D&D 5E A Sorcerer Variant: Spells by any other name?

Xeviat

Dungeon Mistress, she/her
Hi everyone. As I alluded to in the poll results thread, I want to talk about Fighters, Rangers, and Sorcerers. I've done a lot of talking about Fighters and Rangers before, so how about I spend some effort on Sorcerers.

I like Sorcerers. A lot. I like the concept of them better than the concept of a Wizard, personally. I'd rather play a Sorcerer. I didn't get to be a player much in 3E, but my first character was a Sorcerer. I largely liked how they were handled then. More spells, less choices, but spontaneous choices, just felt cool. I wasn't a spell optimizer back then, so I didn't see the Wizard as better (minus their bonus feats, stupid wizards and their bonus feats). I largely liked how Sorcerers were handled in 4E (minus my dislike for a lack of shared spell lists). But with everyone getting spontaneous casting in 5E, the sorcerer doesn't feel different enough to me.

At first, I was fostering this idea as a DM's Guild thing. Maybe I'll put it up for free. I couldn't imagine charging for "my way" of doing PHB stuff. But, I really need some outside opinions to help shape my ideas. I want the sorcerer to feel like their magic is natural to them. I don't believe the current structure really does that. So, here are my ideas to change up the Sorcerer:

1) Remove Metamagic and reintroduce it most of them as feats.
2) Add a new bloodline ability at 10th level.
3) Switch the Sorcerer to Spell Points.
4) Allow Sorcery Points to be used as Spell Points or to push spells to higher levels than they're normally capable of (which could be combined with metamagic feats to mimic what they used to do, or to just make big booms or affect extra targets).

And then there's the main idea. I'm not sure if this idea would require altering the number of spells known a sorcerer has, or simply abandoning the dream of giving them Origin Spells. My idea involves giving each Origin 2 custom cantrips. These cantrips scale like normal, though possibly with sorcerer level instead of character level, but they can be augmented with spell points. At first, this would just be for increasing damage or adding targets (depending on the cantrip), but as the Sorcerer gained levels they would learn different shapes and modifications to these cantrips (requiring a minimum spell level/SP value before you could choose the options). They'd be things like:

1st level, 2 sp) Self-centered radius burst, self-centered cone
2nd level, 3 sp) Damage over time, pillar
3rd level, 5 sp) Ranged radius burst, self-centered line ...

And so forth. Yes, these would be mimicing when classic spells like burning hands, acid arrow, fireball, and lightning bolt come online, but they'd be modifications of the sorcerer's basic abilities. A white dragon sorcerer would have cold stuff, a black dragon would have acid stuff ... and so forth. To make these slightly different from spells, the range/size would scale with the number of SP spent. Something like this would of course force a sorcerer to be able to pierce energy resistances/immunities, but that seems like a sorcerous thing to do. Heck, I loved how Red Dragons in 4E could blast away your fire resistance: anything burns if you get it hot enough.

While I'm excited by this part of the idea, I'm concerned that it would just be spells by another name. It may feel different. It reminds me of the 3E Warlock with all their Eldritch Blast options (and it's really probably where the idea started to grow from). It could serve as a "simple spellcaster" too if designed right. A white dragon or cold sorcerer could have a cantrip for straight up damage and a cantrip for less damage and a slow effect. They could modify the sizes and ranges, choosing things like a cone of cold or more ranged focused choices, based on their vision for their character. A fey-oriented sorcerer could have sleep or charm effects that could be modified. Again, spells by another name, but the use of Spell Points and not strictly using the precise formulas of spells might make the sorcerer feel more unique.

They'd still have spells known, of course. These would represent their efforts at learning more control of their arcane power. Maybe a "generic" sorcerer could spend their "Channel Sorcery" options on learning more spells, giving them more rigid defined options rather than adding to their primary ability.

I think spell points would lend well to making sorcerers feel like their power was more inborn. Points feel like a reserve of power, like endurance. Spell Slots feel like compartmentalized features. The sorcerer can already expend spell slots to regenerate sorcery points: Just take out the middleman.

What do you think?
 

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I like it. It lets the sorcerer do interesting and unique things while escaping an arms race with the wizard that the sorcerer is never going to win (I have 2 words that prove Mama [WotC] loves wizards more: lore wizard).

I do think that conflating spell points and sorcery points is a bad idea, though. It is like an Enron accounting scheme. It looks good on the surface, but then when you get into it, you realize what looked good was a product of double counting, but you only get to count once. To make it worse, even after experiencing the negative effects, people are still so entranced by the illusion, they go out of their way to rationalize it as something else was to blame. If it has to be in the game at all (and I don't think it should), then it should be the sorcerer's capstone. After all, capstones are as much aspirational as they are practical, so at least it would serve some benefit. For myself, I think sorcery points ought to be limited to powering metamagic and subclass features.
 

For myself, I think sorcery points ought to be limited to powering metamagic and subclass features.

Do you not like that current sorcerers can sack spell slots for sorcery points and then spend those sorcery points on spells ?


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Do you not like that current sorcerers can sack spell slots for sorcery points and then spend those sorcery points on spells ?


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I do not. I am good with spell points and I am good with sorcery points, but using one for the other spreads both too thin. Now the sorcerer is completely playable and even a good class for highly disciplined players who are willing "save up" everything for big fights (or for people who want to play "the dragon guy" and almost never use metamagic), but anyone who thinks their PC is going to be regularly "twisting magic" is going to be disappointed. This is why I like your design, since it allows for '"twisting magic" on a regular basis (of course, people who want to play "the dragon guy" deserve a class too, but if we are making variant classes, there is no reason not to make multiple variants).
 

I like it. It lets the sorcerer do interesting and unique things while escaping an arms race with the wizard that the sorcerer is never going to win (I have 2 words that prove Mama [WotC] loves wizards more: lore wizard).
They are called Wizards of the Coast, not Sorcerers of the Sea-side (let alone Fighters of the Fjords), afterall. The blatant favoritism is right there in the name. ;)

with everyone getting spontaneous casting in 5E, the sorcerer doesn't feel different enough to me.
That's a big part of the problem. A lot of casters now cast exactly like the original sorcerer - known spells picked at chargen & level-up, slots cast spontaneously - except for those who's casting method is strictly superior to both the original sorcerer, and, well, every other core caster in every other edition (ie, prepping spells daily, then casting them spontaneously with slots).

1) Remove Metamagic and reintroduce it most of them as feats.
In a way, I feel like the Sorcerer is the Arcane cousin of the Fighter. "Oh, gee, the sorcerer isn't quite good enough? Let's take way some of it's toys and give them to everyone, that'll make it better!"

2) Add a new bloodline ability at 10th level.
:shrug:

3) Switch the Sorcerer to Spell Points.
4) Allow Sorcery Points to be used as Spell Points or to push spells to higher levels than they're normally capable of (which could be combined with metamagic feats to mimic what they used to do, or to just make big booms or affect extra targets).
That's about what I finally settled on, though I was going to keep meta-magic sorcerer-exclusive.

If you do make meta-magic a feat (or series of feats, but remember, 5e feats are s'posed to be 'big'), still give Sorcerers plenty of it as class features (so they keep it when feats are opted-out), and have it work differently for other classes. For known-spell classes, the meta-magicked spell should cost a higher slot (instead of sorcery points or spell point over & above the highest-level slot limit for the sorcerer). For prepped-spell classes, the meta-magicked spells should be prepped with the meta-magic applied (so if you want to cast it w/o meta-magic, prep it /again/) as well as costing the higher-level slot to cast.

Thus sorcerers would remain the masters of meta-magic, even if it is no longer exclusive to them.

giving each Origin 2 custom cantrips. These cantrips scale like normal, though possibly with sorcerer level instead of character level, but they can be augmented with spell points. At first, this would just be for increasing damage or adding targets (depending on the cantrip), but as the Sorcerer gained levels they would learn different shapes and modifications to these cantrips (requiring a minimum spell level/SP value before you could choose the options).
Sounds like a fine idea.
An origin (or other player-chosen option) that /just/ got & augmented a few cantrips instead of learning spells wouldn't be out of line, either. It'd really give the feel of the sorcerer as improvising instinctive magic on the fly.

While I'm excited by this part of the idea, I'm concerned that it would just be spells by another name.
Cantrips are essentially the same thing as spells (magickal powerz), just not spells that use slots, so sure, nothing wrong with that.

I think spell points would lend well to making sorcerers feel like their power was more inborn. Points feel like a reserve of power, like endurance. Spell Slots feel like compartmentalized features. The sorcerer can already expend spell slots to regenerate sorcery points: Just take out the middleman.

What do you think?
Overall like it, particularly the idea of going to Spell Points (since I had the same idea, natch), and of using spell/sorcery points to augment cantrips (which reminds me of the HotEC sorcerer's 'elemental escalation').
 
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In a way, I feel like the Sorcerer is the Arcane cousin of the Fighter. "Oh, gee, the sorcerer isn't quite good enough? Let's take way some of it's toys and give them to everyone, that'll make it better!"

Sadly, it isn't too far from "the toys ended up being better for everyone else then they did for the fighter." And the sorcerer didn't even get 3x's fig leaf of "at least the fighter got more feats."
 

I don't really care for the 'make meta-magic available to everyone through feats' option. D&D designers have gone too often to the "let's make a feat to fix the problem" well, and I'm starting to view that as a sign of lazy design. Besides, if I wanted to play 3e, I would play 3e. What the Sorcerer needs is more meta-magic earlier, not the genericizing of their abilities. If it is true that most chars never make it much into the double digit levels, Sorcerers only have two meta magic options for their career. If they had more options earlier, it would certainly make them more flavorful and distinctive. That brings us to Sorcery Points. Between sub-class abilities, meta-magic and spell slot burning or creating, Sorcerer's have enough fiddling with Sorcery points to be going on with. If any thing, they could use a way to replenish their pool other than a long rest or the high level capstone abilities; perhaps they replenish 1 SP per tier per short rest?
 
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When I'm playing a primary caster, damage is my least priority. That's what I travel with weapon-wielders for. I have utility, I buff, I debuff, I control the battlefield, and I offer unusual solutions for problems.

So the whole "cantrips you can upcast with SP" is a wasted class feature for me that I hope I don't doesn't have a high opportunity cost. Tell me about how I can do /magic/.

It seems "well you still get spell slots" but now I don't have metamagic without pending ASIs on feats, a serious nerf. Which is also a big part of the uniqueness of being a sorcerer - now I'm just a CHR-wizard.

Great, it's a bit more flexibility then the current SP system in having the right slot which doesn't make up for the no-innate metamagic nerf.

I want to be wowwed - how would you address other types of spells, ignoring damage?
 

Sorcerer have an identity problem.
Various boodline or origin make too wide possibility.
Dragon, Storm, celestial, fiend, fey, elemental origin are hard to fit in a single class.

3.5 sorcerer was cool by its mechanical aspect. He loose its advantage with the new spell slot system.

Sorcerer are simply deprecated due to rules upgrade.
 

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