The Future of D&D 5, Part 2: Unleashing the Arcane

 

The recent Unearthed Arcana features a plethora of changes, spanning 50 pages in total. It can be quite overwhelming to read through, but worry not—I'm here to analyze the document piece by piece, discussing the changes and offering my thoughts. If you don't have the time to read through the UA or simply want to hear my take on it, you're in the right place.

Last week, I focused on the Barbarian and Fighter classes, as well as the new Weapon Mastery system. This week, I'm shifting my attention to the casters, specifically the Sorcerer class. Some significant changes have been introduced, and I have mixed opinions on them.

I realized that by reviewing two classes at a time, I was condensing my thoughts and rushing the information. While I could still provide a decent overview, single-class reviews allow for greater focus. This time around, I'll release my Sorcerer and Metamagic review first, followed by the Warlock and General Spell Change review. Let's delve into what this playtest has in store for the future of D&D.

Deck of tarot cards and candles, symbolizing the mystic power of D&D 5E's Sorcerer class in our latest blog post

Magic Incarnate


The Sorcerer class in 5E has always struck me as peculiar. Representing casters with an innate ability to wield magic due to their origins, Sorcerers possess such a strong connection to magic that they can manipulate and modify it through the use of metamagic. The class boasts excellent specialization—a Draconic Blood Sorcerer embodies their ancestry, while a Divine Soul Sorcerer rivals a Cleric's healing prowess. However, the class has its drawbacks, and this playtest aims to address them.


Sorcererous Core

At level 1, Sorcerers gain the Innate Sorcery ability, which ensures that the Sorcerous Burst and Chaos Bolt spells are always prepared. Chaos Bolt, a first-level evocation spell from Xanathar's Guide to Everything, deals random damage based on the number rolled on the d8 damage dice and has the potential to "jump" if the 2d8 rolled match, continuing for as long as the numbers are identical. Sorcerous Burst, a new cantrip, can deal Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder damage, and employs an exploding dice mechanic. This mechanic allows an additional die to be rolled when the maximum value is rolled on a die. With Sorcerous Burst, if any of the d6 dice roll a 6, another die is rolled, although it's unclear if rolling a 6 on that die would allow for continued rolling.


In 5E, cantrips often shape the flavor and utility of a caster. They can be cast at will and are frequently used in combat. For instance, Eldritch Blast is synonymous with the Warlock class. By giving Sorcerers two unique spells, their identity is strengthened, and a specific direction is suggested. Both Sorcerous Burst and Chaos Bolt have effects based on dice rolls, embracing the element of chance. This aptly represents the chaotic nature of Sorcerers tapping into magic, and I find it appealing. I'm particularly excited to see the inclusion of exploding dice in 5E, as it's an engaging mechanic that always adds excitement at the table.


Sorcerers now have access to more spells, with a maximum of 22 known, an increase of 7 over the current version. In my experience, the limited number of spells the current 5E Sorcerer can learn in comparison to other casters often pushes the class to focus on specific spells. This constraint made the class, which is supposed to have the closest innate relationship with magic, have access to the least amount of effects. I believe this spell increase will encourage players to diversify their spell choices and enhance the fun at the table.


At 2nd level, the Sorcerer's Font of Magic, which governs the use of Sorcery Points (SP), has been slightly restricted. Creating spell slots, one use for SP, now comes with a minimum Sorcerer Level Requirement. The level requirements correspond to when a Sorcerer first gains access to the respective spell slot. For instance, a Sorcerer must be at 7th level to create a 4th level spell slot, which is also when they first obtain a 4th level spell slot [MAYBE SCREENSHOT]. This appears to be a clarification in the rules to prevent PCs from casting at levels higher than they should have access to, and it doesn't seem like it will change much.


Metamagic now becomes available at 2nd level instead of 3rd, and Sorcerers begin with three Metamagic options rather than the previous two. The Metamagic options themselves have been revamped, but I will discuss this between the class and subclass reviews.


I have mixed feelings about this Metamagic change. I appreciate the addition of an extra Metamagic option at the start, as it offers more choices to players. A common complaint among Sorcerer players is that their limited options force them to choose the most useful or frequently used Metamagic. While not a huge increase, I believe the additional option will help. However, I don't entirely agree with moving it to 2nd level, as it makes it easier for multiclass characters to acquire the ability, potentially diminishing the value of taking the entire class. Nonetheless, this change aligns with many other modifications in OneD&D, so I can understand the reasoning behind it.


At 5th level, Sorcerers gain a new class feature, Sorcerous Vitality. This feature ensures the new spell Sorcerous Vitality is always prepared, providing a unique healing option for Sorcerers. This 3rd-level spell restores 2d6 + spellcasting ability HP and removes the Blinded, Deafened, and Poisoned conditions if present. The spell has a range of self, so it only affects the Sorcerer casting it.


This recurring theme in the new version ensures that all classes have options to heal or mitigate damage. The goal is to make Player Characters (PCs) more durable and reduce the need for a dedicated party healer, a role that some groups dislike. I believe this is a good choice since it makes PCs less reliant on a dedicated healer or healing potions. However, I'm concerned that there isn't an equivalent exchange happening with these new healing options. At 5th level, a Sorcerer has two 3rd-level spell slots and can use their SP to create a third if needed. These slots will compete with powerful spells like Fireball or Lightning Bolt. While this trade-off seems fair at first glance, I'd like to see a full group of characters in play to assess how much it impacts combat. With the Long Rest potentially restoring all Hit Dice, I worry that creating dangerous situations for players will become more difficult.


At 7th level, Sorcerers gain another ability and spell, Arcane Eruption. This 4th-level spell creates a 20-foot radius explosion centered on a point within 120 feet of the sorcerer that they can see. The spell deals damage of the sorcerer's choosing and requires a Constitution saving throw (half damage on a success). The sorcerer uses one of the damage dice to apply an additional effect to any creature that failed the save, ranging from Incapacitated to Deafened.


The significance of dice rolls is a new theme with the Sorcerer, and I like it. This theme makes abilities that allow a Sorcerer to re-roll damage dice more valuable, as it offers a chance to potentially change or add effects to abilities. An average damage of 21 with a potential additional effect feels balanced by the Constitution saving throw, as many high-level creatures have high scores in this attribute.


At 9th level, Sorcerers receive their fourth and final feature/spell combination, Sorcery Incarnate. This always-prepared spell lasts for up to one minute and requires concentration. Upon casting, the Sorcerer regains 1d4 SP. While the spell is active, a Sorcerer can use two Metamagic options on each spell (provided they have the SP to pay for both) and rolls with Advantage on all attack rolls for spells cast.


Sorcery Incarnate is a powerful feature that emphasizes the utility of Metamagic. It feels flavorful, and I like it. At first glance, having three class features that share a name with a spell and simply make that spell always prepared seemed like an excessively complex way of adding abilities to the Sorcerer. However, this layout offers several benefits. It takes advantage of the well-known spell rules and structures, streamlines the process by referring to specific spells, and allows Sorcerers to use their SP on these abilities, avoiding complicated text blocks.


The 20th level Sorcerer capstone, Sorcerous Restoration, has been moved to 15th level. It now activates on a Short Rest or when rolling Initiative, ensuring a 15th level Sorcerer always has access to their Metamagic in combat. This change provides a nice boon for characters entering Tier 3 and helps them stay active in combat.


At 18th level, Sorcerers gain their final new feature, Arcane Apotheosis. This powerful feature grants them the always-prepared Wish spell with no risk of losing the ability to cast it due to casting stress. Moreover, Sorcerers can use Wish to cast a spell they do not know and pay the spell's level cost instead of using a 9th-level spell slot. They can use this ability a maximum of twice per day.


Initially, granting immediate access to the Wish spell seemed overpowered. However, at 18th level, most players are nearing the end of their campaign and should have legendary powers. Using Wish to do anything that fractures reality comes with severe consequences. This ability ensures that a player will not lose the spell if they undergo these effects, but still suffers the other consequences. This feature allows Sorcerers to cast spells they don't know, reflecting their deep connection with the magic of the world, which feels satisfying.


The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.


This ability ensures that a player will not lose the spell if they undergo this effect, and only removes that last sentence. So anytime they want to do something other than just copying a spell, they would cut themselves off from being able to interact on a normal adventuring day. So to me the purpose of this ability was to allow Sorcerers a way to cast spells they don’t know as a testament to how in tune they are with the magic of the world. To me, that feels satisfactory.


Metamagic Options


Before giving overall thoughts on the Sorcerer class, it's important to examine the metamagic changes. Many of them have been altered significantly, which means that the ways a Sorcerer can modify their magic will be different.


One of the biggest changes to Metamagic is that now a Sorcerer can swap out their options on a Long Rest. This enables character respecs, which can be refreshing, especially in longer campaigns. However, 8 hours of sleep may be too short for changing these abilities. A longer duration might be more realistic, but 5E has issues with tracking time outside of combat, long rests, or level-ups.


Careful Spell now offers even more protection for allies, ensuring that chosen creatures that automatically succeed on their saving throw will also not take any damage if the spell would have given half damage. This makes it a more potent option for players who want to cast damaging spells amidst allies.


Distant Spell now extends a spell's range by 30 feet per Sorcerer level instead of just doubling the distance. This change results in a significant boost at later levels. The option still specifies that it only affects spells with a range of at least 5 feet.


Extended Spell still doubles the duration of a spell, but now also grants advantage on Concentration checks for spells cast with this option. This change increases the power of the original Metamagic and provides an additional use.


Heightened Spell has a small but useful change, now imposing disadvantage on all saving throws for a spell, not just the first one. The casting cost has dropped to 2 instead of 3. This alteration provides more utility for spells that require multiple saving throw failures to take full effect or to maintain the effect.


Quickened has not changed, but just reiterates the spell casting rules around multiple spells in a turn. This confirms that even if you quicken a spell, the limit stays as one cantrip and one 1st level or higher spell. This was already pretty useful, and it has stayed that way.


Subtle Spell now removes all components while casting, including material components as long as they are not consumed by the spell. This clarification makes the spell more powerful and helps Sorcerers remain stealthy.


Twinned Spell has been entirely redesigned and no longer resembles the original option. It now allows casting a spell from a previous turn by expending sorcery points equal to that spell's level. The developer notes state that the previous version was too powerful, so they reworked the metamagic entirely. This change may not be popular with many players, as Twinned Spell was previously a go-to option for its power. However, the redesign aims to balance player damage and encourage the use of other Metamagics.


Sorcerer Overall


Mostly, I really like the changes presented for Sorcerer. This feels like they have put a lot more focus on the chaos innate in how Sorcerers channel magic. Additional we see a buff almost entirely across the board. Sorcerers get more spells, have class specific spells, and even have access to some class specific healing options. This seems like it will make for a much more interesting class that will not be stuck doing very specific builds.


My biggest concern is the healing option available and how it may affect game balance overall. While I do not mean the sorcerer itself, I think the pattern of giving every class an innate heal or damage mitigation might make for a much easier game. I personally would like to see some play testing of these healing features and see how much it can alter an adventuring day or dungeon. I think they buffed Distant Spell a bit too much. By the time a Sorcerer is 5th level, they will double the distance of all their spells or more. If an 8th level Sorcerer can add 240 feet to their spell range, there might be a pattern of characters trying to spell snipe outside of combat. I think instead Distant spell should change the spell range to a number equal to 30 times the spell level. It is not an enormous change, but I think it will help with some of the crazier range options we may see.


Here be Dragon (Magic)



The new version of the iconic Draconic Bloodline subclass comes with a new name and changes to the features. All subclasses will be called “X Sorcerery” moving forwards. This new naming system aims to provide a wider range of reasons for a character to have developed powers.


Starting off at 3rd level, the Draconic Resilience feature now gives 10 + Dex + Cha instead of 13 + Dex. The goal, as stated, is to make this AC scale better for sorcerers at the higher end of play.


I think this might go a bit too far. To get 13 + Dex, a sorcerer just needs to have a 16 in their Charisma. I have seen many characters start out at 18 Charisma, which would put them ahead of the curve already. It also gives more of a reason for a Sorcerer to race to getting a Charisma score of 20. A level 3 character with 18 Charisma and 12 Dexterity would start out with an AC of 15, where currently they would have an AC of 14. It is not a tremendous change, but it is one that can quickly snowball into a Sorcerer with AC matching the party Rogue.

Elemental Affinity no longer requires a Sorcery Point to gain resistance to the damage type associated with the chosen dragon. It still allows for a Sorcerer's Charisma modifier to be added to a single damage roll of a spell of that type.


Dragon Speech has replaced Draconic Ancestor. Characters can now speak and be understood by all Dragon type creatures, and they can understand their communication in return. This replaces learning Draconic and doubling proficiency on any Charisma checks involving dragons.


Mostly, this just feels like an easier to remember option for Sorcerers and DMs that does not give any sort of mechanical advantage, just a narrative one. Instead of relying on your blood, you just get the ability to communicate. I am a fan of this change.


I think the Sorcery Point requirement served as a good way to drain them, but was not entirely necessary. In play, I have never seen having a specific resistance become too powerful, so for now I am fine with that. The damage element remains the same, and I think that is a solid option already.


Draconic Exhalation at 10th level is an alternate option for Sorcerous Burst. It allows Draconic Sorcerers to cast this spell in a 15-foot cone instead of a 20-foot radius, as long as the spell uses the same damage type chosen in Elemental Affinity. This change adds versatility and power to the feature and provides a template for future subclass designs.


This is an enormous power up to me. Not only do you get multiple targets, multiple damage rolls mean that you have even more chances for rolling additional dice. At 10th level, each damage roll is 2d6. I think this balances out since you have to choose a damage type, but also presents a great option for all future Sorcerer Subclasses. If each subclass adds or changes some of the class-specific spells, it would make a great template to build off of as well as making it easy to create subclasses for every role. They could stick to Sorcerous Burst, and have it change a little with each additional option. It could also pick different specific spells, like a Divine Sorcery allowing Sorcerous Vitality to heal others. This concept is brilliant.


At level 14, Dragon Wings adds an ability to Sorcery Incarnate, granting spectral dragon wings with a Fly Speed equal to the Sorcerer's normal speed and the ability to hover. Once per turn, a Sorcerer can deal damage to all chosen creatures within 15 feet, with the damage equal to their Charisma modifier and the damage type matching their Elemental Affinity.


With Draconic Exhalation, I really like this model and hope we use it moving forwards. Creating a uniform set of mechanics with the core class and specializing them with the subclass does a lot for class design. It means that if we have a solid foundation in the core class, it will be easy to make unique and flavorful subclasses, both official and unofficial. 


Opinions of Dragons


Mostly, this was positive for me. I see a lot of fun with those core class elements being “translated” into the draconic subclass. It feels thematic to me, as it represents a way for the Sorcerer to filter their innate magic by relying on their Draconic abilities. It also creates a solid template moving forwards.


I do have some slight concerns with the increased AC options. To me, high AC should be reserved for characters that will be front line fighting, and come with a tradeoff. The original Draconic Sorcerer had to rely on their Dex score for AC, and this new one reduces that a bit. While it might not be a tremendous change, I dislike when classes get the chance to overlap for free.


Conclusion


The changes to the Sorcerer class bring excitement, as they showcase a character more in tune with magic and embracing the innate chaos that comes with it. The always prepared spells and new features tied to spells enhance the Sorcerer's connection to their innate magic, creating an interesting dynamic.


However, there are concerns that the class might become too reliant on the spellcasting system, potentially making it less interesting in the long run. While this approach helps organize and structure the game, it could lead to issues with multi-classing down the road.


The capstone feature at 18th level feels out of place, as it appears the developers intended to provide Sorcerers with the ability to cast any spell in a limited capacity. Instead, they have granted constant access to the Wish spell, which could lead to unbalanced interactions at Tier 4.


Despite these concerns, the excitement remains for the final version of the Sorcerer class, and it will be interesting to see what changes are made after the playtest results are analyzed. The revisions may address the balance and dependency issues, refining the class into a more engaging and well-rounded option for players.

How do you like the new Sorcerer? What would you change? I would love to hear below!

Looking for some material to run a heist? Feel you need some 5E material to make it feel right? Don’t just want another anthology of adventures loosely based on crime and capers? Sounds like you need to go Beyond the Golden Vault.

My newsletter, Bjarke’s Dissonant Whispers, is now live! Find out what I am up to, what is coming up, and other miscellaneous things. If you are interested in signing up, check here.

Have a question I have not covered and want my thoughts? Want to collaborate on some work in the future? Reach out to me on Twitter or here and let me know! I love getting new ideas and collaborating with other creators. Either way, I hope to hear from you!

Nocturnes & Nightmares is out now! Currently Electrum Best Seller on DMsGuild, this book has everything you need to run horror in 5e. Buy now here.

 
Bryan CetroniComment