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View Full Version : D&D 5e/Next Battle Sorcerer (5e sorcerer variant, Pretty PEACH)



Jervis
2022-05-22, 11:35 PM
Sorcerer is one of my favorite classes in dnd thematically and honestly i think it's gotten the short end of the stick more often than not. This is nothing new. My favorite edition, 3.5, had a almost memetic hatred of the class to the point where just about everything the class could do was better done by a wizard. 5E didn't exactly do them any favors with wizards and every other prepared caster having a better number of spells known and no longer being bound by vancian casting. 3.5 Sorcerer did however have some love in the form of later splat support which gave it some interesting niches, even if these were usually suboptimal. I decided to do a minimalist sorcerer variant that can work with existing (and most hombrew) subclasses based on my personal favorite of the suboptimal options, the Battle Sorcerer. Note the changes to metamagic and sorcery points are in part a extension of my house rule changes to base sorcerer sorcery point rules.

This particular rework is in part made for use in a campaign work i built for 3.5. In that there's a civilization who's military and ruling cast are made up of stalward battle sorcerers with a number of PrCs. The sorcerer part is actually pretty big there since natural magic is important to them because it shows their blood relation to the first emporor. Needless to say, updating this to 5e is more than a little tricky without multiclassing. (Yes NPCs dont need to worry about it but this is a faction that PCs can have ties too). SO i made a few options for this, this being on of them i'm considering. Since this is just a Sorc variant i'm not bothering with a massive lore writeup.


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I have no idea what i'm doing, but you aren't gonna like it!


Varient: Battle Sorcerer






—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Cantrips
Known
Spells
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+2
Spellcasting, Sorcerous Origin
3+1
1+1
2
—
—
—
—
—
—
—
—


2nd
+2
Sorcery
3+1
2+1
3
—
—
—
—
—
—
—
—


3rd
+2
Fighting Style
3+1
3+1
4
2
—
—
—
—
—
—
—


4th
+2
Ability Score Improvement
4+1
4+1
4
3
—
—
—
—
—
—
—


5th
+3

4+1
5+1
4
3
2
—
—
—
—
—
—


6th
+3
Sorcerous Origin Feature
4+1
6+1
4
3
3
—
—
—
—
—
—


7th
+3

4+1
7+1
4
3
3
1
—
—
—
—
—


8th
+3
Ability Score Improvement, Warmage Edge
4+1
8+1
4
3
3
2
—
—
—
—
—


9th
+4

4+1
9+1
4
3
3
3
1
—
—
—
—


10th
+4
Sorcery
5+2
10+1
4
3
3
3
2
—
—
—
—


11th
+4

5+2
11+1
4
3
3
3
2
1
—
—
—


12th
+4
Ability Score Improvement
5+2
11+1
4
3
3
3
2
1
—
—
—


13th
+5

5+2
12+1
4
3
3
3
2
1
1
—
—


14th
+5
Sorcerous Origin Feature, Warmage Edge
5+2
12+1
4
3
3
3
2
1
1
—
—


15th
+5

5+2
13+1
4
3
3
3
2
1
1
1
—


16th
+5
Ability Score Improvement
5+2
13+1
4
3
3
3
2
1
1
1
—


17th
+6
Sorcery
5+2
14+1
4
3
3
3
2
1
1
1
1


18th
+6
Sorcerous Origin Feature
5+2
14+1
4
3
3
3
3
1
1
1
1


19th
+6
Ability Score Improvement
5+2
14+1
4
3
3
3
3
2
1
1
1


20th
+6
Magical Rush
5+2
14+1
4
3
3
3
3
2
2
1
1



Hit Points
Hit Dice: 1d8 per Sorcerer level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: d8 (or 5) + your Constitution modifier per sorcerer level after 1st

Proficiencies
Armor: Light
Weapons: Simple weapons, Mage weapons*
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


a light crossbow and 20 bolts OR any simple weapon
Leather Armor
Arcane focus OR a component pouch
a Dungeoneers Pack OR a Explorers Pack.
Two Daggers


Spellcasting
Like normal sorcerers you have some exposure to magic which grants you extraordinary magical power. However sorcerers are not all uniform in their training. Those that neglect dedication in their training in magic to follow a more involved life style have more developed bodies.

Cantrips
At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Additionally you learn one cantrip from any classes spell slit, this cantrip must deal damage, and either require you to make a melee spell attack or a weapon attack. You learn an additional such spell at level 10.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known
You know two 1st-level spells of your choice from the sorcerer spell list, one of these must be either Shield or Mage Armor.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. However at least one of your known spells must always be a Abjuration spell with a range of self or touch.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus or a Mage weapon* as a spellcasting focus for your sorcerer spells.

The unimaginatively named mage weapons are a creation of the magocracy of Kethran (this can obviously be substituted with any magic heavy society in your setting of choice). These where created to serve as effective weapons in the hands of magic users while not impeding their spellcasting ability. These weapons are perfectly balanced to be used in conjunction with somatic components and carved with rules that allow them to channel arcane energy.

A mage weapon is made of silver with a bllance and design made to be used by arcane spellcasters, and can be any simple or martial melee weapon which lacks the two-handed and heavy property. These weapons can be constructed by skilled craftsmen in metropolitan areas for 200 GP and count as silver. A creature is considered proficient in mage weapons is they have the spellcasting feature, can use a arcane focus for their spells, and are proficient in the type of weapon the mage weapon is based on. A creature proficient in mage weapons is considered proficient with any and all mage weapon even if they do not meet those requirements, such as if are not proficient in longswords and use a mage weapon longsword. Mage weapons can be used as a spellcasting focus for any creature proficient with it when casting spells that can use a arcane focus, additionally a caster proficient with a mage weapon can perform somatic components with the hand holding it.

(Kethrani) War Mage
Requirement: Must have the spellcasting class feature
You are trained in the art of using magic in battle

You gain proficiency with light armor and shields. If you are proficient with light armor, you instead gain proficiency with medium armor. If you are proficient with medium armor. If you are proficient in medium armor, you instead gain proficiency with heavy armor.

You gain proficiency with mage weapons and can use them as a spellcasting focus for any class's spells.

When you cast a cantrip during your turn while holding a mage weapon, you can use your bonus action to discharge some of the residual magical energy in your weapon as a spell attack. Make a melee spell attack using the spell attack modifier from any class you have levels in against one creature within your reach, on a hit the creature takes 1d4 force damage.

Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcery
At 2nd level you gain the ability to warp magic with you natural ability. You have a number of sorcery points equal to your proficiency bonus, which you can spend to use certain features. These sorcery points recover after you finish a short or long rest, after which point any sorcery points you have beyond your proficiency bonus are lost. You can spend sorcery points on the following features and on any features gained from your origin.

Sorcerer Casting
You can use a bonus action to regain a spend spell of 5th level or lower slot by spending sorcery points equal to twice the spells level - 1, or to spend a spell slot you have to gain sorcery points equal to the spells level.

Enhance Weapon
You can use a bonus action to touch a melee weapon of your choice and spend a sorcery point. For the next minute that weapon is considered magic and gains a +1 to attack and damage rolls while you are holding it. You can also choose to change the weapon's damage type to your choice of fire, electric, cold, acid, or thunder damage for the duration while you hold it.

Sorcerous Vitality
You can use a bonus action on your turn to spend 1 or more sorcery points and recover hit points equal to 1d8 per sorcery point spent.

Sorcerous Fist
You can use a bonus action to spend 1 sorcery point. For the next minute your natural weapons and unarmed strikes deal 1d8 damage and are considered magical, and gain a +1 to attack and damage rolls.

Metamagic
You gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

You gain any expanded metamagic from whatever source you use but twin was intentionally left out with this SP change, though only gaining a single metamagic at level 2 was intentional for this variant. That said most of these changes can apply to a normal sorcerer without issue.

Fighting Style
At 3rd level you gain one of the following fighting styles to represent your training.

Close Casting
Being within 5 feet of a hostile creature does not impose disadvantage on your ranged spell attacks.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Natural Weapon Fighting
Your unarmed strikes deal 1d6 base damage instead of 1, if you aren't using a weapon or holding a shield, they instead deal 1d8 damage. When you select this fighting style you can choose to have it express itself as the appearance of a form of natural weapon instead. If you do this natural weapon deals 1d6 damage of either bludgeoning, piercing, or slashing damage, or 1d8 damage if you are not holding a weapon or using a shield.

Spell Fist
You add your strength or dexterity modifier (your choice) to any damage dealt by spells that require a melee spell attack.

Two-weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

For normal sorcerers i just give either +STR/DEX to melee spell attacks, the growing natural weapons thing, or ignoring disadvantage on ranged spell attacks caused by casting ranged attack spells in melee. Player choice. This just adds two and reframes them as fighting styles. Not game changing even at this level but nice. Makes shocking Grasp kinda nice if nothing else. The SR recovery on SP is the main thing.

Warmage Edge
At level 8 you gain improved potency on your magic and weapon attacks. Once on each of your turns when you hit a creature with a weapon attack or a spell attack, you can cause the attack to deal an extra 1d8 damage of the spell or weapon's damage type. to the target. When you reach 14th level, this damage increases to 2d8

Magic Rush
At 20th level when you have no sorcery points remaining when you roll initiative, you regain 6 sorcery points.