In an offshoot of a discussion of the mystic, I decided to build a new class to replace the flavor role of the sorcerer in my homebrew world.
The core mechanics are that they spell points but instead of picking spells at certain levels they gain access to something like a domain or discipline that gives 10 or so abilities and one always-on feature (may limit those a touch).
The question is, to help flesh out as many inborn spellcaster roles as necessary, what are the essential domains?
One for each elemental plane seems obvious, light, darkness, healing, charm/mind, magic, maybe dragon, combat (split into weapon and defensive?), animal, plant, healing, divination. What can we come up with?
I think some sources, like celestial or fiend may not need their own but can be expressed by picking up a proper combination eventually, such as a fiend sorcerer grabbing fire and darkness at some point, or alternately light, healing and fire for a divine soul sorcerer.
The core mechanics are that they spell points but instead of picking spells at certain levels they gain access to something like a domain or discipline that gives 10 or so abilities and one always-on feature (may limit those a touch).
The question is, to help flesh out as many inborn spellcaster roles as necessary, what are the essential domains?
One for each elemental plane seems obvious, light, darkness, healing, charm/mind, magic, maybe dragon, combat (split into weapon and defensive?), animal, plant, healing, divination. What can we come up with?
I think some sources, like celestial or fiend may not need their own but can be expressed by picking up a proper combination eventually, such as a fiend sorcerer grabbing fire and darkness at some point, or alternately light, healing and fire for a divine soul sorcerer.