Next to the Wizard, with their full array of ritual tag spells, Wizard’s literally have as many more spells as that character can acquire provided they have the time to ritual cast it, arcane recovery to regain half of your spell levels, 2 3rd level spells become spells that recharge after a short rest at higher levels, and many great school of magic abilities.
Then one could make the case for the Warlock as being on equal footing as the Sorcerer, surely the Warlock has a comparably limited scope of spellcasting. The Warlock has a higher hit die, access to light armor, and simple weapons. So, dismissing that a main feature of the Warlock is it’s use of Eldritch Blast (an always useful Force effect) and let’s decide that we want to make a more caster-y Warlock.
The Pact of the Tome’s the most obvious Pact choice for the expanded cantrip list from any class and you would likely take The Book of Shadows invocation for access to all the ritual spells you can afford and acquire.
You then use your remaining seven invocations to select a mix of spells that are usable at will without expending a spell slot or spells you can do once a day while expending a spell slot, the Fey Pact gives you a short rest recharging limited charm or fear ability. Is the Warlock limited in it’s amount of castings per encounter?
Sure, but unless you’re GM’s running attrition encounters or a sadist, you’re generally going to be able to get a short rest between encounters. In contrast, the Sorcerer has limited options spell, not much other perks for the class with it’s Wizard’s hit die and weapon selection, and it’s mostly too little and a little too late Metamagic options, the Sorcerer’s out-shined in the early levels and barely keeps up the mid to high levels.
How to Fix the Sorcerer?
The Sorcerer is the “super model” of the arcane spellcasting world- they’re just charmed in that they’ve been “born this way”. They may work to learn to harness their abilities, but Sorcerer’s were innately born with eldritch power. So this begs the question: if they didn’t have to work all that hard to obtain their “limited” power, why do they have the exact same proficiencies as a Wizard? At the Nerdarchy table, we’ve already House Ruled that the Sorcerer gains an additional A. skill or tool proficiency and B. light armor and simple weapons, a language, or a martial weapon proficiency.
This represents the fact that the Sorcerer was off doing other things while the Wizard was cloistered in a must study. We’ve also made the ruling that the Wild Magic bloodline’s Bend Luck ability costs 1 sorcery point rather than 2. The other problem is: What’s the defining feature of the Sorcerer class? I’d argue it’s Metamagic options and sorcery points, but as written, the Sorcerer will only have access to 4 Metamagic options throughout the entire course of their adventuring career, the fourth not occuring until 17th level! The big fix that I propose is that the Sorcerer should gain 2 Metamagic options whenever they gain access to the feature, so they would have 6 Metamagic options to choose from to enhance spells rather than 4.
We’ve compared and contrasted the Wizard & Sorcerer previously in this video:
New Metamagic Options & Feats
New Metamagic Options for the Sorcerer Class
Innate Spell: When you are concentrating on a spell, you can spend a number of sorcery points equal to the spell’s level each round to concentrate on an additional spell. You pay the sorcery point cost of the highest level concentration spell active.
Energy Substitution: When you cast a spell with a designated energy damage type, you can spend a number of sorcery points equal to the spell’s level to change the energy damage type to any other energy damage type (1 sorcery point if the spell is a cantrip). You can use Energy Substitution even if you have already used a different Metamagic option during the casting of the spell.
New Feat for 5th Edition Dungeons & Dragons
Sorcerous Legacy: Your bloodline has traces of sorcerous might within. You gain one Sorcerer Metamagic options from those available to the Sorcerer, 1 sorcery point, and you choose one 1st-level spell from the Sorcerer spell list. When a Sorcerer selects this feat, the Metamagic option is added to your list, the sorcery point permanently increases you sorcery point maximum pool by 1, and the extra 1st-level spell known provided by this feat may not be replaced by a higher level spell upon gaining levels, but may be replaced for another 1st-level spell.
Eldritch Imbued: Raw eldritch power courses through your veins. You gain a +1 to Int or Cha and gain a pool of 3 sorcery points. If you already have a sorcery point pool, your sorcery point pool maximum increases by 3.
I’d like to hear your thoughts and feedback if you end-up running any of these new options at your game table, so if you do, please leave your feedback in the comments below. Stay Nerdy!