Grod_The_Giant
2019-07-05, 04:05 PM
Mith (http://www.giantitp.com/forums/showsinglepost.php?p=23391533&postcount=12) once remarked that they thought the Charisma-based casters should be weird, with unique mechanics that don't quite match up to other classes. I keep coming back to that, and I find that I generally agree-- if nothing else, because I like having unique mechanics to play around with in my game. I've already done a Warlock variant (http://www.giantitp.com/forums/showthread.php?569312-Spell-Less-Warlock-Redesign&p=23391533&viewfull=1) that gives up spellcasting in favor of relying solely on Invocations; now I thought I'd do something with the Sorcerer.
Many of us would agree that the Sorcerer doesn't know enough spells. 15 total might be the same as the Warlock, but Metamagic doesn't match the power or utility of Invocations. At one point WotC was experimenting with having Sorcerous Origins grant bonus spells known. That didn't last, but I find the idea much more interesting than simply increasing the progression.
The Sorcerer is practically made for spell points. It's a common houserule, and I mean... just look at it. It looks to me like Sorcery Points are the remnants of a spell point system that was stripped out at a fairly late stage. That said, we have seen one spell point based full caster in the Mystic, and that's more than enough to show us that if we want to do that, we need to be careful about letting them dump all their points into one encounter. So... why not borrow a page from the class that does successfully balance "blowing your whole load on a few max-level spells," the Warlock? We can give the Sorcerer a third of the spell points they ought to get, but let them regenerate on a short rest? That way you can have the tactical flexibility of spell points without letting players dump their entire daily arsenal in one encounter.
Sorcerer
Except as noted below, the Sorcerer functions as normal.
Spellcasting
Instead of gaining spell slots, Sorcerers instead gain a pool of spell points, equal to two and a half times their level, rounded down. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a short rest.
Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher, but once you have done so you cannot create another slot of 6th level of higher until you finish a short or long rest.
Your level determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so. The cost of each slot level, and the Sorcerer level required to create slots of that level, are as follows:
Spell Level
Point Cost
Minimum Level
1st
2
1st
2nd
3
3rd
3rd
5
5th
4th
6
7th
5th
7
9th
6th
9
11th
7th
10
13th
8th
11
15th
9th
13
17th
Sorcerous Origin
Sorcerers gain one additional ability from their Origin at 3rd level. In addition, your origin grants you one additional spell known at level 1, 3, 5, 7, and 9. These spells count as sorcerer spells for you and don't count against the number of spells you know.
Font of Magic
Sorcerers no longer gain this feature
Metamagic
You learn two Metamagic options at 2nd level, and another at 10th and 17th.You spend spell points instead of sorcery points to use them.
Sorcerous Restoration
At 20th level, you regain 5 spell points whenever you roll initiative.
Sorcerous Origins function normally, save that any effects that normally require sorcery points instead require an equal number of spell points.
Draconic Bloodline
Origin Spells
1st: Absorb Elements
3rd: Dragon's Breath
5th: Protection from Energy
7th: Elemental Bane
9th: Dominate Person
Killing Breath
At 3rd level, you gain a unique Metamagic option: Killing Breath. When you cast Dragon's Breath targeting yourself and choose the energy type associated with your draconic ancestry, you may spend 2 sorcery points to remove the need to concentrate on the spell.
Divine Soul
Origin Spells
1st: Bless
3rd: Spiritual Weapon
5th: Spirit Guardians
7th: Guardian of Faith
9th: Commune
Sanctify Spell
At third level, you gain a unique metamagic option: Sanctify Spell. When you cast a spell that deals energy damage, you may spend 1 sorcery point to have it deal radiant damage (if good) or necrotic damage (if evil). If you are neutral, choose either radiant or necrotic when you gain this option.
Shadow Magic
Origin Spells
1st: Dissonant Whispers
3rd: Blindness/Deafness
5th: Hunger of Hadar
7th: Shadow of Moil
9th: Antilife Shell
Shadow Magic
At third level, you gain a unique metamagic option: Shadow Magic. When you cast a spell, you may spend 2 spell point to draw upon the Shadow Weave when shaping its magic. Your spell ignores antimagic fields and magic resistance.
Storm Sorcery
Origin Spells
1st: Create or Destroy Water
3rd: Shatter
5th: Tidal Wave
7th: Storm Sphere
9th: Control Winds
Thundering Spell
At third level, you gain a unique metamagic option: Thundering Spell. When you cast a spell that deals thunder or lightning damage, you may spend 1 or more sorcery points to cause any creature affected to be pushed 5ft per point spent, to a maximum number of points equal to your charisma modifier.
Wild Magic
Origin Spells
1st: Chaos Bolt
3rd: Crown of Madness
5th: Hypnotic Pattern
7th: Confusion
9th: Synaptic Static
Chaos Magic
At third level, you gain a unique metamagic option: Chaos Magic. When you cast a spell that deals damage, you may spend 1 sorcery point to randomize the damage type. Roll 1d8; the number rolled determines the attack's damage type as shown below.
Acid
Cold
Fire
Force
Lightning
Poison
Psychic
Thunder
Note: Because these are just draft subclasses, I've had to tweak them a bit more to fit.
Giant Soul
Origin Spells
1st: Varies
3rd: Varies
5th: Erupting Earth
7th: Stoneskin
9th: Bigby's Hand
Mark of the Ordning: Your specific giant heritage determines which spells you learn at 1st and 3rd levels.
Siphon Size
At third level, you gain a unique metamagic option: Siphon Size. When you cast a spell with a duration of Concentration and targeting yourself, you may spend 3 spell points to also cast Enlarge/Reduce on yourself. If you do, you may only select the Enlarge option, but the duration becomes the same as the base spell, and you may concentrate on both simultaneously. If you fail a concentration save, you lose concentration on both spells.
Phoenix Sorcery/Pyromancy
Origin Spells
1st: Burning Hands
3rd: Pyrotechnics
5th: Fireball
7th: Fire Shield
9th: Flame Strike
Burning Spell
At third level, you gain a unique metamagic option: Burning Spell. When casting a spell with a duration of concentration and targeting yourself, you may spend 3 sorcery points to gain the benefits of your Mantle of Flame for the duration of that spell.
Sea Sorcery
Origin Spells
1st: Create or Destroy Water
3rd: Water Walk
5th: Wall of Water
7th: Control Water
9th: Maelstrom
Aquatic Spell
At third level, you gain a unique metamagic option: Aquatic Spell. If you cast a spell that forces a creature to make a saving throw to resist its effects while standing in at least one foot of water, you may spend 2 spell points to give one target of the spell disadvantage on its first saving throw against the spell.
Stone Sorcery
Origin Spells
1st: Earth Tremor
3rd: Earthbind
5th: Erupting Earth
7th: Stoneskin
9th: Transmute Rock
Metal Magic
You do not gain the Metal Magic feature.
Rooted Spell
At third level, you gain a unique metamagic option: Rooted Spell. When you cast a spell that requires concentration, you may spend 2 spell points. For the duration of the spell, you automatically succeed on all concentration checks to maintain that spell. However, if you move more than 5ft, your concentration is instantly broken.
Fairie Sorcery
Origin Spells
1st: Charm Person
3rd: Invisibility
5th: Hypnotic Pattern
7th: Hallucinatory Terrain
9th: Dream
Subtle Spell
At third level, you gain the Subtle Spell metamagic option. If you already possessed it, you may choose a different option insteead.
Fiendish Origin
Origin Spells
1st: Hellish Rebuke
3rd: Ray of Enfeeblement
5th: Summon Lesser Demons
7th: Summon Greater Demon
9th: Infernal Calling
Fiendish Magic: You learn the Thaumaturgy and Toll the Dead cantrips, but you do not otherwise expand your spell list.
Corrupt Spell
At third level, you gain a unique metamagic option: Corrupt Spell. When you cast a spell that deals energy damage, you may spend 1 sorcery point to have it deal necrotic damage.
Titan Blooded
Origin Spells
1st: Thunderwave
3rd: Enlarge/Reduce
5th: Water Breathing
7th: Staggering Smite
9th: Dispel Evil and Good
Battle Spell
At 3rd level you gain a unique metamagic option: Battle Spell. When you cast a spell with a duration of concentration, you may spend two spell points. You gain a bonus on saves to concentrate on that spell equal to your Charisma modifier.
Many of us would agree that the Sorcerer doesn't know enough spells. 15 total might be the same as the Warlock, but Metamagic doesn't match the power or utility of Invocations. At one point WotC was experimenting with having Sorcerous Origins grant bonus spells known. That didn't last, but I find the idea much more interesting than simply increasing the progression.
The Sorcerer is practically made for spell points. It's a common houserule, and I mean... just look at it. It looks to me like Sorcery Points are the remnants of a spell point system that was stripped out at a fairly late stage. That said, we have seen one spell point based full caster in the Mystic, and that's more than enough to show us that if we want to do that, we need to be careful about letting them dump all their points into one encounter. So... why not borrow a page from the class that does successfully balance "blowing your whole load on a few max-level spells," the Warlock? We can give the Sorcerer a third of the spell points they ought to get, but let them regenerate on a short rest? That way you can have the tactical flexibility of spell points without letting players dump their entire daily arsenal in one encounter.
Sorcerer
Except as noted below, the Sorcerer functions as normal.
Spellcasting
Instead of gaining spell slots, Sorcerers instead gain a pool of spell points, equal to two and a half times their level, rounded down. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a short rest.
Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher, but once you have done so you cannot create another slot of 6th level of higher until you finish a short or long rest.
Your level determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so. The cost of each slot level, and the Sorcerer level required to create slots of that level, are as follows:
Spell Level
Point Cost
Minimum Level
1st
2
1st
2nd
3
3rd
3rd
5
5th
4th
6
7th
5th
7
9th
6th
9
11th
7th
10
13th
8th
11
15th
9th
13
17th
Sorcerous Origin
Sorcerers gain one additional ability from their Origin at 3rd level. In addition, your origin grants you one additional spell known at level 1, 3, 5, 7, and 9. These spells count as sorcerer spells for you and don't count against the number of spells you know.
Font of Magic
Sorcerers no longer gain this feature
Metamagic
You learn two Metamagic options at 2nd level, and another at 10th and 17th.You spend spell points instead of sorcery points to use them.
Sorcerous Restoration
At 20th level, you regain 5 spell points whenever you roll initiative.
Sorcerous Origins function normally, save that any effects that normally require sorcery points instead require an equal number of spell points.
Draconic Bloodline
Origin Spells
1st: Absorb Elements
3rd: Dragon's Breath
5th: Protection from Energy
7th: Elemental Bane
9th: Dominate Person
Killing Breath
At 3rd level, you gain a unique Metamagic option: Killing Breath. When you cast Dragon's Breath targeting yourself and choose the energy type associated with your draconic ancestry, you may spend 2 sorcery points to remove the need to concentrate on the spell.
Divine Soul
Origin Spells
1st: Bless
3rd: Spiritual Weapon
5th: Spirit Guardians
7th: Guardian of Faith
9th: Commune
Sanctify Spell
At third level, you gain a unique metamagic option: Sanctify Spell. When you cast a spell that deals energy damage, you may spend 1 sorcery point to have it deal radiant damage (if good) or necrotic damage (if evil). If you are neutral, choose either radiant or necrotic when you gain this option.
Shadow Magic
Origin Spells
1st: Dissonant Whispers
3rd: Blindness/Deafness
5th: Hunger of Hadar
7th: Shadow of Moil
9th: Antilife Shell
Shadow Magic
At third level, you gain a unique metamagic option: Shadow Magic. When you cast a spell, you may spend 2 spell point to draw upon the Shadow Weave when shaping its magic. Your spell ignores antimagic fields and magic resistance.
Storm Sorcery
Origin Spells
1st: Create or Destroy Water
3rd: Shatter
5th: Tidal Wave
7th: Storm Sphere
9th: Control Winds
Thundering Spell
At third level, you gain a unique metamagic option: Thundering Spell. When you cast a spell that deals thunder or lightning damage, you may spend 1 or more sorcery points to cause any creature affected to be pushed 5ft per point spent, to a maximum number of points equal to your charisma modifier.
Wild Magic
Origin Spells
1st: Chaos Bolt
3rd: Crown of Madness
5th: Hypnotic Pattern
7th: Confusion
9th: Synaptic Static
Chaos Magic
At third level, you gain a unique metamagic option: Chaos Magic. When you cast a spell that deals damage, you may spend 1 sorcery point to randomize the damage type. Roll 1d8; the number rolled determines the attack's damage type as shown below.
Acid
Cold
Fire
Force
Lightning
Poison
Psychic
Thunder
Note: Because these are just draft subclasses, I've had to tweak them a bit more to fit.
Giant Soul
Origin Spells
1st: Varies
3rd: Varies
5th: Erupting Earth
7th: Stoneskin
9th: Bigby's Hand
Mark of the Ordning: Your specific giant heritage determines which spells you learn at 1st and 3rd levels.
Siphon Size
At third level, you gain a unique metamagic option: Siphon Size. When you cast a spell with a duration of Concentration and targeting yourself, you may spend 3 spell points to also cast Enlarge/Reduce on yourself. If you do, you may only select the Enlarge option, but the duration becomes the same as the base spell, and you may concentrate on both simultaneously. If you fail a concentration save, you lose concentration on both spells.
Phoenix Sorcery/Pyromancy
Origin Spells
1st: Burning Hands
3rd: Pyrotechnics
5th: Fireball
7th: Fire Shield
9th: Flame Strike
Burning Spell
At third level, you gain a unique metamagic option: Burning Spell. When casting a spell with a duration of concentration and targeting yourself, you may spend 3 sorcery points to gain the benefits of your Mantle of Flame for the duration of that spell.
Sea Sorcery
Origin Spells
1st: Create or Destroy Water
3rd: Water Walk
5th: Wall of Water
7th: Control Water
9th: Maelstrom
Aquatic Spell
At third level, you gain a unique metamagic option: Aquatic Spell. If you cast a spell that forces a creature to make a saving throw to resist its effects while standing in at least one foot of water, you may spend 2 spell points to give one target of the spell disadvantage on its first saving throw against the spell.
Stone Sorcery
Origin Spells
1st: Earth Tremor
3rd: Earthbind
5th: Erupting Earth
7th: Stoneskin
9th: Transmute Rock
Metal Magic
You do not gain the Metal Magic feature.
Rooted Spell
At third level, you gain a unique metamagic option: Rooted Spell. When you cast a spell that requires concentration, you may spend 2 spell points. For the duration of the spell, you automatically succeed on all concentration checks to maintain that spell. However, if you move more than 5ft, your concentration is instantly broken.
Fairie Sorcery
Origin Spells
1st: Charm Person
3rd: Invisibility
5th: Hypnotic Pattern
7th: Hallucinatory Terrain
9th: Dream
Subtle Spell
At third level, you gain the Subtle Spell metamagic option. If you already possessed it, you may choose a different option insteead.
Fiendish Origin
Origin Spells
1st: Hellish Rebuke
3rd: Ray of Enfeeblement
5th: Summon Lesser Demons
7th: Summon Greater Demon
9th: Infernal Calling
Fiendish Magic: You learn the Thaumaturgy and Toll the Dead cantrips, but you do not otherwise expand your spell list.
Corrupt Spell
At third level, you gain a unique metamagic option: Corrupt Spell. When you cast a spell that deals energy damage, you may spend 1 sorcery point to have it deal necrotic damage.
Titan Blooded
Origin Spells
1st: Thunderwave
3rd: Enlarge/Reduce
5th: Water Breathing
7th: Staggering Smite
9th: Dispel Evil and Good
Battle Spell
At 3rd level you gain a unique metamagic option: Battle Spell. When you cast a spell with a duration of concentration, you may spend two spell points. You gain a bonus on saves to concentrate on that spell equal to your Charisma modifier.