Sure, maybe, but 1) wizard does exist and 2) Taking out the wizard just moves the wizard's niche of "knows all the spells" to the sorcerer.
Personally, if I was going to makes mechanics for the sorcerer to be a unique type of caster, I'd look at Kibblestasty Psion. That class design gives the character a few cantrip like powers, then allows them to spend points to alter it. So a single beam of fire with an attack roll can be turned into an AOE explosion with save for half. The Mystic from the Unearthed arcana had a similar design, where you can buy and mix effects. It doesn't make a simple caster, but it does give the feel of a caster who isn't really doing "spells" the same way as other people (though both did have the option to spend points on casting existing spells) but is instead manipulating raw energy into a form.
To be clear, I don't want Sorcerer = Psion, like others were suggesting. I'm just looking at the mechanics used for things like power points and simple effects which can be made complex.
I'd go back to the playtest sorcerer. Sorcerer's get sorcerer powers.
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
Level | Proficiency Bonus | Sorcery points | Features | Cantrips Known | Sorceries known | Spells Known | Spell Slots |
---|
1st | +2 | - | Spellcasting | 4 | - | 2 | 2 |
2nd | +2 | 2 | Font of Magic, Sorcery | 4 | 2 | 3 | 3 |
3rd | +2 | 3 | Sorcerous Origin | 5 | 2 | 4 | 4/2 |
4th | +2 | 4 | Ability Score Improvement, Sorcerous Versatility | 5 | 2 | 5 | 4/3 |
5th | +2 | 5 | Magical Guidance | 5 | 3 | 6 | 4/3/2 |
Sorcery
At 2nd level, the innate magic of your magical origin grants a sorcery at certain levels. You gain two of the following Sorceries of your choice. You gain another one at 5th, 10th and 17th level.
Sorcery A sorcery is a magical effect that functions as a spell in all respects, except that using a sorcery does not require you to speak or have a hand free, and the power is not subject to spell disruption.
Saving Throw DCs: When a sorcery that you use calls for a saving throw, the save DC equals 10 + your Charisma modifier. As you gain levels, the DC increases as your spell saving throw DC does, as noted in the Sorcerer table.
Sorceries come is 3 types
- Gift: An ability to invoke your inner magic into a magical effect onto the words. A gift is subject to the same rules as a spell as is equivalent to a spell of a level listed in it's description.
- Metamagic. An ability to twist your spells to suit your needs.You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Forms: An ability to alter yourself after a certian amount of your power is unleashed. A Form automatically activates when you have less than half your maximum sorcery points (rounded down)
Gifts
- Arcane Acrobatics
- Bend Luck
- Celestial Calm
- Draconic Scales
- Draconic Strength
- Draconic Presence
- Eyes of the Dark
- Favored By the Gods
- Fiendish Fires
- Force Push
- Hound of Ill Omen
- Storm Guide
- Tides of Chaos
- UNLIMITED POOOOWUUUUH!
Forms
- Angel Halo
- Archon Pelt
- Demon Eyes
- Devil Horns
- Dragon Claws
- Dragon Wings
- Shadow Skin
- Storm's Fury
- Wind Soul