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View Full Version : D&D 3.x Class quick sorcerer variant



lunar2
2014-03-13, 07:54 PM
so, the point of the sorcerer is to have more endurance than the wizard, at the cost of versatility.

what if, instead of having spell slots and spells known, it instead gained 1 at will spell like ability from the sorcerer/wizard list per level? no material or focus components, but still has to pay exp components, of course.

so at level 1-3 it can pick up any 0-1st level spell. at 4, it gains access to 2nd level spells, 6 it gets 3rd, and so on. also, at each 4th level, it can trade in 1 spell it knows for another of a max level equal to one less than the max it can cast.

then, to give it a little power boost, let it select "meta-SLA" feats at every 5th level.

so what do you guys think? how does this compare to a normal sorcerer, in terms of power? obviously, it loses a lot of versatility, since it has fewer spells known and no way to expand its list of spells known. but, on the other hand, it can go all day long. so no 15 minute adventuring day.

Just to Browse
2014-03-13, 10:21 PM
a) It is not a sorcerer variant. You've completely rewritten the class, save for the sorcerer's familiar.

b) It's got a really high optimization ceiling and a really low optimization floor. Crap like nightshield and polar ray are wasted slots, but at-will color spray or finger of death is completely ridonkulous.

If you want to make an at-will caster, write an at-will caster list.

lunar2
2014-03-14, 01:41 AM
a. it's a sorcerer variant in that it takes up the same conceptual space as the sorcerer. it's a high endurance, low versatility full caster.

b. so basically, the same as any other full caster barring the druid. also, at will color spray is effective until about level 4. after that, it's pretty much useless. same with sleep, except sleep falls off somewhere between 2 and 3. so yeah, color spray or sleep are spells you would take as your first level spell, and then at level 4 you would trade them away.