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New Sorcerer Archetype: Instinctual

Good ideas.

I don't have any particular concerns about breaking the concentration rules at level 18. By that level characters are doing all kinds of crazy things. I actually prefer the effect to your alternative of double casting; it's more unique. (Although if I had to nitpick -- and I do -- I'd say it feels more like a bard ability, especially the way you've written it.)

I'm more concerned with Made of Magic and Magic Eater. Trading life points at will for power points is a highly abusable effect in almost any game where those concepts exist. (If you play Magic: the Gathering, you may have heard of Necropotence.) So that sets off alarm bells. And it breaks the normal daily limitations on spell slots wide open. Or, to be more precise, because the burnt hit points recover so slowly, it lets you borrow power from future days. No longer can you just "go nova" and be done for the rest of the day; you can "go supernova" and be done for the rest of the week. This extension of resource management beyond the adventuring day may rub some people's design philosophies the wrong way. I'm going to be frank, though: I think it has potential. It just needs to be very, very carefully balanced.
[sblock]I'm tinkering with a class -- name to be determined, but think Cthulhu mythos scholar. Their spells are so alien and dreamlike that they sometimes forget them when they cast them, old-school Vancian style. When they do, the casting doesn't cost a spell slot. But they relearn spells at a much slower rate than they recover slots, and don't have complete control over what they learn.[/sblock]

As for Magic Eater, what it amounts to as far as I can tell is a reliable near-immunity to targeted spell effects that actually rewards you for spending sorcery points, which you want to do anyway, and feeds you even more of them. I would change it in one of a few ways: give it a short rest or long rest use limit; make it cost sorcery points instead of provide them; put a check on it a la counterspell to make it riskier; or make it involuntary, so you run a real risk of hitting the overload penalty. And speaking of the overload penalty, you seem to be struggling with the feeblemind effect. Given how physical this sorcerer is in theme, I might switch it from a mental effect to a physical one, something like, "You lose all your sorcery points and your hit point maximum is reduced by the number of sorcery points you lost".
 

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I'd like to see this as an ability on the base sorcerer class.
I dunno. I think a lot of sorcerer character concepts are very tightly thematic: "I am the fire guy! I know fire spells!" That narrowness is kind of what distinguishes them from wizards. Giving them an escape clause from their limited spell list seems to me like it's diluting the brand.
 

2 - I think Con is better than HP, but I still like the Hit Die solution since it's grounded in a mechanic that already exists. To really mirror it, you could just make it so that on a short rest, the Instinctive Sorcerer can spend hit die to recover sorcery points instead of hit points, and leave it at that. Simple, effective, and likely maddening for the player to decide what they want to do

The problem I have with variants that work only on a short rest is that they don't cover the scenario that inspired me to write the ability in the first place: overclocking yourself in an emergency. If you have time to rest for an hour, it's not really the kind of emergency I'm envisioning. I seem to recall a Dragonlance novel once upon a time where a certain renegade wizard sacrificed himself somehow (I forget the details) to stop the God of Chaos from killing everybody and everything. In my head, I see the sorcerer saying to himself, "I'm done. I'm out. I've got nothing left to stop him with... except MY LIFE!" and burning himself up in a burst of magic. (I think Harry Dresden has been in this situation too, actually, although obviously he didn't have to actually go through with it.)

I'm open to burning HD, Con, HP, whatever, as long as it is both (1) nova-oriented, immediately available and not something you have to plan for; (2) has fairly serious medium- or long-term consequences attached.
 

The problem I have with variants that work only on a short rest is that they don't cover the scenario that inspired me to write the ability in the first place: overclocking yourself in an emergency. If you have time to rest for an hour, it's not really the kind of emergency I'm envisioning. I seem to recall a Dragonlance novel once upon a time where a certain renegade wizard sacrificed himself somehow (I forget the details) to stop the God of Chaos from killing everybody and everything. In my head, I see the sorcerer saying to himself, "I'm done. I'm out. I've got nothing left to stop him with... except MY LIFE!" and burning himself up in a burst of magic. (I think Harry Dresden has been in this situation too, actually, although obviously he didn't have to actually go through with it.)

I'm open to burning HD, Con, HP, whatever, as long as it is both (1) nova-oriented, immediately available and not something you have to plan for; (2) has fairly serious medium- or long-term consequences attached.

Bonus action: spend x hitdice, gain x sorcery points, then at the end of your turn take xd6 damage?
 

As for Magic Eater, what it amounts to as far as I can tell is a reliable near-immunity to targeted spell effects that actually rewards you for spending sorcery points, which you want to do anyway, and feeds you even more of them. I would change it in one of a few ways: give it a short rest or long rest use limit; make it cost sorcery points instead of provide them; put a check on it a la counterspell to make it riskier; or make it involuntary, so you run a real risk of hitting the overload penalty. And speaking of the overload penalty, you seem to be struggling with the feeblemind effect. Given how physical this sorcerer is in theme, I might switch it from a mental effect to a physical one, something like, "You lose all your sorcery points and your hit point maximum is reduced by the number of sorcery points you lost".

You make good points. The WotC philosophy would certainly be to just limit it to N times per (short?) rest and be done.

I'm 100% fine with Magic Eater being good though, since in my eyes it is their only real mechanically-good feature. (Compare Magic Eater to Bend Luck, which essentially increases the spellcasting attribute of everyone in the party by +4! Since your DC is going up by +2.5 on average, and you can save the sorcery points for when it's likely to change failure to success.) It's still fairly limited-use, won't protect you against Fireballs or Chain Lightning or Hold Person V; won't protect you against anything Counterspell wouldn't have protected you against just as well (except at long range); can't shield anyone but yourself. If it cost sorcery points, then it becomes just a (cheaper? more expensive?) version of Counterspell.

Again, my key criteria is: "Does this ability turn the archetype into a must-have? Will this option distort the game it's in?" I don't think it does, unless you're playing a campaign set in Thay or soemthing, where there's lots of intrigue and all the bad guys are wizards who spend all their time looking for ways to one-up each other--in that world, Magic Eater is a pretty unique and powerful advantage which could generate the same kind of interest that Spellfire drew to Shandril back in the day. (Ref: https://en.wikipedia.org/wiki/Spellfire_(novel)) And in that world, Instinctual Sorcerers probably would be the only kind of sorcerer.

In short, I agree with your synopsis of Magic Eater ("reliable near-immunity to targeted spell effects that actually rewards you for spending sorcery points") without seeing that as a problem. You get to eat (some kinds of) magic at the same point in the game where the Dragon Sorc gets unlimited flight and the Necromancer gets to start perma-enslaving immortal Mummy Lords and the monk becomes proficient in all saving throws with the option to re-roll any failure. I see no problem with magic-eating sorcerers in that context.
 

I dunno. I think a lot of sorcerer character concepts are very tightly thematic: "I am the fire guy! I know fire spells!" That narrowness is kind of what distinguishes them from wizards. Giving them an escape clause from their limited spell list seems to me like it's diluting the brand.

Hmmm. Good point. Now I'm torn.

Let me rephrase: "Emotionally, I'd rejoice to see this as an ability on the base class. It would make sorcerers feel more awesome." I don't know if it would actually be good for the game though.
 


I'd like to see this as an ability on the base sorcerer class.

Metamagic

Improvised Spell
When you cast a Sorcerer spell, expend a slot and spend a number of sorcery points equal to the level of another spell of the same school that you do not know to bring about the effect of that other spell, instead. The casting time is the greater of the original spell or the improvised spell, the component requirements of both spells must be met. Once the spell is cast, it behaves in all ways as the improvised spell you have chosen.
 

Bonus action: spend x hitdice, gain x sorcery points, then at the end of your turn take xd6 damage?

I like this approach! Let's go one step further and link it all, while also allowing for a bit of extra overcharge.

Bonus action: spend x hitdie, roll that number of hitdie and gain that many sorcery points while loosing the same number of hit points. You can go over your SP maximum by doing this, but any points you are over must be spent by the end of your next turn.
 

Metamagic

Improvised Spell
When you cast a Sorcerer spell, expend a slot and spend a number of sorcery points equal to the level of another spell of the same school that you do not know to bring about the effect of that other spell, instead. The casting time is the greater of the original spell or the improvised spell, the component requirements of both spells must be met. Once the spell is cast, it behaves in all ways as the improvised spell you have chosen.

the problem is the reliance in schools. I would say that with sorcerers anything to do with schools is a big no-no
 

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