Building a better sorcerer

Kerrick

First Post
i've been seeing a good bit of discussion in the wake of the PHB II's release about the classes in general, and the sorcerer in particular. It's generally acknowledged that this is a weak class, perhaps the weakest of the core classes, and hosue rules abound giving them extra perks to make them more worthwhile.

Now, my group has their own version (of course), but as I was reading it over, I thought, "Why don't we make a generally-accepted, community-created sorcerer?" So I decided to start this thread. I want to start from the ground up - recreate the entire class from role to mechanics, instead of just tweaking what's already there. We'll probably end up with many of the same things, and that's fine, but I think a blank slate will be better for development and free thinking.

I want to make something other than "a wizard who spontaneously casts spells". A sorcerer should be totally different, fill a different role, and in general be its own class. Clerics and druids are both divine casters, but they're completely different - why can't sorcerers and wizards be the same? The only thing that will stay the same is that a sorcerer is an arcane caster who can spontaneously cast spells - beyond that, anything goes.

The entries below are intentionally left blank; they'll be filled in when and as we come to a consensus.

HD:

Class Skills:

Skill Points/Level:

Saves:

Abilities:

Spells:
 

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Sorcerers:

Consort with magical creatures: Theme towards Dragons/Outsiders/Fey

Create incantations: Theme towards highly modifiable spellcasting (even more than psionic powers)
 

Some radical differences

As you read the attached file, please keep in mind that the class I have submitted to your thread accounts for some major mechanic changes I have adopted for my D&D games. I have three base Saving Throws [Good, Average, and Poor]. I have grouped weapon proficiencies based on Bludgeoning, Slashing, Piercing, and Ranged weapons. I have consolidated many skills [such as Diplomacy and Intimidate into Influence]. I have altered spellcasting into a Spellcasting check which is made by rolling a d20 and adding your Caster Level and your spellcasting Ability Score modifier. The DC is 10 plus twice the spell level + any Spell Burn [Spell Burn is accumulated at a rate of one point for each spell previously cast]. Failing a Spellcasting check results in a Fortitude Saving Throw to resist becoming Fatigued, Exhausted, or Unconscious. I gave Sorcerer's the Endurance feat to enhance their Fortitude saves when they fail a Spellcasting check. Familiars provide a much larger bonus to the Sorcerer now, but they also have more dire consequences if they are incapacitated or killed. Just some ideas. They may not apply to your game due to the extensive number of house rules I have implemented, but there may be some ideas.
 

Attachments



To Land Outcast: I have posted on some of my house rules in the past, but they are probably lost. I wouldn't feel right re-posting about them in this thread. Mention something specific you are interested in and I might start a new thread.
 

I have altered spellcasting into a Spellcasting check which is made by rolling a d20 and adding your Caster Level and your spellcasting Ability Score modifier. The DC is 10 plus twice the spell level + any Spell Burn [Spell Burn is accumulated at a rate of one point for each spell previously cast]. Failing a Spellcasting check results in a Fortitude Saving Throw to resist becoming Fatigued, Exhausted, or Unconscious. I gave Sorcerer's the Endurance feat to enhance their Fortitude saves when they fail a Spellcasting check. Familiars provide a much larger bonus to the Sorcerer now, but they also have more dire consequences if they are incapacitated or killed.

Basically the spellcasting :D . (altough that might not be all, what other homebrew stuff do you have?)
 

Having played sorcerers up to high level, I do not personally feel the sorcerer is underpowered, but that is somewhat off-topic. I would include Eschew Materials as a bonus feat somewhere since sorcerers have this innate talent, it seems they should be better at using magic without MCs. I mean, if they did not learn which MC was required by reading a book, how did they figure it out? Trial and error? Seems that would take a long time. "Well, wood chips didn't work for fireball. Let's try a match. Hmm. That doesn't work either. How about bat guano? Nah, that would just be silly. I'll just try flint. Nuts."
 


Thanee said:

I agree with Thanee's question (having found my sorcerers to be extraordinarily strong characters in the party - and that is with avoiding the typical 'best' sorcerer spells to boot!)
 


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