While I really like 5th editions, arcane casters, they aren't perfect to my eyes. One thing is I think the classes are not distinctive enough.
In this version, I am focusing each class on a specific theme.
Wizard - Breadth of spells. Wizards know a lot of spells, and always have the right spell for the job.
Sorceror - Spell power. No one is stronger at casting spells. A spell in a sorceror's hands is just best than any other class.
Warlock - Spell endurance. Warlock's pact gives them a constant flowing source of power. This allows to cast spells more often than any other class.
In this thread we take a look at the sorceror. This sorceror is about raw power and control with their spells. They don't have the endurance of casting the new warlock does, nor the breadth of spell availability and use of the wizard. But when this sorc casts, you know you are getting the best version of that spell possible.
Stalker0's Alternate Sorceror
All class abilities are the same as the base sorceror. With the following exceptions:
Flexible Casting: Removed. Replaced by - Blood Magic: As a bonus action, the Sorceror may use one hit dice to gain 1 sorcery point. Any excess points are lost after a long rest.
Metamagic: Gain 2 at 3rd level. Gain an additional one at 7th, 10th, 13th, and 17th levels. Metamagic can be stacked, unless it says otherwise.
Careful Spell: Add this: You automatically save against the effect of the spell. If the spell does half damage, they take no damage. (the whole point is to be careful, not to still fry your friends with half damage).
Distant Spell: Add this: A spell with a range of self gains a range of touch. (there are shockingly few touch spells in the sorceror's arsenal. This gives more spells to use it on, and gives it a needed power boost).
Empowered Spell: Replaced with: Consistent Spell: Spend 1 sorcery point. Instead of rolling dice, use half the dice result (round up). So a d8 = 5. If the spell has any further dice rolls, they are rolled as normal. You cannot use this ability with other metamagic abilities. (the base ability is actually quite weak, and requires a lot of fiddly rerolling. This ability both speeds up the game and gives a definite advantage).
Extended Spell: Change to: Enduring Spell: A spell with duration of 1 minute or longer is doubled, to a maximum of 24 hours. Any roll to dispel or counterspell the spell has disadvantage. (Added just a little extra oomph, I don't find this metadata gets a lot of general use).
Heightened Spell: Leave as is
Quickened Spell: Leave as is
Subtle Spell: Add: This spell cannot be counterspelled. (a lot of DMs rule this way already, just making it explicit).
Twinned Spell: Leave as is
(New) Inner Spell: Spend sorcery points. For every point you spend, 100 GP of material components are ignored for the spell. (I wanted to give a sorceror a way to be truly 100% self reliant on their own power to cast spells).
Sorcerers Mastery: Replaces Sorcerous Restoration. A 20th level sorceror may reduce the total sorcery point cost on a spell by 1 (minimum 0).
Class Summary: This sorc cannot trade spells and sorcery points back in forth, instead using their own inner endurance (hit dice) to gain more points. In general, metadata is improved, most abilities are increased, and stacking is much more liberal now. And now the 20th level ability is truly worthy of the ultimate bastion of arcane power.
In this version, I am focusing each class on a specific theme.
Wizard - Breadth of spells. Wizards know a lot of spells, and always have the right spell for the job.
Sorceror - Spell power. No one is stronger at casting spells. A spell in a sorceror's hands is just best than any other class.
Warlock - Spell endurance. Warlock's pact gives them a constant flowing source of power. This allows to cast spells more often than any other class.
In this thread we take a look at the sorceror. This sorceror is about raw power and control with their spells. They don't have the endurance of casting the new warlock does, nor the breadth of spell availability and use of the wizard. But when this sorc casts, you know you are getting the best version of that spell possible.
Stalker0's Alternate Sorceror
All class abilities are the same as the base sorceror. With the following exceptions:
Flexible Casting: Removed. Replaced by - Blood Magic: As a bonus action, the Sorceror may use one hit dice to gain 1 sorcery point. Any excess points are lost after a long rest.
Metamagic: Gain 2 at 3rd level. Gain an additional one at 7th, 10th, 13th, and 17th levels. Metamagic can be stacked, unless it says otherwise.
Careful Spell: Add this: You automatically save against the effect of the spell. If the spell does half damage, they take no damage. (the whole point is to be careful, not to still fry your friends with half damage).
Distant Spell: Add this: A spell with a range of self gains a range of touch. (there are shockingly few touch spells in the sorceror's arsenal. This gives more spells to use it on, and gives it a needed power boost).
Empowered Spell: Replaced with: Consistent Spell: Spend 1 sorcery point. Instead of rolling dice, use half the dice result (round up). So a d8 = 5. If the spell has any further dice rolls, they are rolled as normal. You cannot use this ability with other metamagic abilities. (the base ability is actually quite weak, and requires a lot of fiddly rerolling. This ability both speeds up the game and gives a definite advantage).
Extended Spell: Change to: Enduring Spell: A spell with duration of 1 minute or longer is doubled, to a maximum of 24 hours. Any roll to dispel or counterspell the spell has disadvantage. (Added just a little extra oomph, I don't find this metadata gets a lot of general use).
Heightened Spell: Leave as is
Quickened Spell: Leave as is
Subtle Spell: Add: This spell cannot be counterspelled. (a lot of DMs rule this way already, just making it explicit).
Twinned Spell: Leave as is
(New) Inner Spell: Spend sorcery points. For every point you spend, 100 GP of material components are ignored for the spell. (I wanted to give a sorceror a way to be truly 100% self reliant on their own power to cast spells).
Sorcerers Mastery: Replaces Sorcerous Restoration. A 20th level sorceror may reduce the total sorcery point cost on a spell by 1 (minimum 0).
Class Summary: This sorc cannot trade spells and sorcery points back in forth, instead using their own inner endurance (hit dice) to gain more points. In general, metadata is improved, most abilities are increased, and stacking is much more liberal now. And now the 20th level ability is truly worthy of the ultimate bastion of arcane power.