New Sorcerer Archetype: Instinctual

I'm not normally a fan of homebrewed archetypes or subclass bloat, but my desire as a DM is to support a niche that doesn't normally exist: a magic-user who doesn't rely on bodily contortions and chanted mumbo-jumbo to make his magic happen.

I'm interested in feedback on (1) whether any of the rules need disambiguation; (2) what effect the existence of this archetype in a campaign would have on your playstyle.

Instinctual Sorcerer

You are an instinctive magic-user. Magical effects "just work" for you, as easily as your muscles work to move your body around. You may not even be aware what's happening--perhaps you found a lucky feather which, you think, turns you invisible when you wear it, until one day you lose the feather and realize the power was within you all along. Or perhaps you are like Spider Man or the X-Men, shooting energy blasts from your hands like a mutant power. Whatever it is, your magic is deeply a part of you in a way that most people could never understand.

[Instinctive Casting] Starting at first level, you have no need for verbal, somatic, or material components when casting your sorcerer spells.

[Made of Magic] Starting at sixth level, you can use your physical reserves to fuel your magic. When you are in your own body and form, you can convert HP to sorcery points as a bonus action on a 1:1 basis, up to your normal sorcery point maximum. Your HP maximum is reduced by the same amount. Once reduced, your HP maximum cannot be restored by any means except rest. You regain points of max HP equal to your Charisma modifier (with a minimum of +1) each time you complete a long rest.

[Magic Eater] Starting at fourteenth level, you can absorb hostile magic and turn it to your own ends. When a spell is cast that targets only you, you can use your reaction to absorb the spell, nullifying its effects and giving you as many sorcery points as the spell's level. If this would take you above your sorcery point maximum, lose the extra points and suffer the effects of a Feeblemind spell, DC 5 + (level of the absorbed spell), except that you may repeat the saving throw to end the effect every 7 days instead of every 30.

[Magical Virtuoso] Starting at eighteenth level, your magical coordination improves. Like a musician playing two different instruments at once, once per short rest you can cast a sorcerer spell that requires concentration without losing concentration on another sorcerer spell that you are already concentrating on. If you lose concentration following that point, both spells end.
 
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Honestly, I don't know how balanced this would be, but I think it makes perfect sense for a sorcerer, and the ability to cast spells without any components kind of captures the feel of what Sorcerers were supposed to do in the first place: be natural talent with magic, instead of an intellectual one. As a DM, I'm now tempted to just rule that Sorcerers don't need components.

As for the GP requirements, that's simple: don't give Sorcerers any spells that require GP. Or just give it to them, and don't have it require GP. They're sorcerers. They really do need something on Wizards other than Metamagic, which is cool but not as much when compared to the Wizard's spell book, extended spell list and School options.
 

I'm interested in feedback on (1) whether any of the rules need disambiguation;
As I'd expect, the rules you came up with seem pretty solid. I question screwing with concentration, but, at 18th level, really, I should have no expectations of anything. ;)

(2)what effect the existence of this archetype in a campaign would have on your playstyle.
What I miss about the Sorcerer is spontaneous casting (everyone has it now, so I don't really miss it, so much as miss it being less than universal) and working up an individual 'theme' by virtue of limited spells known & displaying it convincingly via more slots (and, again, spontaneous casting). This addresses a little of that, being not locked in to a specific bloodline, and feeling more like 'innate magic,' and letting the character score some extra sorcery points (so more opportunities to display power).

Something to address the Sorcerer's limited spell list - maybe something like the bard ability, but based on building from known Sorcerer spells along a focused theme (obviously require DM adjudication, but what doesn't) rather than eclectic study and lore.
 


Should not include material with a cost in GP. But maybe could allow to use GP equivalent.

Are there any sorcerer spells where this would actually be an issue? I couldn't think of any except Stoneskin, and "free Stoneskin" doesn't seem problematic because most people simply eschew it as not worth 100 gp in the first place.
 

As I'd expect, the rules you came up with seem pretty solid. I question screwing with concentration, but, at 18th level, really, I should have no expectations of anything. ;)

I confess to being somewhat inspired by the Dresden Files, and the Archive's ability to do two separate spells on each hand simultaneously. :-)

I'd also be fine with substituting "learn two spells from any spell list; these don't count against your spells known and cannot be swapped out" instead of the concentration thing as the 18th level ability. It's pretty late, maybe so late as to be almost irrelevant, but at least it means that high-level sorcerers would have a LITTLE bit of extra versatility that doesn't come from Wish.
 

I HAVE BEEN SUMMONED.

But not by a Sorcerer. They have no summoning spells ... Sigh.


Anyway, on to the meat.

[Instinctive Casting] Starting at first level, you have no need for verbal, somatic, or material components when casting your sorcerer spells. I like the idea of getting rid of Material Components, but this also basically gets rid of Subtle Spell ... Since Subtle Spell allows you to cast without Verbal or Somatic components. Just getting rid of Material Components alone is a huge benefit because then a Sorcerer cannot really be disarmed, and can be far more subtle without needing the Metamagic (you walk into a meeting with literally no weapons or items ... but you can still basically cast at will).


[Made of Magic] Starting at sixth level, you can use your physical reserves to fuel your magic. When you are in your own body and form, you can convert HP to sorcery points as a bonus action on a 1:1 basis. Your HP maximum is reduced by the same amount. Once reduced, your HP maximum cannot be restored by any means except rest. You regain points equal to your Charisma modifier (with a minimum of +1) each time you complete a long rest. Just to clarify here: You're saying your HP Max increases by Cha Mod after a Long Rest if you've burned it to fuel Sorcery Points? I think this also needs a caveat that, like Font of Magic, makes sure you can't have more Sorcery Points than your level permits ... But I love the idea of literally burning up your body to burn other things moar.


[Magic Eater] Starting at fourteenth level, you can absorb hostile magic and turn it to your own ends. When a spell is cast that targets only you, you can use your reaction to absorb the spell, nullifying its effects and giving you as many sorcery points as the spell's level. If this would take you above your sorcery point maximum, lose the extra points and suffer the effects of a Feeblemind spell, DC 10 + (level of the absorbed spell). Feeblemind is a very strong penalty for an ability like this. I don't think any other class or Archetype is punished so harshly for a Feature, especially when Feeblemind is an Intelligence Save ... which your lay Sorcerer is probably not that great at. As an Alternative, seeing as we already have a "Lose Max HP Mechanic", how about this:
You can absorb hostile magic and turn it to your own ends. When a spell is cast that targets only you, you can use your reaction to make a Charisma Save, DC 10 + (level of the Spell). On a success, you nullify the spell's effects and gain as many sorcery points as the spell's level. If the absorbed Sorcery Points would put you over your Sorcery Point Maxmimum, your Max HP is decreased by the excess, recovering on a Long Rest as per the Made of Magic feature.
On a failed save, you suffer the spell's effect and have Disadvantage on any Save the spell would force you to make.


[Magical Virtuoso] Starting at eighteenth level, your magical coordination improves. Like a musician playing two different instruments at once, once per short rest you can cast a sorcerer spell that requires concentration without losing concentration on another sorcerer spell that you are already concentrating on. If you lose concentration following that point, both spells end. Good Capstone ability. Strong and flavorful to the "Instinctive Caster" archetype here.
 

Are there any sorcerer spells where this would actually be an issue? I couldn't think of any except Stoneskin, and "free Stoneskin" doesn't seem problematic because most people simply eschew it as not worth 100 gp in the first place.

There are several that have a costly focus required, but only three that consume costly components per casting - stoneskin, teleportation circle, and true seeing.

Chromatic Orb, 50 gp (Focus)
Circle of Death, 500 gp (Focus)
Clairvoyance, 100 gp (Focus)
Gate, 5,000 gp (Focus)
Plane Shift, 250 gp (Focus)
Stoneskin, 100 gp (consumed)
Teleportation Circle, 50 gp (consumed)
True Seeing, 25 gp (consumed)

I'm more concerned about the 1 for 1 trade of hit points for sorcery points. That seems way too good, especially at mid and high levels.
 

I confess to being somewhat inspired by the Dresden Files, and the Archive's ability to do two separate spells on each hand simultaneously. :-)

I'd also be fine with substituting "learn two spells from any spell list; these don't count against your spells known and cannot be swapped out" instead of the concentration thing as the 18th level ability. It's pretty late, maybe so late as to be almost irrelevant, but at least it means that high-level sorcerers would have a LITTLE bit of extra versatility that doesn't come from Wish.

Two spells from any list at 18th is not almost irrelevant, is actually not relevant at all. But going back to your inspiration. Maybe instead of breaking concentration rules, lift the limit to cantrips when you cast a bonus action spell?

(I posted my own version on the other thread)
 

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