Homebrew: Arcane Legacy Sorcerer

ClaytonCross

Kinder reader Inflection wanted
Some people of have a dream of controlling arcane magic... but lack the inelegance, aptitude, access to knowledge, or perhaps even the ability to read in the first place. While their are some who would make pacts with being willing to grant them such powers others try through searching out magical items designed to pass on suck abilities or by serving powerful wizards diligently for many years hopping the arcane power will somehow rub off or transfer to them. Most of these people are fools wasting their time in completed dedication to a task that in the end will grant them nothing... most of them. A rare lucky few will gain the favor or entrapped will of a dying Grand Master Wizard fearful that all the power they have unlocked will fade away after a lifetime of building it. Such a wizard can, if knowledgeable in the right spell
and still able to use it,
wish their power unto a legacy item that will slowly transfer power to user based on a set of rules the wizard has decided on or into an individual of their choosing. Suck power was not earn by the recipient however and as such does not grant them the knowledge of a life time of study. Instead the magic is transferred into their blood as one of the most powerful enchantments ever made and power pulled from it not by an act of mental finesse or creativity but by developing a sheer force of will to pull its magic from your blood.

Despite being a sorcerer your spell casting ability is Wisdom. Your spells known are double the listed number on the sorcerer chart but you may only prepare a number of spells equal to your sorcerer level plus your wisdom modifier.

Your spell DC = 8 + (Your Proficiency modifier times 1.5, rounded down) + your Wisdom modifier
Your spell attack modifier is 0 and may not be increased. Spells that require an attack roll may not gain damage from your wisdom modifier. Your spells without attack rolls and or only having spell DCs may benefit normally.
Starting at Sorcerer level 6 you gain the Heightened spell meta magic. It does not account against your known meta magics and if you already have the
Heightened spell meta magic you may take a replacement
meta magic of
your choice.

Starting at Sorcerer level 14 you gain the
Extended spell and Empowered spell meta magics
. It does not account against your known meta magics and if you already have the
Extended spell and Empowered spell meta magics you may take the replacement
meta magic(s) of
your choice.

Beginning at level 18 you regain 2 sorcery points each time you take a short rest up to but not exceeding your current point maximum. This is cumulative to Sorcerous Restoration.
 
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hmmmmmmm

Well the problem here is that, aside from changing the casting stat which seems like an extreme thing to change, this is ... not very in line with the lore as presented.

Ok doubling the spells known, that's pretty wizard-like, potentially too powerful for a 1st level feature, but it's a very wizard kind of ability. The problem is that it's more sorcerer spells, and while there is overlap, it's not a shared list with the wizard like it was in 3e.

The further features are almost entirely meta-magic bonuses, which while certainly useful, aren't really a wizard thing.

So what you've got is a wizard somehow bequeathing a sorcerer's signature abilities as part of their legacy power object.

That really doesn't make a lot of sense, and also there's no interaction with the legacy power object which strikes me as a missed opportunity.

Now the final issue is the way you've altered the DCs.... that's really really really risky. 5e has a very narrow set of numbers for things like that because of the way they trimmed back a lot of the number treadmill from 3 and 4e. So generally speaking a DC can go to 19, and the target usually has a save in the +0 to +11 range. Upping the bonus from proficiency increases the DC potential to 22, now 15% increased success rate probably doesn't mean much in older editions because everyone was getting numbers from everywhere, but in 5e that represents a huge increase in effectiveness.

And no, nerfing direct attack spells does not 'make up' for this, i mean even if sorcerers were dependent on spells with attack rolls for offensive power (which they aren't) there's a lot of spells that don't do damage in and of themselves and can still really ruin someone's day.

Finally, my advice would be to not change the attributes, I mean yes wisdom is the classic choice for using magic channeled from an external source, but the warlock's been around for a while now and so I think charisma still works. If you want to get a non-cha score involved some origin abilities that work on int might be a good plan, or wisdom, but leave the primary casting in charisma.
 
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