D&D 5E Stalker0's Alternate Arcane Casters - Sorceror

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.

That's a really interesting break-down of themes. I would "type" them differently, however, as "spell endurance" and "spell power" are a bit...too nebulous...too mechanistic to hang a narrative differentiation on.

For example, what would resonate more for me, personally:

Wizard - Scholars with a spell for every occasion. Wizards know a lot of rote spells which they must prepare in advance, including obscure ones, silly cantrips, and long-winded spell names. The most complicated arcane caster; creativity comes from the player knowing lots of spells and coming up with unusual uses for them, like a swiss-army-knife.

Sorcerer - Magical mutants manipulating raw magic. Channel that energy to create "spells" on the fly, albeit from a far more limited palette, and have the ability to overchannel (albeit at a risk). The least complexity arcane caster; creativity comes from the player using their tightly thematic palette of magic to create interesting effects on the spot.

Warlock - Pact-makers with knowledge of occult secrets. Use of spells without preparation, but smaller selection than wizard, and get eldritch invocations. The grim-dark medium-complexity arcane caster; creativity comes from the interaction of spells & eldritch invocations & possibly making deals with powerful monsters during play.
 

log in or register to remove this ad

The idea of not being able to convert Sorcery Points to spell slots and vice versa is something I looked into. Instead of using HD, why not consider regaining all expended Sorcery Points after a short or long rest.

By restricting the use of Sorcery Points to Metamagic only, you are effectively making them like the Monk's Ki points, who regain them after a short and long rest.

For the Spells, I would use Spell Points so the Sorcerer regains the flexibility of creating whatever spell slots he or she wants. To differentiate the Sorcerer from others, consider allowing the Sorcerer to create an additional 6th level slot at level 19 and an additional 7th level slots at level 20.
 

-Sorcerous Restoration: I'm not a fan of this ability, but only because I have a different philosophy regarding Capstones. A Capstone should be game-breaking. You are an epic level character. If a Cleric can always count on at least one personal favor from their deity once a week, if a Wizard can cast second level spells like cantrips, and if Paladins become living avatars embodying their oaths, then the sorcerous capstone should be equally exciting.

Personally, I have written up this as a potential capstone replacement for the sorcerer:

Limitless Font of Magic
At 20th level, whenever you begin your turn with 0 sorcery points, you immediately gain 3 sorcery points.

My reasoning is that you always have a 1st or 2nd level spell slot to cast if you run out of spell slots, or you always have some spell points to use metamagic. A level 20 sorcerer should ALWAYS be using metamagic. This allows them to do so with impunity.

My group has this as a capstone as well in our homebrew sorcerer. Though we set it a 2 SP
 

Not a reply, more a comment:

The action economy seems fine. The sorq can convert as many hit dice she wants before a fight after all.

It's only in a sudden development the sorq is limited in how fast she can get more sorq points.

He did write the points last until your next long rest, so there's no reason you can't convert them at your leisure between encounters.

If you could ONLY convert HD into SP during combat rounds where you have better things to do with your bonus action then, yeah.[/URL]

Planning out fights ahead of time is a Wizard thing, imo. The Sorcerer's M.O. is to suddenly explode at a moments notice.
 

I appreciate all of the feedback so far!

I think I'll revert a portion of flexible magic back, and still allow spell slots to be burned for SP. I will remove blood magic.

I don't want to allow SP burning for spells...as more common spellcasting is for the warlock in my vision (feel free to check out that class here if you haven't seen it yet: http://www.enworld.org/forum/showth...-Stalker0-s-Alternate-Arcane-Casters-Warlock).

Ultimately that part of the class was more flavor for me I'm not too strongly tied to it. The metamagic is the core element, so please keep the comments coming!
 

I don't want to allow SP burning for spells...as more common spellcasting is for the warlock in my vision (feel free to check out that class here if you haven't seen it yet: http://www.enworld.org/forum/showth...-Stalker0-s-Alternate-Arcane-Casters-Warlock).

If this is true, would the Warlock have more cantrips than a sorcerer? Also, why does the Wizard get Arcane Recovery? If a sorcerer cannot burn SP for spells, then Wizards by default get the most spell slots of any caster outside of the Circle of the Land Druid.
 

Is there some hard math behind this? Because that exchange rate seems absolutely abysmal. Both in terms of HD into SP and on the action economy.

Also, Flexible Casting was one of the few things I rather liked about the Sorcerer, even if it was a kludge for replacing a proper spell point system. In fact, it's the ability that lets you create additional spell slots in the first place. Is that intentional? Removing the ability to generate new spell slots altogether?

I'm not sure about the action economy, but I'd have 1 HD equal 2 sorcery points since 2 MP for cute wounds is 1d8+Stat healing, very close to HD.
 


I appreciate all of the feedback so far!

I think I'll revert a portion of flexible magic back, and still allow spell slots to be burned for SP. I will remove blood magic.

I don't want to allow SP burning for spells...as more common spellcasting is for the warlock in my vision (feel free to check out that class here if you haven't seen it yet: http://www.enworld.org/forum/showth...-Stalker0-s-Alternate-Arcane-Casters-Warlock).

Ultimately that part of the class was more flavor for me I'm not too strongly tied to it. The metamagic is the core element, so please keep the comments coming!

Excellent. I have wanted to find a way to give Sorcerer's more SP, both because having them spent on their limited spell selection helps differentiate them and gives them a little ommph and some class abilities require them, but have not been able to for fear of giving them more spell slots and thereby impinging on the Warlock's "endurance" wheelhouse, as you defined it. I'm fine with higher level sorcs burning lower level slots to get more SP, but thought the reverse was too much. This way you could give them more SP (refresh on short or long rest) without such concerns. IMO, a mid to high level sorc should rarely by without sorcery points.

Outright giving Sorcs access to all metamagic at third level is intriguing as well. I had previously considered dividing the metamagic into an 'A' list and a 'B' list and having the sorc choose one form each at various points, that way it would not always be the same metamagic, but I think I like this better.
 

Planning out fights ahead of time is a Wizard thing, imo. The Sorcerer's M.O. is to suddenly explode at a moments notice.
Sure, but your reply still read as if you didn't realize the mechanics weren't tied to your vision.

Since mechanically nothing stops the sorq from converting as many SP she wants, you can only blame yourself for voluntarily restricting yourself to in-combat conversion.

And yes, at that time the action economy is harsh.

But not before. Or after.

Sent from my C6603 using EN World mobile app
 

Remove ads

Top