New Sorcerer Concept for Review

What's your rating?

  • Great - Want to use the idea.

    Votes: 0 0.0%
  • Cool idea. Might use it myself.

    Votes: 4 33.3%
  • Neutral - Dont care one way or the other.

    Votes: 1 8.3%
  • Eh- Dont really like it, but nice try.

    Votes: 5 41.7%
  • Crap - Worst thing I ever saw.

    Votes: 2 16.7%

Khaalis

Adventurer
*EDITED*

This is an alternate version of the base Sorcerer class as presented in the 3rd Edition Players Handbook and inspired by others' attempts at the same concept. This is not going to be for everyone. It is simply an idea for a different spin on the sorcerer based on the terminology laid out in the class descriotion, and with a flare to make each Sorcerer different from other sorcerers rather than being carbon copies of one another.

Comments welcome.

This version of the Sorcerer is designed to actually show a game mechanic that matches the descriptions of the class as described in the Handbook. The current version of the Sorcerer has very little to do with the descriptions provided.

* Why is a Sorcerer almost identical to a Wizard in what they get?
* Why do Sorcerers get familiars when they dont study arcane rituals?
* How can a Sorcerer be the Front for a party with no social skills?
* Where does a Sorcerer's innate "blood" come from?
* If their power is innate, why do all Sorcerers have the same ability to develop known spells?
* If they have an innate connection to magic, why cant they manipulate magical devices?
* If Sorcerers spend time training in fighting skills, why dont they show it?

From the 3E PHB:

“Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will.”

“Some Sorcerers claim the blood of dragons courses through their veins. Sorcerers even often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage.”

“A Sorcerer’s power is inborn, and part of his soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power.”

“Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical.”

“Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they have more time to learn to fighting skills.”

“For Sorcerers, magic is an intuitive art, not a science.”

“Sorcerers find they have most in common with members of the other self-taught classes, such as Druids and Rogues.”

“Since Sorcerers often have a powerful presence that gives them a way with people, they frequently serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others. The Sorcerer’s spells often help him sway others or gain information, so he makes an excellent spy or diplomat for an adventuring party.”


GAME RULE INFORMATION
Sorcerers have the following game statistics.

Abilities: Charisma determines the effectiveness of a Sorcerer’s magic. To cast spells, a Sorcerer must have a Charisma score of 10+ the spell’s level. Sorcerers gain bonus spells based upon Charisma. The Difficulty Class of a saving throw against a Sorcerer’s spells is 10 + Spell Level + Sorcerer’s Charisma modifier.

Alignment: Dependant upon Bloodline as follows.
Bloodline: Alignment
--------------------------
Celestial: Any Good
Dragon, Chromatic: Any Evil
Dragon, Gem: Any Neutral
Dragon, Metallic: Any Good
Elemental: Any Neutral
Fey: Any Chaotic
Fiend: Any Evil

Hit Die: d4


CLASS SKILLS: 4+INT mod.
The class skills of the Sorcerer are: Alchemy, Concentration, Craft, Diplomacy, Intimidate, Knowledge (Any), Listen, Profession, Scry, Spellcraft, Spot, and Use Magical Device.

BAB: Cleric/Rogue
Saves: Fortitude = Poor / Reflex = Poor / Will = Good

Class
Level Special
1 Spells, Bloodline Ability
2 ---
3 Bonus Spells
4 ---
5 ---
6 Bonus Spells, Bloodline Ability
7 ---
8 ---
9 Bonus Spells
10 ---
11 Bloodline Ability
12 Bonus Spells
13 ---
14 ---
15 Bonus Spells
16 Bloodline Ability
17 ---
18 Bonus Spells
19 ---
20 ---


CLASS FEATURES:
All of the following are class features for the Sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. Sorcerers are proficient in light armors, but are not proficient in shields. Sorcerers being more comfortable and thus proficient in Light armors, reduce all Arcane spell failure chances by 10%.

Bloodline: Every Sorcerer has a bloodline that is responsible for their innate sorcerous ability to cast their arcane spells. At 1st level and every 5 levels beyond that, the Sorcerer may choose one supernatural ability from the list of powers designated by their chosen bloodline. Each bloodline also has certain alignment restrictions that the bloodline infuses into the Sorcerer. The bloodlines, their powers, and their alignment restrictions are as follows. (The powers are described at the end of the class write-up.)

Bloodline: Powers
-----------------------
Celestial: Celestia, Healing, Light, Summoning, Transport
Dragon, Chromatic: Erudition, Evil, Protection, Sorcery, Soul
Dragon, Gem: Erudition, Mind, Protection, Sorcery, Soul
Dragon, Metallic: Erudition, Good, Protection, Sorcery, Soul
Elemental: Element, Genasia, Might, Sorcery, Summoning
Fey: Beguiling, Bewitching, Glamour, Trickery, Wildshape
Fiend: Anethma, Darkness, Destruction, Summoning, Trickery


Bonus Spells: At 3rd level and every 3 levels thereafter, the Sorcerer gains 2 bonus spells known that may be added to any spell level the Sorcerer can currently cast at the time the bonus spells are gained. However, these spells can only be learned from the Sorcerer’s preferred schools based upon their bloodline.

Bloodline: Preferred School
----------------------------------
Celestial: Abjuration, Conjuration
Dragon, Chromatic: Evocation, Necromancy
Dragon, Gem: Abjuration, Enchantment
Dragon, Metallic: Abjuration, Transmutation
Elemental: Conjuration, Evocation
Fey: Enchantment, Illusion
Fiend: Evocation, Necromancy


Spells: Sorcerers gain the ability to cast Arcane spells from the Sorcerer Spell List. Sorcerers are limited in the number of spells they know as seen in the Spells Known table in the PHB, but is modified at each even level that a Bloodline Ability is not gained by a bonus of two spells that may be added to any spell level the Sorcerer can currently cast at the time the bonus spells are gained.
Spells are learned through the Sorcerer’s Spellcraft. Spells can only be learned innately, not through studying scrolls or written spell books. Sorcerer are restricted by their bloodline in the spells they may learn, with each bloodline having two restricted schools from which they cannot learn spells.

Bloodline: Restricted School
-----------------------------------
Celestial: Illusion, Necromancy
Dragon, Chromatic: Conjuration, Enchantment
Dragon, Gem: Conjuration, Evocation
Dragon, Metallic: Conjuration, Necromancy
Elemental: Enchantment, Illusion
Fey: Divination, Necromancy
Fiend: Abjuration, Enchantment

A Sorcerer is limited to casting a certain number of spells of each level per day, but they do not need to prepare these spells in advance. The number of spells the Sorcerer can cast is modified from the Spells Per Day Table, by their Charisma modifier (if positive). A Sorcerer must spend an hour each day in a form of meditation to prepare their spells just as wizards have to study their Spellbooks. Note that a higher level spell slot may be used to cast a lower level spell.
To learn or cast spells, the Sorcerer must have a Charisma score of 10+the spell’s level. The difficulty class for saving throws against the Sorcerer’s spells is 10+ Spell Level + Sorcerer’s Charisma modifier.

Ex-Sorcerer:
A Sorcerer who ceases to be of an appropriate alignment for their Bloodline, loses all Bloodline Abilities, as they have lost all spiritual connection to their bloodline. They also may not progress in level as a Sorcerer again once this spiritual bond is lost. These abilities may never be regained, even by atoning for their violations.


POWERS

Anethma: Sorcerers with the Anethma power manifested in their bloodline may speak Abyssal (chaotic) or Infernal (lawful) as a bonus language (dependant upon their alignment), and may use the spell-like ability of Detect Good at will.

Beguiling: Sorcerers with the Beguiling power manifested in their bloodline gain the Bluff skill as a class skill, and may use the spell-like ability of Charm Person once per day.

Bewitching: Sorcerers with the Bewitching power manifested in their bloodline gain a +2 competence bonus to all Diplomacy and Intimidate skill checks, and may use the spell-like ability of Sanctuary once per day.

Celestia: Sorcerers with the Celestia power manifested in their bloodline may speak Celestial as a bonus language, and may use the spell-like ability of Detect Evil at will.

Darkness: Sorcerers with the Darkness power manifested in their bloodline gain the feat Blind-Fighting as a bonus feat, and may use the spell-like ability of Darkness once per day.

Destruction: Sorcerers with the Destruction power manifested in their bloodline gain the ability to make single smiting attack each day at a +4 attack bonus and do an amount of extra damage equal to their Sorcerer level (if they hit). The smite attack must be declared before making the attack. They may also use the spell-like ability of Shatter once per day.

Element: Sorcerers with the Element power manifested in their bloodline gain Elemental Resistance 5 against all effects of their ascendant element type as well as a +2 saving throw bonus against all elemental effects except that which is opposed to their ascendant element type.

Erudition: Sorcerers with the Erudition power manifested in their bloodline gain the Gather Information and Sense Motive skills as class skills, and gain a bonus of +1 skill point at each level (+4 at first level if this ability is chosen at 1st level).

Evil: Sorcerers with the Evil power manifested in their bloodline may Rebuke Undead as if a Cleric of 2 levels lower than their Sorcerer level and may only do so a number of times per day equal to their Charisma modifier. They may also use the spell-like ability of Detect Good at will.

Genasia: Sorcerers with the Genasia power manifested in their bloodline may speak Aquan (Water), Auran (Air), Ignan (Fire) or Terran (Earth) as a bonus language (dependant upon their ascendant element), and have Darkvision to a range of 60’.

Glamour: Sorcerers with the Glamour power manifested in their bloodline gain the Disguise skill as a class skill, and gain a +4 saving throw bonus versus all Illusion spells and spell-like abilities.

Good: Sorcerers with the Good power manifested in their bloodline may Turn Undead as if a Cleric of 2 levels lower than their Sorcerer level and may only do so a number of times per day equal to their Charisma modifier. They may also use the spell-like ability of Detect Evil at will.

Healing: Sorcerers with the Healing power manifested in their bloodline gain the Healing skill as a class skill, and may use the spell-like ability of Deathwatch at will.

Light: Sorcerers with the light power manifested in their bloodline are immune to all Blindness effects, and may use the spell-like ability of Light at will.

Might: Sorcerers with the Might power manifested in their bloodline may gain the feat Martial Weapon Proficiency as a bonus feat, and gain the feat Weapon Focus (in that same weapon) as a bonus feat.

Mind: Sorcerers with the Mind power manifested in their bloodline gain the Innuendo and Sense Motive skills as class skills, and gain the feat Iron Will as a bonus feat.

Protection: Sorcerers with the Protection power manifested in their bloodline gain may wear armor more easily than others and thus gain an additional 5% reduction to all chances of Arcane spell failure when wearing armor. They also gain Damage Reduction of (1/-) per 4 Sorcerer class levels (thus a total of 5/- at 20th level).

Sorcery: Sorcerers with the Sorcery power manifested in their bloodline gain any one Metamagic feat as a bonus feat, and may use the spell-like ability of Detect Magic at will.

Soul: Sorcerers with the Soul power manifested in their bloodline gain the Sense Motive skill as a class skill, and may ignore an amount of Negative Energy Level damage equal to their Sorcerer class level each day.

Summoning: Sorcerers with the Summoning power manifested in their bloodline gain a +4 competence bonus to all Knowledge: Planes skill checks, and gain the following bonus to all creatures summoned: +1hp/hit die and a +1 to attack and damage rolls.

Transport: Sorcerers with the Transport power manifested in their bloodline may, for a total of 1 round per Sorcerer level per day can act normally regardless of magical effects that impede movement (similar to Freedom of Movement), and may also use the spell-like ability of Know Direction at will.

Trickery: Sorcerers with the Trickery power manifested in their bloodline gain the Bluff and Disguise skills as class skills, and gain the feat Spell Focus: Illusion as a bonus feat.

Wildshape: Sorcerers with the Wildshape power manifested in their bloodline gain the Wilderness Lore skill as a class skill, and may use the spell-like ability of Wildshape once per day. This acts exactly as the Druidic ability gained as a 5th level Druid.
 
Last edited:

log in or register to remove this ad



Crothian

First Post
THis is way overpowered. But the idea is a good one. I don't think Sorcerers are a bad class or weak. They need to played well and thought needs to go into the spell list or they will be weak.
 

Kaptain_Kantrip

First Post
I would give them the following:

No arcane armor penalty for casting in armor. The sorcerer's power comes from inside, not from complex arcane gestures. All sorcerer spells are as easy to cast as point and click... Verbal and Somatic components are extremely simple, such as pointing at the target and screaming "DIE IN THE NAME OF MY FATHER, ABRAXAS!" or glaring and cursing "Fool! You will do as I command! On your knees!" There are never any complicated Latin words or mumbo-jumbo to be memorized; the sorcerer just thinks of the effect (spell) they want and force it to happen. Any gestures or words are merely props to help him channel (cast) the energy (spell) correctly.

Bluff, Diplomacy, Gather Information, Intimidate, Perform are now considered class skills.

FREE BONUS FEATS at Level 1:

Eschew Material Components (Lords of Darkness)
No need for material components ever; does not increase spell level.

Spell Thematics (Magic of Faerun)
Spells fit the theme of the sorcerer's bloodline; does not increase spell level or alter anything but the spell's appearance.

REMOVE
Summon Familiar
Bloodline abilities (all)

LIMITED SPELL ACCESS
Similar to the old 2e concept of spheres, the sorcerer could only learn spells from two schools of magic (appropriate to his bloodline).

Note: I do not think the bloodline school restrictions in the original post make much sense and would not limit the sorcerer's choice in that manner.
 
Last edited:

Remove ads

Top