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Thread: Sorcerer Rework

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    Ettin in the Playground
     
    Kane0's Avatar

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    Default Sorcerer Rework

    Spoiler: Faults of the sorcerer
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    - A shortage of spells known. This is addressed by the +3 spells known and the Spontaneous Sorcery ability
    - No sorcerer-unique spells on their list. This is addressed in my larger homebrew thread
    - Font of Magic bleeds resources, punishing its use. This is addressed by merging the two resource pools
    - Metamagic is the only class feature and selling point of the class. This is addressed with sorcery points, spontaneous sorcery and a new capstone.
    - Metamagic is inflexible. This is addressed by adding more gained at more spread out levels rather than allowing them to be interchanged
    - There are no short rest resources or recovery features. This is address in sorcery points
    - Corollary to the above, the capstone sucks. This is addressed with a new one.
    - The class mechanics aren't intuitive and rely on metamagic as its only unique feature. This is addressed with sorcerous casting and spontaneous sorcery.
    - There is little incentive to stay singleclassed instead of multiclassing into any other Charisma caster. This is addressed with changes to metamagic and sorcery points.
    - The 'pull magic out of my ass' fluff doesn't match the mechanics. This is addressed combining everything above.


    Special thanks to TheUser for the Spontaneous Sorcery concept and other tweaks.

    Level Prof Bonus Class Features Cantrips Spells Known Spell Level Sorcery Points
    1 +2 Sorcerous Spellcasting, Sorcerous Origin 4 2 1st 4
    2 +2 Metamagic (2) 4 3 1st 6 +Cha
    3 +2 Spontaneous Sorcery (1/LR) 4 4 2nd 14 +Cha
    4 +2 Ability Score Improvement 5 5 2nd 17 +Cha
    5 +3 Metamagic (3) 5 6 3rd 27 +Cha
    6 +3 Sorcerous Origin Feature 5 7 3rd 32 +Cha
    7 +3 Spontaneous Sorcery (2/LR) 5 8 4th 38 +Cha
    8 +3 Ability Score Improvement 5 9 4th 44 +Cha
    9 +4 Metamagic (4) 5 10 5th 57 +Cha
    10 +4 Dual Metamagic (1/SR) 6 11 5th 64 +Cha
    11 +4 Spontaneous Sorcery (3/LR) 6 12 6th 73 +Cha
    12 +4 Ability Score Improvement 6 12 6th 73 +Cha
    13 +5 Metamagic (5) 6 13 7th 83 +Cha
    14 +5 Sorcerous Origin Feature 6 13 7th 83 +Cha
    15 +5 Spontaneous Sorcery (4/LR) 6 14 8th 94 +Cha
    16 +5 Ability Score Improvement 6 14 8th 94 +Cha
    17 +6 Metamagic (6) 6 15 9th 107 +Cha
    18 +6 Sorcerous Origin Feature 6 16 9th 114 +Cha
    19 +6 Ability Score Improvement 6 17 9th 123 +Cha
    20 +6 Sorcerous Mastery 6 18 9th 133 +Cha

    Hit Die: 1d6
    Armor Proficiencies: None
    Weapon Proficiencies: Simple weapons
    Save Proficiencies: Constitution and Charisma
    Skill Proficiencies: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion and Religion.

    Sorcerous Spellcasting:
    - Charisma based with Spells Known as shown on the table (can swap one per level)
    - No Ritual Casting
    - Use the spell point variant from DMG, refreshing on a long rest and not being able to cast more than one 6th/7th/8th/9th spell per day as normal. These are called Sorcery Points and are also used to fuel metamagic
    - When you finish a short rest you recover a number of spent Sorcery Points equal to your proficiency bonus.

    Spoiler: Spell point costs
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    1st: 2
    2nd: 3
    3rd: 5
    4th: 6
    5th: 7
    6th: 9
    7th: 10
    8th: 11
    9th: 13


    Sorcerous Origin:
    As per PHB or other sources

    Metamagic:
    Start with two as per the PHB. You can choose an metamagic option at levels 5, 9, 13 and 17 for a total of six metamagic options known.
    Shout out for some excellent additional metamagic options here.
    Using metamagic is restricted to sorcerer spells only as the cost of adding a metamagic option is bundled into the Sorcery Point cost of the spell.
    Spoiler: Metamagic Options
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    Accurate Spell
    When you cast a spell which requires an attack roll, you can spend 1 sorcery point to gain advantage on the first attack roll made when the spell is cast.

    Careful Spell
    When you cast a spell that forces other creatures to make a saving throw, you can spend 2 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum one) to be unaffected by the spell.

    Concussive Spell:
    When you cast a spell that deals damage you can spend 1 sorcery point to change that spell's damage type to Force damage, and if the spell reduces a creature to 0 Hit Points you can choose to knock the creature unconscious instead of dealing lethal damage.

    Dazing Spell
    When you cast a spell that deals damage, you can spend 2 sorcery points to daze a number of creatures up to your Charisma modifier. The next attack roll against a dazed creature is made at advantage.

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

    Elemental Spell:
    When you cast a spell that deals Acid, Fire, Cold or Lightning damage, you can change the damage type to another one of the named types.
    You can use Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.

    Empower 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 Empower Spell even if you have already used a different Metamagic option during the casting of the spell.

    Enlarge Spell
    When you cast a spell with an area of effect, you can spend 2 sorcery points to double that area.

    Extend 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 all saving throws 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 that casting

    Secure Spell
    When you cast a spell you can spend 2 Sorcery Points to make that casting of the spell immune to Counterspell, Dispel Magic and Remove Curse as well as gain advantage on any Saving Throws to maintain concentration on that spell.

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

    Twinned Spell
    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip)

    Versatile Spell
    When you cast a spell that allows a saving throw, you can spend a number of Sorcery Points equal to the spellís level to change the type of saving throw required to another kind.
    Note: If you are not using classic Fort/Ref/Will saves the Sorcery Point cost of this metamagic is doubled.


    Spontaneous Sorcery:
    Once per long rest you can cast any spell of a spell level you can cast as if it were one of your spells known. You gain additional uses of this feature between long rests as shown on the table.

    Dual Metamagic:
    Once per short rest you can apply a second metamagic option you know to a sorcerer spell you cast even if you normally would not be able to, paying the SP cost of both as normal.

    Sorcerous Mastery:
    Spells you cast without any metamagic applied have their sorcery point cost reduced by 1.



    As always, all feedback is welcome!
    Last edited by Kane0; 2018-06-16 at 07:27 PM.

  2. - Top - End - #2
    Colossus in the Playground
     
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    Default Re: Sorcerer Rework

    There's a reason you can't make slots of above 5th level. Think very carefully before changing that.
    I have a LOT of Homebrew!

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  3. - Top - End - #3
    Ettin in the Playground
     
    Kane0's Avatar

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    Default Re: Sorcerer Rework

    We didnt change that, i should specify just in case

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    Default Re: Sorcerer Rework

    The spell point variant in the DMG strangely doesn't allow you to create a second 6th-level slot starting at 19th level, nor a second 7th-level slot starting at 20th, even though, so far as I recall, it gives you the spell points to do so at those levels (working from memory; my DMG is in a room in the house occupied by a guest as of this writing, so I can't go fetch it).

    If this reworked sorcerer is meant to be played alongside the regular versions of the other classes, I'd consider adding the ability to create a second 6th- and 7th-level slot at those levels to bring the class in line with other full casters.
    ~ Composer99

    D&D 5e Homebrew:
    Character Options: Fighter Remix, Paladin Oaths, Ranger Remix, Sorcerer Remix
    Playing the Game: Using Ability Score Variants
    New Subsystems: Combat Manoeuvre System, Weapon Generator
    Monsters: Yogg-Saron

  5. - Top - End - #5
    Ettin in the Playground
     
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    Default Re: Sorcerer Rework

    Yes you are right, the DMG Spell Point variant doesn't allow for a second 6th and 7th spell at levels 19 and 20 respectively. In that and the net -3 sorcerery points assuming 2 short rests means you are actually a little less off than stock sorcerer, something I think balances out the much enhanced spell + metamagic selection and extra class abilities.
    Last edited by Kane0; 2017-09-25 at 01:35 AM.

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