Making the Sorcerer Spontaneous
Today, I am going to evaluate the
sorcerer, show why I think it needs to be altered, and propose a few
alterations that I believe will make things run much more smoothly. Sorcerer's
get the same amount of spell slots as other full casters but compared to its
closest counterpart, the wizard, it is inferior. The spell list for the
sorcerer and the wizard are slightly different. The lack of Find Familiar, for
example, can really make a difference if you want a free aid or not and it is
also useful for scouting. However, largely the spell lists are the same. Like
the wizard, the sorcerer has an ability to recover spell slots. The advantage
of the sorcerer is that they can use their sorcery points to restore spell
slots on the fly. Normally, this would give the advantage entirely to the
Sorcerer as, when you do the math, they both are able to obtain the same amount
of spell slots using their opposing features. The advantage of the wizard is
that their resource renewal does not require an important class resource. Now,
I will say, if that was it I would think the balance between the two is still
pretty good. However, there are two notable discrepancies that make this
comparison uneven and problematic
Sorcerer? With a fireball from the PhB
First of all, the wizard's spellbook gives a naturally higher flexibility since the feature allows the class to learn two spells every level and starts with 6 spells to start as opposed to the sorcerer's 2. For a more extreme comparison, let us look at the two classes at max level. The final wizard spells known count is is 44 spells known not including spells that can be added to the spellbook; however, there is a monetary cost to adding spells to the spellbook but this does not apply to spells learned from leveling which are free. Furthermore, wizards can have spells prepared equal to their level+their int mod. This means, not including stat increasing magical items, a wizard can have up to 25 spells prepared and ready to cast at all times. Now let's compare this to the sorcerer. The sorcerer's "prepared" spells and spells known are always the same. Learning new spells is sporadic. On the one hand, the sorcerer does know a few more cantrips than a wizard but that is its only spells known advantage. A sorcerer's final spell count known is 15. This means that a wizard can, at minimum, know and have up between 5-10 more spells prepared than a sorcerer depending on the wizard’s intelligence modifier. This is a rather notable discrepancy considering a wizard with an intelligence of 10 gets five more spells prepared than a sorcerer whereas a wizard with 20 intelligence gets a whole 10 more spells prepared.
Second, the sorcerer gets access to metamagics which allow them to
modify their spells either to enhance their damage, allow their allies to
automatically make their saving throws, cast the same single target spell
against two different creatures, and much more! This versatility is the
greatest asset of the sorcerer and yet... there is a problem. These very same
features that give the sorcerer's uniqueness and power takes sorcerery points
as well. This means if you use your sorcery points to utilize these features
you cannot use them to restore spell points. I think my friend said it best
when she said "You can restore spell slots with sorcerery points but that
is literally their most boring use." There are even some examples, such as
the shadow sorcerer's hound of ill omen, that costs sorcerery points to use as
well. That particular sorcerer archetype also gets the ability to cast a
slightly modified darkness spell using the same resource. The wizard, on the
other hand, has interesting features that cost them nothing to use. An evoker
can completely exclude the spaces of their allies from their evocation spells
and do so repeatedly at no cost. An enchanter can give its Hypnotic Gaze and
later do the effects of twinned spell on single target enchantment spells for
free.
The sorcerer has some powerful effects yes but the fact that they
detract from the ability of the sorcerer to regain spell slots cannot be
ignored. The end result is if the Sorcerer wishes to use any of their primary
class mechanics, they will be unable to regain as many spells as a wizard. In
this case, Wizards almost always regain more spells and have more spells at the
ready than the sorcerer at all times.
Sorcerer from the PhB Sorcerer's page
So, what can be done? My proposal is twofold. The first is to help
with the fact most sorcerer's feel horribly constrained rather than liberated
by their sorcery points and the second is to help the lack in spell variety and
spell slots in general.
First of all, as part of the Font of Magic feature, sorcerer's
can, after a short rest, regain sorcery points equal to 1/2 their spellcasting
modifier (charisma) rounded up but to no higher than their maximum amount of sorcery
points. Furthermore, one can only use this feature twice per extended rest.
Second, at level 5 sorcerer's gain a feature called
"Spontaneous Casting." Spontaneous Casting gives the sorcery the
ability to cast a sorcerer spell of a certain spell level or lower; except for
spells of level 6 or higher which cannot be cast with the feature. Ergo, if the
sorcerer could know this spell at their current level, they can expend a use of
Spontaneous Casting to cast it.
Prismatic Spray from the PhB
The rules are as follows.
Spontaneous casting works as a special system much like the warlock's Mystic
Arcanum feature. A sorcerer gains a singular charge of Spontaneous Casting once
every so many four or five levels. The first charge unlocks at level 5 which
gives a singular casting of spontaneous casting at 2nd level or below. A
further charge is unlocked at level 9, 13, and 17 with each one being one level
stronger than the last just like Mystic Arcanum. Ergo, the level 9 unlock gives
a singular level 3 or below casting. The level 13 unlock gives a level 4
casting and the final unlock gives a level 5 or below casting. Ergo, a 17th
level sorcerer would have a single, 2nd, 3rd, 4th, and 5th level charge of
spontaneous casting available to them. Like Mystic Arcanum’s, each charge
allows for a casting of its related spell level.
Now, let’s get into the
rules the player need to know to use this feature as some of you might be
noting that while this feature gives the sorcerer great versatility and a lot
more staying power in keeping with other classes it also gives center stage to
one particular problem already common for some spellcasters. Primarily, analysis
paralysis
Spontaneous Casting Rules
- The character cannot use the
feature to cast spells they know or are otherwise prepared. For multiclass
purposes, treat “known” as meaning “currently prepared.” If they can
access a spell without using a rest, not counting spells provided by
Eldritch Invocations, then the feature may be used to cast the spell.
- The Spontaneous Casting
Feature cannot be utilized unless the player knows, before their turn
starts, what they wish to cast. Otherwise the magic cannot coalesce due to
a lack of clarity in their mind. It is recommended the player declare
their spellcasting intent
- A Spontaneous Casting charge
can be used to cast any spell of that charge's assigned spell level and
any level below that. They are incapable of being upgraded in spell level
in any way.
- How charges work option 1:
Each charge of Spontaneous casting is tied to a different spell level.
They provide one spell of that level and do not require a spell slot to be
cast
- How charges work option 2:
Each charge of Spontaneous casting is tied to a different spell level.
Each charge allows allows for a spell of that level, starting at 2nd, to
be cast using the normal spell slots provided by the sorcerer class.
I have a final
recommendation that someone not utilize this feature unless they are
experienced with tabletop RPGs or at least experienced with 5th edition. And
there you have it. It is my belief that one or both of these changes will
result in a more fun, more interesting, and hopefully more balanced sorcerer.
Your Cross DM, Maia
Comments
Post a Comment