, there were scores of metamagic feats added to the game. In fact there were meta magic metamagic feats!

Examples:
Metamagic Pool - convert spell slots into metamagic power
Metamagic Master - meta magic is easier/cheaper to cast
Multimetamagic - apply another metamagic to a single spell

The sorcerer doesn't need monopoly over the metamagic. The idea that the spell list of the wizard or their spell options per day empowers them with versatility beyond metamagic is a gross misreading of the wizard.

can sorcerers research new spells?
if the answer is no, then they can become the gods of metamagic, and that's fair.

if the answer is no, then there is really nothing special about the wizard at all.

Since the sorcerer and wizard have close to the same number of spells per day, the only thing you can really compare is their spell lists (a 1-5% difference in impact) and their special abilities (a 30-40% difference in impact). But the sorcerer is double stacked in this area. they get meta magic AND cheap bonus powers.

a level 20 sorcerer has
4/3/3/ 3/3/2 2/1/1
a level 20 wizard has
4/3/3/ 3/3/2 2/1//1

the sorcerer only knows 15 spells. And 6 cantrips. They can convert points and produce 3-7 additional spell castings.
the wizard is said to have learned 44 spells, prepared 25, and 5 cantrips

at 20th level a sorcerer gains 4 points, i.e. 1-2 spells back per short rest.
at 20th level a wizard gains 10 spell slots during a single and only short rest, totaling 2-10 spells.

In a given day, a character could achieve 8-10 short rests (and still dungeon crawl or travel 20+ miles), or 15 short rests in a down time scenario.
During that time, the total bonus spells a sorcerer will have is
minimum 11 spells +1 cantrip
maximum 37 spells +1 cantrip
During the same time, the total bonus spells a wizard will have is
minimum 2 spells + 0 bonus cantrips
maximum 10 spells + 0 bonus cantrips

In any given day, the Sorcerer casts more spells than the wizard. But spell choice? Well, truth be told, most wizards just cast the same bundle of spells over and all. Same is true for most caster classes. How many times have you seen firebolt, shatter, or fireball cast? Class optimization guides make it pretty plain you are lucky to see a dozen good spells in 9 levels. There's the transform spell, the destroy spell, the travel spell, and the defend spell. If you are a cleric there's also the heal spell and the bring back the dead spell. You might get bored and throw in the Control or Deceive spells. As a backup, you might have the Buff spell and the Alternative Damage type destroy spell.

Except, here's the thing:



Now, tradition has it that any spell a spell caster creates themselves, is automatically added to their list. Their list grows, it is not overwritten. You do not forget fireball because you spent 6 months creating your own version of lightning bolt. There's also a tradition that says if you failed to learn an existing spell, you could spell research it to CREATE an existing spell to add it to your list. So if you were too dumb to learn Fireball in your early life, you could set up a research lab in your golden years and "research" fireball to overcome that block. You were allowed to research ALL spells of your class this way. Additionally, you could research spells that were slightly outside your class at higher level, or with slight changes to fit your identity and theme. Necromancers got awfully close to Clerics in some ways, for example.

And there's the rub. The total number of known spells a Sorcerer can choose from is unlimited, just like a wizard. The wizard only gets a head start, but the Sorcerer retains their higher number of spell slots per day regardless of how many years they spent researching new copies/versions of existing spells.

Sorcerers traditionally don't research spells, and it feels weird. Can an angel research an extra pair of wings, can a Nymph research a way to cause tremors? sorcerers are magical beasts, not scholars, research doesn't quite fit for them. Ok, we could decide this is not the case and say sorcerers can research new spells outside their list, so what? their spells known are still hard-capped. I could research all the spells I want, I'm still limited to the 15 spells I can have. Every researched spell doesn't add to the sorcerer arsenal, it can at best replace a current one. And I say at best, because a sorcerer can only change a known spell at a level up, and only one spell. So no, at best spell research could help to bring more variety, but we are talking an optional rule here, the ability of a wizard to turn gold into more spells is core.

Your numbers are also misleading, for example, a 20th level wizard can cast a 1st and 2nd level spell at-will that they can change whenever they want (Better than a single cantrip). And if you are going to use the optimization card, let me tell you, using points to create slots is suboptimal to use them for metamagic by design -the archetype guidelines spell it out-. So a 20th level sorcerer usually gets even less castings. And the wizard has ritual casting that is at-will utility magic from first level. And that is without counting all specialist freebies that cost nothing to wizards.

Also fighters core features aren't weapon and armor, they are action surge, second wind, the multiattacks, the combat styles and the extra ASIs. you can't get any of it with a feat.
 

As for more known spells.

Versatile Caster:
*+1 to Int, Wis, or Cha.
*Choose a cleric's domain, land druids domain, or warlock pact. You gain the domain, circle, or pact spells (respectively).
Minor note: warlock pacts don't add known/prepared spells. They add options which the warlock can choose to learn.
 

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