A Sorcerer for Fourth (Arcane Controller, levels 1-3)

RoastSlinky

First Post
Inspired by Ironblue's sorcerer on the Wizards boards.

This sorcerer design tries to be an arcane controller with a different feel from the wizard: a more up-close and personal approach to battlefield control, with lots of melee and close-area powers as well as more conventional ranged powers. The flavour is very much intended to be a wild mage who unleashes arcane energy from his own body, and almost takes on the form of the spell as he casts it.

The Spellborn class feature is intended to make up for the fact that he has few armor proficiencies, and his core stat is not an AC-boosting stat. For Dex-focused sorcerers, the other Spellborn power might be more appealing. Being similiar to Channel Divinity, there is the possibility of having Spellborn feats to add more Spellborn powers.

The SORCERER

Power Source: Arcane. You derive your powers not from tedious study or pacts with outsiders, but from a sheer force of inborn willpower and magical talent.
Role: Controller. With your spells, you control the battlefield, destroying masses of opponents with powerful elemental abilities and shaping terrain according to your own willpower.
Key Abilities: Charisma, Constitution, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger
Bonus to Defense: +1 Reflex, +1 Will, +1 Fortitude
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: 4
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Insight (Wis)
Build Options: Iron sorcerer, lightning sorcerer
Class Features: Unbound Soul, Sorcerers Need No Tools, Arcane Mantle



SORCERER CLASS FEATURES

Unbound Soul: Different sorcerers have different styles and different means of channeling their inborn potential. You may choose one of the following class features:
Forceful Mage: Once per encounter, you may add your Constitution modifier to the attack and damage rolls of one power.
Quickening Mage: Once per encounter, you may use an at-will spell as a minor action instead of a standard action.
Sorcerers Need No Tools: Unlike their learned colleagues, such as wizards or warlocks, sorcerers need no magic sticks or glowing orbs to channel arcane might. They gain a +1 item bonus to all attack rolls made with sorcerer and sorcerer paragon path spells every five levels.
Spellborn: The sorcerer’s innate arcane power gives him a unique arcane aura that he may manifest in several ways. These take the form of unique. No matter how many Spellborn powers you know, you may only use one Spellborn ability per encounter.

Spellborn: Arcane Mantle Sorcerer Feature
Surrounded by glowing arcane sigils, you are armored by your very soul.
Encounter ◊ Arcane
Minor Action Personal
Effect: You gain half your Charisma modifier as an armor bonus to AC defense until the end of the encounter.

Spellborn: Unearthly Power Sorcerer Feature
Your eyes flash with an inborn fire as you pour damage onto your enemies.
Encounter ◊ Arcane
Minor Action Personal
Effect: You add +2 to all damage rolls you make until the end of the encounter. At 11th level, this bonus improves to +4, and at 21st level, this bonus improves to +6.


SORCERER SPELLS
Your powers are known as spells.

LEVEL 1 AT-WILL SPELLS

Shocking Grasp Sorcerer Attack 1
Your hands crackle with arcane bolts of lightning.
At-Will ◊ Arcane, Lightning
Standard Action Melee
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma lightning damage.
Increase damage to 2d10 + Charisma at 21st level.
Special: This power counts as a basic melee attack.

Thunderclap Sorcerer Attack 1
A clap of thunder smashes your opponent to the floor.
At-Will ◊ Arcane, Force
Standard Action Ranged 10
Target: One creature.
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma thunder damage, and the target is knocked prone.
Increase damage to 2d6 + Charisma at 21st level.

Cinder Whip Sorcerer Attack 1
You lash out at an enemy with a flaming whip, dragging your enemy towards you.
At-Will ◊ Arcane, Fire
Standard Action Ranged 10
Target: One creature.
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma fire damage, and you may pull the target one square.
Increase damage to 2d8 + Charisma at 21st level.

Acidic Blast Sorcerer Attack 1
Deadly acid sprays from your open palms.
At-Will ◊ Arcane, Acid
Standard Action Close blast 3
Target: Each creature in blast.
Attack: Charisma vs. Reflex
Hit: 1d8 + Intelligence acid damage.
Increase damage to 2d8 + Intelligence acid damage at 21st level.


LEVEL 1 ENCOUNTER SPELLS

Winter Gust Sorcerer Attack 1
For a moment, you become the essence of the north wind itself.
Encounter ◊ Arcane, Cold
Standard Action Close burst 3
Target: Each creature in burst.
Special: You may shift up to 1 square before or after this attack.
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma cold damage, and you may push the target one square.
Quickening Mage: You may shift up to your Dexterity modifier before or after this attack.

Flashfire Sorcerer Attack 1
Sparks leap from your hand, and in an instant, your enemies are consumed in a flash of deadly flames.
Encounter ◊ Arcane, Fire
Standard Action Area burst 2 within 10 squares
Target: All creatures in burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma fire damage to all targets.
Forceful Mage: You gain Fire and Cold Resist 5 + your Constitution modifier until the end of your next turn.

Spear of Force Sorcerer Attack 1
You conjure a spear of pure will, and impale your enemy upon it.
Encounter ◊ Arcane, Force
Standard Action Melee reach
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma force damage, and the target is stunned until the end of your next turn.
Forceful Mage: You may add your Constitution modifier to your damage.

Sparkjump Sorcerer Attack 1
You take the form of a bolt of lightning that crashes into your foe.
Encounter ◊ Arcane, Lightning, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma lightning damage, and you may slide the target one square. You appear in the target’s original square.
Quickening Mage: You may add your Dexterity modifier to your attack roll against the target.

LEVEL 1 DAILY SPELLS

Arcane Torrent Sorcerer Attack 1

A crackling stream of arcane energy assaults your foes.
Daily ◊ Arcane, Lightning
Standard Action Area burst 3 within 10 squares
Target: All creatures in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma lightning damage, and ongoing 5 lightning damage (save ends).
Spellborn: If you have a Spellborn effect currently active, you may end the effect prematurely and deal an additional 1d8 lightning damage to all targets hit.

Field of Flames Sorcerer Attack 1
A field of flames springs up around the feet of your foes.
Daily ◊ Arcane, Zone, Fire
Standard Action Area burst 1 within 10 squares
Target: All creatures in burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma fire damage.
Effect: This burst creates a zone of flames that counts as difficult terrain. Creatures that enter the zone or start their turns there are subject to 1d6 + Charisma fire damage. As a move action, you may move this zone up to six squares.
Sustain Standard: The zone persists.
Spellborn: If you have a Spellborn effect currently active, you may end the effect prematurely and increase the area of this spell to burst 2.

Forcegrip Sorcerer Attack 1
You reach out and grip your enemies in a vice of force.
Daily ◊ Arcane, Force
Standard Action Close blast 5
Target: All creatures in blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier force damage, and the targets are slowed (save ends).
Spellborn: If you have a Spellborn effect currently active, you may end the effect prematurely. The targets are immobilized as well as slowed until the end of your next turn.
 

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Since the archetype for this class is a more up-and-at-'em type than the Wizard, and is likely to be spending a fair bit of time within melee range; I'm considering giving it hit points equivalent to a Leader or a Striker; i.e., 12 + Constitution at 1st level and 5 for every level thereafter.

Do you think hit points for a Controller class should match up to the Wizard, or is there scope for flexibility?
 

Playtested the class today; it seemed to be a fairly effective member of the party, not overshadowing or undermining any of the other PCs.

We made a few changes before the game: Sorcerer Needs No Tools was changed to +1 to attack and damage at 1st level, improving by +1 every five levels; Arcane Mantle was changed to 1/2 Charisma modifier (not actually relevant, as the character was never actually targeted by an attack: the Defenders did too good a job of tanking), and I came up with a few Utility 2 and Encounter 3 powers.

The only problem was that Shocking Grasp seemed visibly underwhelming, compared to the Warlock's Eldritch Blast. Targeting the generally-lower Reflex and doing the same amount of damage in a ranged attack made the Sorcerer feel a little underpowered. On the other hand, different roles, different means.

LEVEL 2 UTILITY SPELLS

Perfect Path Sorcerer Utility 2
Obstacles clear themselves out of you and your allies path.
Encounter ◊ Arcane, Zone
Minor Action Area wall 8 within 10 squares
Effect: This effect creates a zone of terrain where obstacles move out of the path of you and your allies. You and your allies treat all squares within the zone as if they were half a square for movement purposes. You may move and alter the zone by up to six squares as a move action.
Sustain Minor: The zone persists.

Sorcerous Vitality Sorcerer Utility 2
You draw on your inner reserves of arcane strength.
Daily ◊ Arcane, Healing
Standard Action Personal
Effect: You gain 2d6 + your Charisma modifier in temporary hitpoints.

Resist Elements Sorcerer Utility 2
The deadliest of elements holds no fear to you.
Daily ◊ Arcane
Immediate Interrupt Personal
Effect: You gain Resist 5 + your Charisma modifier to one damage type until the end of your next round.

LEVEL 3 ENCOUNTER SPELLS

Surging Surf Sorcerer Attack 3
Surging surf appears from nowhere, and rolls over your foes.
Encounter ◊ Arcane, Force
Standard Action Close blast 5
Target: Each creature in blast.
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma force damage, and the target is knocked prone.
Effect: You gain a +1 bonus to Fortitude and Reflex until the end of your next turn.

Daggers of Ice Sorcerer Attack 3
Daggers of ice spin around you. With a gesture, you send them hurtling towards your foes.
Encounter ◊ Arcane, Cold
Standard Action Close burst 5
Target: Each enemy in burst.
Attack: Charisma vs. AC
Hit: 2d6 + Charisma cold damage.
Effect: You gain a +1 bonus to AC until the end of your next turn.

Corrosive Touch Sorcerer Attack 3
The brush of your fingertips against armor causes it to corrode and vanish.
Encounter ◊ Arcane, Acid
Standard Action Melee
Target: One enemy
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma acid damage, and the target takes a -2 penalty to AC until the end of your next turn.
Effect: You gain Acid Resist 5 + your Charisma modifier until the end of your next turn.

Foiling Flames Sorcerer Attack 3
An enemy dares to approach you; you throw a flaming hand in his path.
Encounter ◊ Arcane, Acid
Immediate Interrupt Ranged 10
Trigger: An enemy moves into a square within range.
Target: One enemy
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma fire damage, and the target is immobilized until the end of your next turn.
Effect: You add a +1 bonus to your next attack roll against the target.
 

Not that it matters that much, but I believe it has been alluded that the Sorcerer will be using the Primal power source. Since he is more closely attuned to the Elements perhaps a class feature should go along the lines of +1 to hit and/or damage with a chosen Elemental keyword, Fire, Cold, Acid, or Lightning.
 

Andur said:
Not that it matters that much, but I believe it has been alluded that the Sorcerer will be using the Primal power source. Since he is more closely attuned to the Elements perhaps a class feature should go along the lines of +1 to hit and/or damage with a chosen Elemental keyword, Fire, Cold, Acid, or Lightning.

Actually, a Wizards blog confirmed the Sorcerer as an Arcane Controller... I'll dig up the link in a second.
 


RoastSlinky said:
Thunderclap Sorcerer Attack 1
A clap of thunder smashes your opponent to the floor.
At-Will ◊ Arcane, Force
Standard Action Ranged 10
Target: One creature.
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma thunder damage, and the target is knocked prone.
Increase damage to 2d6 + Charisma at 21st level.

It occurs to me that this power is very strong for an at-will. However, it's effectively a weaker version of Icy Terain, a 1st level Wizard encounter power.

THUNDERCLAP vs. ICY TERRAIN
  • At-Will vs. Encounter
  • Ranged 10 (one target) vs. Area Burst 1 within 10 squares (up to 9 targets)
  • Fortitude (a generally higher defense) vs. Reflex (a generally low defense)
  • Both deal 1d6 + Charisma, and knock the target prone/knocks all targets prone.
  • No special effect vs. burst is difficult terrain

In our solitary playtest, Thunderclap did not appear to overpower nor replace the other at-wills. However, all the playtest encounters involved undead, with significantly higher fortitude saves. I worry that in general use, Thunderclap is too good as an at-will power. Should it be reduced to dazed, and potentially have a damage boost?

Cinder Whip Sorcerer Attack 1
You lash out at an enemy with a flaming whip, dragging your enemy towards you.
At-Will ◊ Arcane, Fire
Standard Action Ranged 10
Target: One creature.
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma fire damage, and you may pull the target one square.
Increase damage to 2d8 + Charisma at 21st level.

This power, on the other hand, seems potentially underpowered. It has much less movement power than the Wizard's forced-movement at-will (thunderwave), and only affects one target. It only advantages are range and slightly higher damage. Does anyone have any suggestions for improving this power?

Shocking Grasp Sorcerer Attack 1
Your hands crackle with arcane bolts of lightning.
At-Will ◊ Arcane, Lightning
Standard Action Melee
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma lightning damage.
Increase damage to 2d10 + Charisma at 21st level.
Special: This power counts as a basic melee attack.

Again, this power seems a little underpowered. Compared to the Warlock's basic attack (eldritch blast), it's melee, deals the same amount of damage, and attacks Fortitude, which is the highest non-AC defense for most monsters. Does this power deserve some kind of damage boost or other improvement?
 

This is a pretty cool take on the sorcerer. I like the way you've given it a unique feel in its powers without taking it away from the controller role.

Addressing your specific concerns; I'd say that Thunderclap is possibly a little overpowered; it's better than Ray of Frost, which is a good wizard spell, as it essentially totally prevents the target from moving. Perhaps it should Daze instead?

Cinder Whip does seem a little underwhelming; I suppose. You could perhaps improve its damage, or have it pull up to Cha mod. Pulling isn't as useful as a push, in most situations. Maybe it could even be shifted to a slide.

And yes, Shocking Grasp is worse than Eldritch Blast. On the other hand, warlocks are meant to be strikers, kings of single-target damage, while sorcerers aren't. You could certainly improve the damage to 1d12 or 2d6 without overpowering it, or change it to target Reflex.
 

Nice stuff. Very well done.

My one note is that Spear of Force should have the Force keyword and not the Psychic keyword, since it deals force damage and doesn't deal Psychic damage.
 

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