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Brewing Up Sorcerer Origins
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<blockquote data-quote="steeldragons" data-source="post: 6564426" data-attributes="member: 92511"><p>There's been a LOT of talk/threads about the options, or lack thereof, of the Sorcerer class subclass choices. They seem to me, often, simple or unfounded requiring minimal refluffing and/or minor mechanical tweaks to achieve what folks are looking for/say they want.</p><p></p><p>So, I figured I have a quiet day ahead and would set up this thread to knock out a few homebrew Origins for folks to grab, tweak, use (or ignore <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />). I've done a few of these and sketched out a few others in different/other threads. So it makes sense [to me] to just throw them all in the same place for easy access/reference.</p><p></p><p>I will grant, the two options: Draconic Origin or Wild Magic, are limited. But they give us the base/foundation for a wide breadth of archetypes. </p><p>1) Those that are "sorcerers" due to an "Something Ancestry".</p><p>and 2) Those that are "sorcerers" due to an undefined "Raw Talent/Affinity" for magical effects/powers.</p><p></p><p>If there's something specific you want, please feel free to ask/bring them up. There are 3, at least, that I see brought up over and over, so know I'll be tackling those.</p><p></p><p>We'll start with, probably, the simplest refluffing-wise...and cuz I'm a sucker for Storm from the X-Men. </p><p></p><p>Sorcerer Class Features all function as written/normal.</p><p></p><p><strong>Sorcerous Origin: Storm Sorcerer</strong> [based off the Draconic Sorcerer. Stripping all dragon fluff and minor reflavoring of spells]</p><p>Whether from a djinn ancestor, bathed (or having an ancestor bathed) in [magical] nature forces, a blessing/curse of a weather-related entity, a setting-specific tradition of "weather magic" or membership in an organization of "weather witches", or any other reason you can come up with, your magic is geared toward and limited to the power and forces of weather. The winds and rain, blasting lightning and gentle fog, hail and hurricane, the blizzard and the sirocco are yours to command.</p><p></p><p><strong>Weather Magic</strong> [at 1st level]</p><p>Your magic is geared specifically to those things that effect, generate or can be expained via some effect of the weather. Spells are chosen from the Storm Sorcerer's spell list [see below]. You have different options than the normal sorcerer's list within the following parameters:</p><ul> <li data-xf-list-type="ul">Spells that are not immediately recognized as "weather-related" are all refluffed to result from some power of the weather. e.g. A Storm Sorcerer casts "Jump". The spell works precisely as written, but is described as resulting from a surge of winds bolstering your jump for the extra/"magical" height/distance.</li> <li data-xf-list-type="ul">Spells that deal fire damage may be used and function as written except have their damage-type changed to one of the following: lightning, thunder or cold (whether due to sleet/snow or arctic winds) damage. Obviously, spells that already have/deal electrical or cold effects need not be altered.</li> </ul><p></p><p><strong>Weather Resilience</strong> [at 1st level]</p><p>You have an innate, almost sub-conscious command of atmospheric conditions that you use to protect yourself from attack. At first level, you reduce damage from lightning, ice/cold or heat/fire by 1 hit point. This defense increases by 1 hit point whenever you gain a level in this class.</p><p></p><p>Additionally, you charge the air around you (sudden breezes, static sparks dancing around you, etc...) that may help misdirect attacks. When not wearing armor, your AC equals 13 + your Dex. mod.</p><p></p><p>You are unaffected/suffer no detrimental by natural temperatures of heat or cold from 0-100 degrees Fahrenheit [-17 to 37 Celsius].</p><p>Magically altered or created heat or cold effect you normally, deducting damage as detailed above.</p><p></p><p><strong>Weather Affinity </strong>[at 6th level]</p><p>When you cast a spell that deals lightning or cold damage, add your Cha. mod. to that damage. At the same time, you can spend 1 sorcery point to gain [full] resistance to that damage type for 1 hour. </p><p></p><p><strong>Winging on the Wind</strong> [at 14th]</p><p>Functions exactly as "Dragon Wings" but instead of creating wings that allow you to fly, you manifest/control winds that allow it. These winds do not require your concentration and function normally in light armor.</p><p></p><p><strong>Storm's Fury</strong> [at 18th]</p><p>You reveal your command of the atmosphere around you, producing an aura of awe or fear to all those who can see you [within 60'] A manifestation of brewing storm clouds, booming thunder, gusting winds, etc... that instills the fear or producing gentle breezes, clearing rain, making the temperature pleasant, etc... that instill "awe". Otherwise the effect is the same as Draconic Presence.</p><p></p><p><strong>Storm Sorcerer List:</strong></p><p><strong>Cantrips:</strong> <em>Blade Ward</em> [refluff: you "beef up" your Weather Resilience for the resistance]</p><p><em>Dancing Lights </em>[refluff: static charges, producing colors and shapes through cloud/fog formations, etc...]</p><p><em>Detect Weather: </em>[accurately predict/know natural weather/coming temperatures for the following 24 hours. Must be in the open/outdoor air to function.]<em></em></p><p><em>Light </em>[ball of lightning]</p><p><em>Mage Hand</em> [refluff: wind-control to carry/grab items]</p><p><em>Minor Fog</em> [refluff: Minor Illusion, creates vision blocking fog only]</p><p><em>Prestidigitation</em> [refluff: limited as can be explained with a weather effect]</p><p><em>Ray of Frost</em></p><p><em>Resistance </em>[mechanic: to saves against heat, cold, or lightning damage only]</p><p><em>Shocking Grasp</em></p><p><em></em><em>"Sleet Spray"</em> [refluff: Poison Spray, cold damage],<em>"Static Bolt" </em>[refluffed Fire Bolt, lightning damage]</p><p><em>Vicious Sky</em> [refluff: Vicious Mockery, a crashing boom of thunder instead of viscious words, damage is thunder instead of psychic, but rest of the spell/disadvantage is the same]</p><p></p><p>1st:</p><p><em>Create/Destroy Water </em>[produced by rain/evaporation]</p><p><em>Freezing Hands</em> [refluff: Burning Hands, cold damage]</p><p><em>Detect Magic </em>(You're still a sorcerer. Working with magic is in your blood. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> )</p><p><em>Expeditious Retreat</em> [wind rushes you along]</p><p><em>Featherfall</em> [winds cushion your landing/land you safely]</p><p><em>Fog Cloud</em></p><p><em>Jump</em> [winds give you the boost]</p><p><em>Shield </em>[swirling/"hardening" & charging the air]</p><p><em>Thunderwave</em></p><p><em>Witch Bolt</em></p><p><em></em></p><p><em></em>2nd:<em></em></p><p><em>Blindness/Deafness </em>[via lightning flash or thunder boom]</p><p>Darkness [intensified/concentrated dark clouds]</p><p>Gust of Wind</p><p>Hold Person [encase in swirling winds or "iced up"]</p><p>Levitate [via winds]</p><p>Misty Step</p><p>Pass without Trace [weather covers your tracks/washes away your trail]</p><p>See Invisibility [producing clouds or rain to produce the outline/reveal location of the invisible object]</p><p>Shatter [via thunder boom]</p><p><em>Slashing Shield </em>[refluff: Cloud of Daggers, slashing damage from whirling rains/sleet, razoring winds, etc...]</p><p></p><p>3rd:</p><p><em>Call Lightning</em></p><p><em>Counterspell</em></p><p><em>Dispel Magic</em></p><p><em>Fear</em></p><p><em>Fly</em></p><p><em>Gaseous Form</em></p><p><em>Lightning Bolt</em></p><p><em>Protection from Energy </em>[fire, cold, lightning or thunder only]</p><p><em>Sleet Storm</em></p><p><em>Windwall</em></p><p></p><p>4th:</p><p><em>Arcane Eye</em></p><p><em>Blight</em></p><p><em>Confusion</em> [refluff: via winds, rain, making the spell effect area difficult to see and hear because of a localized storm.] </p><p><em>Conjure Minor Elementals</em> [mechanic: air only]</p><p><em>Dimension Door</em></p><p><em>Freedom of Movement</em></p><p><em>Grasping Gust: </em>[refluff: Grasping Vine, but conjured winds not a vine]</p><p><em>Ice Storm</em></p><p><em></em></p><p><em></em>That's a good enough place to stop. You all get the idea, I hope.</p><p></p><p>Next up, <strong><em>the Elemental Sorcerer.</em></strong></p><p><strong><em></em></strong>Still to come: the <strong><em>Psychic Powers/Psionic Sorcerer, et al. </em></strong></p><p><strong><em></em></strong></p><p><strong><em></em></strong>Now, lunch.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6564426, member: 92511"] There's been a LOT of talk/threads about the options, or lack thereof, of the Sorcerer class subclass choices. They seem to me, often, simple or unfounded requiring minimal refluffing and/or minor mechanical tweaks to achieve what folks are looking for/say they want. So, I figured I have a quiet day ahead and would set up this thread to knock out a few homebrew Origins for folks to grab, tweak, use (or ignore :P). I've done a few of these and sketched out a few others in different/other threads. So it makes sense [to me] to just throw them all in the same place for easy access/reference. I will grant, the two options: Draconic Origin or Wild Magic, are limited. But they give us the base/foundation for a wide breadth of archetypes. 1) Those that are "sorcerers" due to an "Something Ancestry". and 2) Those that are "sorcerers" due to an undefined "Raw Talent/Affinity" for magical effects/powers. If there's something specific you want, please feel free to ask/bring them up. There are 3, at least, that I see brought up over and over, so know I'll be tackling those. We'll start with, probably, the simplest refluffing-wise...and cuz I'm a sucker for Storm from the X-Men. Sorcerer Class Features all function as written/normal. [B]Sorcerous Origin: Storm Sorcerer[/B] [based off the Draconic Sorcerer. Stripping all dragon fluff and minor reflavoring of spells] Whether from a djinn ancestor, bathed (or having an ancestor bathed) in [magical] nature forces, a blessing/curse of a weather-related entity, a setting-specific tradition of "weather magic" or membership in an organization of "weather witches", or any other reason you can come up with, your magic is geared toward and limited to the power and forces of weather. The winds and rain, blasting lightning and gentle fog, hail and hurricane, the blizzard and the sirocco are yours to command. [B]Weather Magic[/B] [at 1st level] Your magic is geared specifically to those things that effect, generate or can be expained via some effect of the weather. Spells are chosen from the Storm Sorcerer's spell list [see below]. You have different options than the normal sorcerer's list within the following parameters: [LIST] [*]Spells that are not immediately recognized as "weather-related" are all refluffed to result from some power of the weather. e.g. A Storm Sorcerer casts "Jump". The spell works precisely as written, but is described as resulting from a surge of winds bolstering your jump for the extra/"magical" height/distance. [*]Spells that deal fire damage may be used and function as written except have their damage-type changed to one of the following: lightning, thunder or cold (whether due to sleet/snow or arctic winds) damage. Obviously, spells that already have/deal electrical or cold effects need not be altered. [/LIST] [B]Weather Resilience[/B] [at 1st level] You have an innate, almost sub-conscious command of atmospheric conditions that you use to protect yourself from attack. At first level, you reduce damage from lightning, ice/cold or heat/fire by 1 hit point. This defense increases by 1 hit point whenever you gain a level in this class. Additionally, you charge the air around you (sudden breezes, static sparks dancing around you, etc...) that may help misdirect attacks. When not wearing armor, your AC equals 13 + your Dex. mod. You are unaffected/suffer no detrimental by natural temperatures of heat or cold from 0-100 degrees Fahrenheit [-17 to 37 Celsius]. Magically altered or created heat or cold effect you normally, deducting damage as detailed above. [B]Weather Affinity [/B][at 6th level] When you cast a spell that deals lightning or cold damage, add your Cha. mod. to that damage. At the same time, you can spend 1 sorcery point to gain [full] resistance to that damage type for 1 hour. [B]Winging on the Wind[/B] [at 14th] Functions exactly as "Dragon Wings" but instead of creating wings that allow you to fly, you manifest/control winds that allow it. These winds do not require your concentration and function normally in light armor. [B]Storm's Fury[/B] [at 18th] You reveal your command of the atmosphere around you, producing an aura of awe or fear to all those who can see you [within 60'] A manifestation of brewing storm clouds, booming thunder, gusting winds, etc... that instills the fear or producing gentle breezes, clearing rain, making the temperature pleasant, etc... that instill "awe". Otherwise the effect is the same as Draconic Presence. [B]Storm Sorcerer List: Cantrips:[/B] [I]Blade Ward[/I] [refluff: you "beef up" your Weather Resilience for the resistance] [I]Dancing Lights [/I][refluff: static charges, producing colors and shapes through cloud/fog formations, etc...] [I]Detect Weather: [/I][accurately predict/know natural weather/coming temperatures for the following 24 hours. Must be in the open/outdoor air to function.][I] Light [/I][ball of lightning] [I]Mage Hand[/I] [refluff: wind-control to carry/grab items] [I]Minor Fog[/I] [refluff: Minor Illusion, creates vision blocking fog only] [I]Prestidigitation[/I] [refluff: limited as can be explained with a weather effect] [I]Ray of Frost Resistance [/I][mechanic: to saves against heat, cold, or lightning damage only] [I]Shocking Grasp [/I][I]"Sleet Spray"[/I] [refluff: Poison Spray, cold damage],[I]"Static Bolt" [/I][refluffed Fire Bolt, lightning damage] [I]Vicious Sky[/I] [refluff: Vicious Mockery, a crashing boom of thunder instead of viscious words, damage is thunder instead of psychic, but rest of the spell/disadvantage is the same] 1st: [I]Create/Destroy Water [/I][produced by rain/evaporation] [I]Freezing Hands[/I] [refluff: Burning Hands, cold damage] [I]Detect Magic [/I](You're still a sorcerer. Working with magic is in your blood. ;) ) [I]Expeditious Retreat[/I] [wind rushes you along] [I]Featherfall[/I] [winds cushion your landing/land you safely] [I]Fog Cloud[/I] [I]Jump[/I] [winds give you the boost] [I]Shield [/I][swirling/"hardening" & charging the air] [I]Thunderwave Witch Bolt [/I]2nd:[I] Blindness/Deafness [/I][via lightning flash or thunder boom] Darkness [intensified/concentrated dark clouds] Gust of Wind Hold Person [encase in swirling winds or "iced up"] Levitate [via winds] Misty Step Pass without Trace [weather covers your tracks/washes away your trail] See Invisibility [producing clouds or rain to produce the outline/reveal location of the invisible object] Shatter [via thunder boom] [I]Slashing Shield [/I][refluff: Cloud of Daggers, slashing damage from whirling rains/sleet, razoring winds, etc...] 3rd: [I]Call Lightning Counterspell Dispel Magic Fear Fly Gaseous Form Lightning Bolt Protection from Energy [/I][fire, cold, lightning or thunder only] [I]Sleet Storm Windwall[/I] 4th: [I]Arcane Eye Blight Confusion[/I] [refluff: via winds, rain, making the spell effect area difficult to see and hear because of a localized storm.] [I]Conjure Minor Elementals[/I] [mechanic: air only] [I]Dimension Door Freedom of Movement Grasping Gust: [/I][refluff: Grasping Vine, but conjured winds not a vine] [I]Ice Storm [/I]That's a good enough place to stop. You all get the idea, I hope. Next up, [B][I]the Elemental Sorcerer. [/I][/B]Still to come: the [B][I]Psychic Powers/Psionic Sorcerer, et al. [/I][/B]Now, lunch. [/QUOTE]
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