Sorcerers: Classes in 5e Dungeons & Dragons - Web DM
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Channel: Web DM
Views: 272,277
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Keywords: Dungeons, Dragons, Role, Playing, Tabletop, Game, 5th, Edition, 5e, dungeons and dragons, role playing game, web dm, 5th edition, sorcerer, warlock, wizard, dnd, d&d, rpg, dm tips, volo's guide to monsters, how to dm
Id: ucVoh8GNn-Q
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Length: 27min 27sec (1647 seconds)
Published: Wed Mar 01 2017
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I've only been playing d&d for a year and I have not played a sorcerer, so I'm not sure if that is the reason for my opinion...
The book describes the class as being filled with overwhelming power, the kind of power that WANTS to come out. That, to me, is chaotic magic - something that might explode in your face, something you need to release. Only one subclass really represents this, but its random - not based on the idea that you need to release your power.
But the class is the opposite of that. Spell slots are resources to be treasured, not spent willy-nilly. You start a day with all of them, but I feel like a Sorcerer should build up in power the longer they don't cast and become increasingly dangerous based on that - even to themselves.
Metamagic also offers control to spells - the exact opposite of what I expect from a sorcerer, although I can see them - based on their natural knowledge of spell casting - also naturally knowing how to modify the spells.
Based on their natural knowledge and their metamagic, I almost feel like the Lore Wizard features are more appropriate to sorcerers as new metamagics... Wizard doesn't need a savant subclass because Sorcerer is already the savant of arcane casters. The Lore wizard should have been more about knowledge and less about natural ability because of this.
Vindication at last. I have been waiting for Web DM to cover the sorcerer and really tear into this class. The sorcerer felt like a begrudging inclusion in this edition and I see no reason to play one over a Lore Bard, Evocation Wizard, or Tome Warlock.
I play a Wild Magic sorcerer. I agree that the sorcerer is not great but I disagree on a lot of the reasons why. In my opinion making the sorcerer have the same spell list as the wizard or making a metamagic feat will take away even more of the class' uniqueness and make it truly obsolete. What the class needs is the exact opposite, distance from the other spellcasters.
Metamagic is the core ability of this class and it should be the starting point for the subclasses, flavor and spell list. The lore master wizard from the UA should have been a sorcerer subclass, that's the kind of thing the sorcerer already does.
I understand there is a flavor concern because someone who studies magic their whole life should be capable of modifying it too but flavor is easy to adjust, mechanics are not and the decision was already made by WOTC. Maybe magic is so difficult to learn that modifying is just too much work or super dangerous for someone who doesn't have the innate ability to do it.
The big problem is that sorcerer is deprived of so much that metamagic just isn't enough to compensate (specially considering how few sorcery points sorcerers get for how many abilities use it).
Bonus Spells Known would be a good place to start. Being able to have more spell slots would also be nice.
In 3.5 sorcerers had significantly more casts per day compared to all other casters (except favored soul), but significantly fewer spells known compared to how many other casters could choose from to prepare.
In 5e sorcerers still have a tiny number of spells known. But they have the same number of spells per day as wizards.
This is necessary for the way multi classing spell casters works and how their spell slot progression combines, but it fucks over sorcerers because you take away their advantage while leaving their disadvantage in place.
Arcane Recovery is actually superior to using sorcery points to regain spell slots, something needs to be done to increase the number of casts per day sorcerer levels give you by about 20 to 25% but not in a way that buffs multiclass sorcerers...
I also feel sorcerers should automatically know the spells from their origin's extended spell list, similar to how cleric domain spells are automatically always prepared. Mostly because the expanded spell list feels too pointless otherwise.
What does everyone think about letting sorcerers use the spell point variant in the DMG. I have herd some people say they think it's too strong, my own opinion is that is provides a reason to play a sorcerer with a limited spell list: being able to effectively trash multiple lower level spells to cast more higher level, or the other way around. Yes sorcs can do this without the variant but while it's not so bad taking lower levels spells to produce higher level, the reverse is very inefficient. (you can't scrap a 4th level spell to cast a 3rd lvl fireball for example)
The Sorcerer is a good class, but it has some problems and it feels incomplete.
When they wrote it, they should've had at least three Sorcerous Origins. I would've gone with Draconic, Elemental, and Arcane. The Elemental origin is pretty essential in my mind.
And every Origin needs to grant a certain number of innate spells, just like a Cleric Domain.
They mentioned a feat for sorcerer points. What does everyone think that would look like?
Gain 3 spell(sorcery) points, 2 metamagic options? Can only convert 1 spell slot of 3rd level or less once a day to sorcery points?
The sorcerer is not for everyone. That's not a debate. However, taking such a limited view of the class and trying to fit it into the "like other casters" category is folly.
The sorcerer is not like other casters. They require tight concepts, a deeper understanding of known spells, and a supportive DM. It is, unfortunately, not an easy class to craft or play to its full potential.
I agree that I would wouldn't mind a larger spell list, but I'm not a fan of a larger number of spells known. I like being able to use what I have in interesting and unique ways and metamagic allows that.
Another issue is the fact that metamagic is utilized in lazy ways. Most guides tell you that Twin and Quickened are absolutely required. I don't feel that's true. Careful, Distant, Extended, Heightened, and Subtle can really be utilized more effectively in particular situations.
But again, it comes down to tight concept. You must have a concept that is all about specifics, from the known spells to how the metamagic is used.
But the main point of the video with which I absolutely agree is that you need a supportive DM regardless of build. Without that, you may as well play a wizard, because that's all you've been allowed to be.