Sorcerer House Rules?

What House Rules Do You Use For Sorcerers?

  • Give them the Eschew Materials feat at 1st level

    Votes: 26 89.7%
  • Give them bonus Metamagic Feats (explain below)

    Votes: 7 24.1%
  • Give them the Use Magic Device skill

    Votes: 11 37.9%
  • Other (explain below)

    Votes: 8 27.6%

I've come up with a few adjustments for sorcerers for different campaigns, but not all have seen play yet. So far, the ones that have seen play worked out well, and didn't seem too overpowered or underpowered. I'll post here my simple houserules for sorcerers in my Rhunaria homebrew (three minor divisions, based on magic source; natural/blood, talisman/fetish, or spirits of magic), and one other that isn't buried in some remote file or paper elsewhere.... Also, I'll put a link here to the custom spirit sorcerer spells I've worked on with players for their PCs, spells that may be viable for making available to other sorcerers/wizards too under different names. However, a few of these custom spells still need a bit more tweaking to be balanced.
Custom Spirit Sorcerer Spells



RHUNARIAN SORCERERS
Sorcerers in Rhunaria come in various types, bearing different gifts and sources for their power. Common sorcerers are called blood sorcerers or natural sorcerers, as their arcane talents come from a magical heritage, some ancestor or parent who belonged to a magical race such as dragons, celestials, fiends, or fey. Many descendants of these creatures have a talent for sorcery, though only some pursue the development of this talent further. As a houserule, Rhunarian blood sorcerers gain a bonus metamagic feat, Spell Focus feat, Spell Penetration feat, or Skill Focus feat at their 3rd sorcerer level and every four beyond that.
(sidenote: example would be Donovan Draknevov in my current Rhunaria campaign, who has a copper dragon in his bloodline and is seeking to become a Dragon Disciple to draw out his draconic heritage. Snarky and clever in nature, Donovan also has a fondness for blowing stuff up and flying around with his spells. Most effective blaster in the party, and chief magic item creator in the party. No familiar as of yet, or maybe he did get a familiar some months ago and I just forgot about it because he never used it.)

The next most common variety of sorcerer in Rhunaria is known as the talisman sorcerer or fetish sorcerer, who requires some unique sort of extra material component for every spell, out of some unknown eldritch connection to that type of item. Theories abound on how or why these connections are formed, ranging from divine selection to spirits' favor to mysterious astrological arcana. Some think this type of sorcerer is created artifically through some alchemical or arcane ritual used by some unknown cult or secret society. In any case, the type of talisman or fetish used as a reagent varies by the individual but is consistent for that individual. Thus, some use coins as reagents, others use teeth, yet others use dragon scales, many use handfuls of particular spices or herbs, and a few even use such odd reagents as knives or tankards of ale! As a houserule, Rhunarian talisman sorcerers must sacrifice an appropriate material component in order to cast any sorcerer spell, but in exchange the save DCs of their spells are increased by +1, and they learn an extra spell at each even-numbered sorcerer level.
(sidenote: example would be Mouse in my current Rhunaria campaign, an orphan girl who grew up as a thief until she discovered her sorcerous power. Has coins as the talisman for her sorcerous power, flinging or tossing them to produce each spell effect. She's gained several tricky spells of illusion, transmutation, and conjuration, with just one or two real offensive spells. Mostly distracts enemies, flings magic missiles, and sneaks about invisibly. Dabbles in magic item creation. Familiar is Yar, a large parrot using raven stats, mostly comic relief and acts like a pirate, having formerly been absorbed in curious observation of seafarers.)

A fairly rare type of sorcerer is the spirit sorcerer, who possesses some inherant bond with the Ghostlands (sidenote: Rhunaria's ethereal plane) and is favored by worldly spirits, for reasons unknown to sages. Spirit sorcerers befriend spirits who serve them through tasks appropriate to the spirit's nature, such as a fire spirit lighting campfires or building walls of flame to keep enemies of the spirit sorcerer at bay. Often the spirit sorcerer doesn't know why the spirit has befriended him or her, and the spirits seem offended or agitated if asked why they serve the sorcerer, so there's no telling what their motives are. Then again, spirits are otherworldly beings not easily comprehended by mortals, so they may simply refuse to explain because it could be beyond mortal ken. Spirit sorcerers must often focus their attention on their spirit benefactors, whether they like it or not, as the spirits demand constant attention by the sorcerer and seem to crave mortal interaction or answers.

As a houserule, Rhunarian spirit sorcerers gain the ability at 1st-level to sense the presence of most worldly spirits and communicate with them, partly through speech and partly through the spirits' mental communication. Often the spirit sorcerer is contacted through dreams to converse with the spirits, but rarely remembers these sessions upon waking. Spirit sorcerers are not inherantly able to sense ephemeral spirits, such as wraiths and ghosts, who have no worldly form and only take on temporary forms to harass mortals. Through the spirits they do sense, however, they can tell what sort of mood has been around the area recently, infer minor hints about recent activities in the area, determine the alignment of any recently-deceased creatures in the area (whether or not corpses remain), judge the general health of an area or individual, and sometimes notice the presence of magic, evil, good, law, or chaos in the vicinity. Of course, the sorcerer can only detect that which the spirits allow him or her to, as all he really senses is what sort of spirits are in the area, and he can't really identify specifics (such as a spirit's name) and he cannot sense the presence of creatures (whose spirits/souls are too tightly bound to their bodies). Hostile or single-minded spirits are unlikely to reveal their presence to a spirit sorcerer, let alone speak.

Spirit sorcerers may, at 1st level, choose to gain Knowledge [Spirits] in place of Knowledge
[Arcana] as a sorcerer class skill. A spirit sorcerer's familiar is always a spirit creature, regardless of whatever templates or creature types it technically has; the familiar gains the Spirit subtype from Oriental Adventures, which pretty much just renders them susceptible to certain spells from that supplement. At 5th-level a spirit sorcerer gains the Improved Familiar feat, from the 3E D&D supplement Tome & Blood, and it costs them nothing to replace their familiar at that time, if any, with a new familiar appropriate to the feat. For purposes of the Improved Familiar feat, however, the spirit sorcerer does not get to choose their type of familiar, and cannot dismiss it afterward; only death will separate them from that particular familiar, and then allow them to summon another random familiar after a year and a day. However, intentionally killing the familiar is likely to prevent any other spirits from ever answering a familiar summons by that spirit sorcerer. Aside from their spirit sense and familiar differences, a spirit sorcerer gains a bonus feat at 10th-level, which can be either a Spell Focus, Spell Penetration, Combat Casting, or metamagic feat, or can instead be any other feat that requires spellcasting ability, as long as the spirit sorcerer meets any prerequisites. Spirit sorcerers of 17th-level or higher gain See Invisible as a permanent supernatural ability, and if they already knew that spell, they learn a new spell of the same level in its place. Spirit sorcerers often learn various custom spells based on the spirits that befriend them.
(sidenote: example would be Karil in my current Rhunaria campaign. A young boy separated from his parents years ago, he escaped slavery with the aid of spirits he befriended with his unusual talent. Karil has befriended a variety of spirits over the past two years or so that he has been free, but has chosen to deal primarily with benevolent or interesting spirits, with only a few violent or negative spirits allied to him. Karil is the party's main summoner, buffer, and enemy-interference, with just a few direct offensive spells and fewer direct defensive spells; summoned spirits are his primary defense. Not as tricky, clever, or specialized as Donovan or Mouse, but still effective and more versatile. Several unique spells from spirits he's met. Familiar is Carillus, a tressym; tressym are winged blue cats of humanlike intellect in the Forgotten Realms Campaign Setting, but I found them to be neat enough for inclusion in Rhunaria as a kind of rare, worldly spirit. Carillus is often scout, sometimes comic relief, sometimes advisor, and sometimes liability.)

Rumors abound of rare, mysterious, exotic sorcerers in Rhunaria, such as totem sorcerers, shadow sorcerers, bone sorcerers, necrophage sorcerers, elemental sorcerers, exalted sorcerers, storm sorcerers, chaos sorcerers, ley sorcerers, void sorcerers, phantom sorcerers, abyssal sorcerers, or machina sorcerers. However, while these rumors are common, they are generally laughed at by sages and discredited as uneducated observances of shamans, shugenja, wu jen, or druids. Nonetheless, at least a few of these rumors likely hold kernels of truth.



SORCERER (variant, hasn't been tested in play yet)
Alignment: Any.
Hit Dice: d6.
BAB: +1 / 2 levels.
Saves: Fort weak, Ref strong, Will weak.
Base Skill Points: 4/level.
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise, Gather Information, Intimidate, Jump, Knowledge (Arcana), Perform, Scry, Spellcraft, Swim, Use Magic Device.
Proficiencies: All simple weapons.

Spells: As per the PHB sorcerer.

Unstable Sorcery: Any time a sorcerer casts a spell with this class, there is a 10% chance the spell will fail as though it were interrupted, separate from any Arcane Spell Failure. Also, each time the sorcerer attempts to cast a spell with this class, there is a separate 15% chance that the sorcerer will be stunned until the end of his or her next turn, starting immediately after the spellcasting attempt. If the sorcerer fails both of these d% rolls for a given spell, resulting in stun and spell failure, they suffer 1d6 subdual damage from magical backlash as well, which cannot be reduced or prevented by any means, but may be healed as usual.

Component Conversion: Sorcerers never use material components or focus components for their spells with this class. Instead, a sorcerer pays experience points or suffers hit point damage, from the mystical strain or fatigue of supplying that power themselves. Each time the character casts a sorcerer spell that would normally have such a component, they instead suffer an amount of XP loss and/or hit point damage to cover the full cost of these components, and they choose how they wish to divide this special cost each time. Each hit point or experience point spent in this manner will replace up to 25 gp worth of material components, or 50 gp worth of arcane focus components. Material and focus components are compensated for separately. The sorcerer cannot spend any amount of XP in this manner that would cause them to lose a level. Likewise, they cannot spend any number of hit points in this manner that would drop them to 0 HP or less. The sorcerer cannot cast any given spell, at any given time, if it would force them to violate these limits at the time. Hit point damage suffered in this way does not affect the character's spellcasting, does not require a Concentration check, and does not affect any Concentration checks.

Familiar: As per the PHB sorcerer, except as follows. The sorcerer may give up the Familiar ability at 1st-level in order to gain Inherant Magic instead, permanently replacing the Familiar ability. If they do not give up their Familiar ability, however, the sorcerer gains a few minor improvements to their familiar. At 9th-level, then again at 15th, 17th, and 19th-level, the familiar gains a bonus feat of their master's choice, for which the familiar can ignore one skill, feat, ability score, or base attack bonus requirement for the chosen feat. For instance, the familiar could gain Power Attack as a bonus feat this way even if they do not meet the Strength requirement, or they could gain the Mobility feat even if they do not meet the Dodge feat requirement, or they could gain the Improved Critical feat even if they do not meet the normally-required base attack bonus.

Awaken Talent: At 2nd-level and again every two additional levels, at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th, the sorcerer gains a +1 bonus on a particular skill. The sorcerer cannot choose the same skill twice in a row, but may later choose a previously-selected skill. Each time, they choose any skill that is a sorcerer class skill for them.

Spell Negation: The sorcerer eventually learns how to cancel out certain types of magical effect. At 3rd-level, and again at every fourth level thereafter, the sorcerer chooses a particular school of magic and a specific spell level. The sorcerer can only choose a spell level with which they know at least one sorcerer spell of the chosen school. The sorcerer may henceforth counter any spell of that level or lower, as long as it belongs to the chosen school, by expending one spell slot for the day of a spell level equal to or higher than the spell to be countered. The sorcerer still must ready an action to counterspell, and must still identify the spell with a Spellcraft check before countering it, unless some other ability or feat changes these. A new school, new spell level, or both, may be chosen each time, but the requirements must be met for each new selection. Any previous Spell Negation benefits are still retained.

Inherant Magic: A sorcerer who gives up the Familiar ability gains the Inherant Magic ability, which is then automatically gained at 1st-level in this class, then again every fourth level thereafter, at 5th, 9th, 13th, and 17th. Available Inherant Magic abilities are listed below, and each states how many times it may be chosen.

Expanded Repertoire: You have worked to draw out a new spell from your sorcerous nature. You learn one new sorcerer spell from the sorcerer spell list, of any level lower than the highest spell level you can currently cast with this class. Expanded Repertoire may be gained multiple times, and grants a different spell each time.

Minor Metamagic: You have developed a particular metamagic technique with one sorcerer spell you know. Choose either Enlarge Spell, Extend Spell, Silent Spell, or Still Spell each time you gain Minor Metamagic. You may apply the effects of that metamagic feat with the chosen sorcerer spell, once each time you cast the spell, even if you do not have the feat. This does not increase the spell's casting time, nor does it increase the level of spell slot used to cast the spell. Minor Metamagic may be gained multiple times, and must be applied to a new spell each time.

Spell Affinity: You have grown accustomed to a particular sorcerer spell which you know. When gaining Spell Affinity for any given spell, choose whether that Spell Affinity will grant either +1 on attack rolls with the spell, +1 to the spell's save DC, or +2 on your effective caster level with the chosen sorcerer spell. Spell Affinity may be gained multiple times, and must be applied to a new spell each time.

Detect Magic: At 7th-level, the sorcerer gains Detect Magic as a spell-like ability, useable at will. Treat the sorcerer's level in this class as their caster level for this spell-like ability. If the sorcerer already knew Detect Magic as a sorcerer spell, then they automatically learn a new 0-level sorcerer spell in its place as Detect Magic becomes spell-like.
 

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I'm going to chime in here as I did on WotC's cite to say that sorcs were never broken, and so do not need to be houseruled. If they seem unappealing to play as a result of certain class attributes (slow metamagic casting, limited spells known), that is intentional. Sorcs are the Xmen/xvillains of D&D; they should be rare even among such a strange demographic group like adventurers. I realize that some players love the idea of casting spontaneously (or just hate planning which spells to memorize) and will play a sorc over a wizard every time. That's great, but there is a price to be paid.

If I ever play under a DM who houserules out slow metamagic and gives more spells known and metamagic feats every 5 levels, hey I'll take the sorc over a wizard any day! Because that's rediculously awesome...to put it differently, a munchkin's dream come true! But in my game, you can live with a sorc's natural hindrances or you can be a wizard.
 

For my part I give them Eschew Material Components and a Bloodline Feat at first level but take away their Familiar. I also give them Survival, Diplomacy, and Intimidate as class skills and have removed the delayed casting time for Metamagic Feats (I see it as intuitive flexability they develop over time when these feats are chosen). I also give them 3 bonus Meta-Magic Feats at levels 6, 12, and 18. Lastly they can actually forgo using items with a GP cost if they are willing to sacrifice xp to do so. Every 5gp of value an item costs forces them to spend 1xp. I also allow the Battle Sorcerer and Clandestine Sorcerer from Unearthed Arcana as an option for people.

They also get 2 extra skill points a level, but I give this bonus to all classes so its not really anything special.
 
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