Theodoxus
2015-04-14, 11:35 AM
I really like the Favored Soul, a lot. However, I find it lacking in flavor due to the static nature of granted abilities. Not being tied to each domain makes them feel flat and uninspired.
I don't want to increase the power of the class; in fact, I'd bring it back in line with core sorcerer archetypes, but I do want to differentiate the domains a bit.
Here's my first pass:
1st level: Given the weapon and armor proficiencies, the addition of spells comprises the second granted ability (offsetting the additional hit point and resistance for dragon and tides of chaos for wild). However, I'm of the feeling that they are too good, increasing the total spells known for a favored soul from 15 to 25, a 66% increase! Given that, I propose to automatically add domain spells only if they're already on the sorcerer spell list. This boosts the attractiveness of Light (an otherwise dull choice) while still keeping Death, Life and Nature attractive without making them practically mandatory. On top of that, because the spells are part of the 1st level ability, I'd allow 1 of each level that isn't on the sorcerer spell list to be added to the spells known - players choice.
6th level: The extra attack feels very War domain, and very much not Life. Because of this, I propose new abilities for 6th, dependent upon the domain chosen at 1st level. I realize that at 6th level, sorcerers have 6 Sorcery Points, and thus could theoretically fuel 3 uses of the normal Channel Divinity abilities of some of the domains (and more, by converting slots to points). However, I feel that because Sorcery Points are a very versatile multi-use resource, most players won't be using them in this fashion. Likewise, Channel Divinity recharges on a short rest, Sorcery Points do not - so depending on the number of rests a party takes, a cleric could have the same number of uses. Because of these factors, I feel that this is balanced with clerics.
Death: Spend 2 Sorcery Points to gain a single use of Touch of Death (as per Death cleric domain).
Knowledge: Expertise in 1 skill of choice. Spend 2 Sorcery Points to gain Knowledge of the Ages (as per Knowledge cleric domain) for 1 hour.
Life: Spend 2 Sorcery Points to create the Aura of Protection (as per Paladin) for 1 minute.
Light: Spend 2 Sorcery Points to gain a single use of Radiance of the Dawn (as per Light cleric domain).
Nature: Spend 2 Sorcery Points to create the Aura of Warding (as per Ancients Paladin) for 1 minute.
Tempest: Spend 2 Sorcery Points to gain a single use of Destructive Wrath (as per Tempest cleric domain).
Trickery: Spend 2 Sorcery Points to gain a single use of Cloak of Shadows (as per Trickery cleric domain).
War: Extra attack
14th Level: Wings are cool, who doesn't like free flight? However, I think they could be more in line with the domains - fluff changes that don't alter the mechanics (I wouldn't force players to take these, but my NPC Favored Souls would be known by their flight fluff).
Death: Skeletal dragon wings.
Knowledge: Four scintillating feathered wings moving in oscillation (think seraphim from the bible).
Life: White feathered wings.
Light: The caster takes on a (non-damaging) fiery apparition.
Nature: The caster takes on the appearance of a djinn; the lower half of their body becoming a whirlwind - does not provide any additional effects other than flight.
Tempest: A stormcloud that spits non-damaging lightning bolts appears under the casters feet and allows him to fly. Does not provide any additional effects other than flight and is intangible for anyone else.
Trickery: Black cape-like wings; batman-esque.
War: Iron (armored) wings or steampunk jets.
18th Level: The capstone ability is on par for Life, but makes no sense for Death or War. Again, I'd like to feature domain specific abilities that are on par with Power of the Chosen.
Death: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you leech hit points from your target, doing additional necrotic damage to them and healing an amount equal to your Charisma modifier (minimum +1) + the spell’s level.
Knowledge: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you gain a bonus equal to your Charisma modifier (minimum +1) + the spell’s level to one Ability Check, Armor Class (as a reaction until the start of your next turn) or Saving Throw if used within the next hour.
Life: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum +1) + the spell’s level.
Light: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you deal radiant damage equal to your Charisma modifier (minimum +1) + twice the spell’s level.
Nature: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum +1) + the spell’s level.
Tempest: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you deal thunder damage equal to your Charisma modifier (minimum +1) + twice the spell’s level.
Trickery: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you can cloak a number of allies within 30 feet of you equal to your Charisma modifier (minimum +1) + the spell’s level with invisibility that lasts 1 minute.
War: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you gain temporary hit points equal to your Charisma modifier (minimum +1) + the spell’s level. These temporary hit points do not stack.
I don't want to increase the power of the class; in fact, I'd bring it back in line with core sorcerer archetypes, but I do want to differentiate the domains a bit.
Here's my first pass:
1st level: Given the weapon and armor proficiencies, the addition of spells comprises the second granted ability (offsetting the additional hit point and resistance for dragon and tides of chaos for wild). However, I'm of the feeling that they are too good, increasing the total spells known for a favored soul from 15 to 25, a 66% increase! Given that, I propose to automatically add domain spells only if they're already on the sorcerer spell list. This boosts the attractiveness of Light (an otherwise dull choice) while still keeping Death, Life and Nature attractive without making them practically mandatory. On top of that, because the spells are part of the 1st level ability, I'd allow 1 of each level that isn't on the sorcerer spell list to be added to the spells known - players choice.
6th level: The extra attack feels very War domain, and very much not Life. Because of this, I propose new abilities for 6th, dependent upon the domain chosen at 1st level. I realize that at 6th level, sorcerers have 6 Sorcery Points, and thus could theoretically fuel 3 uses of the normal Channel Divinity abilities of some of the domains (and more, by converting slots to points). However, I feel that because Sorcery Points are a very versatile multi-use resource, most players won't be using them in this fashion. Likewise, Channel Divinity recharges on a short rest, Sorcery Points do not - so depending on the number of rests a party takes, a cleric could have the same number of uses. Because of these factors, I feel that this is balanced with clerics.
Death: Spend 2 Sorcery Points to gain a single use of Touch of Death (as per Death cleric domain).
Knowledge: Expertise in 1 skill of choice. Spend 2 Sorcery Points to gain Knowledge of the Ages (as per Knowledge cleric domain) for 1 hour.
Life: Spend 2 Sorcery Points to create the Aura of Protection (as per Paladin) for 1 minute.
Light: Spend 2 Sorcery Points to gain a single use of Radiance of the Dawn (as per Light cleric domain).
Nature: Spend 2 Sorcery Points to create the Aura of Warding (as per Ancients Paladin) for 1 minute.
Tempest: Spend 2 Sorcery Points to gain a single use of Destructive Wrath (as per Tempest cleric domain).
Trickery: Spend 2 Sorcery Points to gain a single use of Cloak of Shadows (as per Trickery cleric domain).
War: Extra attack
14th Level: Wings are cool, who doesn't like free flight? However, I think they could be more in line with the domains - fluff changes that don't alter the mechanics (I wouldn't force players to take these, but my NPC Favored Souls would be known by their flight fluff).
Death: Skeletal dragon wings.
Knowledge: Four scintillating feathered wings moving in oscillation (think seraphim from the bible).
Life: White feathered wings.
Light: The caster takes on a (non-damaging) fiery apparition.
Nature: The caster takes on the appearance of a djinn; the lower half of their body becoming a whirlwind - does not provide any additional effects other than flight.
Tempest: A stormcloud that spits non-damaging lightning bolts appears under the casters feet and allows him to fly. Does not provide any additional effects other than flight and is intangible for anyone else.
Trickery: Black cape-like wings; batman-esque.
War: Iron (armored) wings or steampunk jets.
18th Level: The capstone ability is on par for Life, but makes no sense for Death or War. Again, I'd like to feature domain specific abilities that are on par with Power of the Chosen.
Death: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you leech hit points from your target, doing additional necrotic damage to them and healing an amount equal to your Charisma modifier (minimum +1) + the spell’s level.
Knowledge: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you gain a bonus equal to your Charisma modifier (minimum +1) + the spell’s level to one Ability Check, Armor Class (as a reaction until the start of your next turn) or Saving Throw if used within the next hour.
Life: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum +1) + the spell’s level.
Light: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you deal radiant damage equal to your Charisma modifier (minimum +1) + twice the spell’s level.
Nature: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum +1) + the spell’s level.
Tempest: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you deal thunder damage equal to your Charisma modifier (minimum +1) + twice the spell’s level.
Trickery: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you can cloak a number of allies within 30 feet of you equal to your Charisma modifier (minimum +1) + the spell’s level with invisibility that lasts 1 minute.
War: Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you gain temporary hit points equal to your Charisma modifier (minimum +1) + the spell’s level. These temporary hit points do not stack.