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Sorcerers and Primal Caster concepts
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<blockquote data-quote="Einlanzer0" data-source="post: 8707307" data-attributes="member: 6788934"><p>This came up in another thread and I thought I'd post it here to get some more general attention and peoples' thoughts. Many homebrew class discussions revolve around concepts that could be grouped as primal casters - i.e. witches, shamans, prophets, etc. I think this happens because there's a gap in the core classes that causes these archetypes to need to be shoehorned into classes that are defined by some pretty specific fluff - druids, warlocks, and wizards. This causes collisions, so it produces a lot of cognitive dissonance and therefore leads to lots of nerdy discussions.</p><p></p><p>IMO, there was a pretty big missed opportunity with the sorcerer class in 5e. It lost a lot of its identity with the move away from classic vancian casting, so instead of putting some serious thoughtwork into redefining it in a more unique way for 5e, they went ahead and just let it land again as a minor variant of wizard. In my head, the sorcerer should have taken on a more primal identity, allowing it to more easily absorb all kinds of archetypes that don't fit other casting classes that well because of the specific flavor trappings they all have. Thematically, this makes sense, because innate magic would have likely been the earliest and most primitive expression of magic, before it was deeply studied and poked at by more modern societies and leading to the proliferation of classes like wizards, clerics, druids, and warlocks. Mechanically, this makes sense because it would have allowed for the sorcerer to be more of an analogue to both the fighter (by its generalized and mechanically broad structure) and barbarian (through its primal-esque theming), rather than just a variant of a wizard.</p><p></p><p>So, I'm working on fleshing this idea of using subclasses to subtly alter the flavor of the sorcerer to push it in this direction. Specifically my aim is to create a few new sorcerous origins with the following ideas behind them, which are adapted from kibblestasty's occultist class. They all, by design, mix arcane and divine to a greater extent than the core sorcerer as well as most of its existing subclasses.</p><p></p><p>Fey Witchcraft - coven-based fey magics meant to allure, confuse, heal, curse, or generage chaos, depending on the type of coven</p><p>Sprit Channeling - shamanism-themed with a focus on trances, fetishes, and channeling spirits (note that this will be nothing like druid)</p><p>Chosen - Oracles that bring revelations and reveal mysteries. Similar to a divine soul but with more of an esoteric prophet flavor</p><p></p><p>All of these would explore new ways of using sorcery points - things like witchy transmutations, jaunts to the ethereal plane, or revelation of mystery & fatespinning. None of them are in a polished enough state yet for me to present with scrutiny, but I was curious what other people thought about this or what alternative ideas anyone has spent time thinking through.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 8707307, member: 6788934"] This came up in another thread and I thought I'd post it here to get some more general attention and peoples' thoughts. Many homebrew class discussions revolve around concepts that could be grouped as primal casters - i.e. witches, shamans, prophets, etc. I think this happens because there's a gap in the core classes that causes these archetypes to need to be shoehorned into classes that are defined by some pretty specific fluff - druids, warlocks, and wizards. This causes collisions, so it produces a lot of cognitive dissonance and therefore leads to lots of nerdy discussions. IMO, there was a pretty big missed opportunity with the sorcerer class in 5e. It lost a lot of its identity with the move away from classic vancian casting, so instead of putting some serious thoughtwork into redefining it in a more unique way for 5e, they went ahead and just let it land again as a minor variant of wizard. In my head, the sorcerer should have taken on a more primal identity, allowing it to more easily absorb all kinds of archetypes that don't fit other casting classes that well because of the specific flavor trappings they all have. Thematically, this makes sense, because innate magic would have likely been the earliest and most primitive expression of magic, before it was deeply studied and poked at by more modern societies and leading to the proliferation of classes like wizards, clerics, druids, and warlocks. Mechanically, this makes sense because it would have allowed for the sorcerer to be more of an analogue to both the fighter (by its generalized and mechanically broad structure) and barbarian (through its primal-esque theming), rather than just a variant of a wizard. So, I'm working on fleshing this idea of using subclasses to subtly alter the flavor of the sorcerer to push it in this direction. Specifically my aim is to create a few new sorcerous origins with the following ideas behind them, which are adapted from kibblestasty's occultist class. They all, by design, mix arcane and divine to a greater extent than the core sorcerer as well as most of its existing subclasses. Fey Witchcraft - coven-based fey magics meant to allure, confuse, heal, curse, or generage chaos, depending on the type of coven Sprit Channeling - shamanism-themed with a focus on trances, fetishes, and channeling spirits (note that this will be nothing like druid) Chosen - Oracles that bring revelations and reveal mysteries. Similar to a divine soul but with more of an esoteric prophet flavor All of these would explore new ways of using sorcery points - things like witchy transmutations, jaunts to the ethereal plane, or revelation of mystery & fatespinning. None of them are in a polished enough state yet for me to present with scrutiny, but I was curious what other people thought about this or what alternative ideas anyone has spent time thinking through. [/QUOTE]
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