Arkhandus
First Post
Sadrik, your variant seems fair enough to me considering that sorcerers are a bit inferior to wizards in most campaigns (though still useful) and kinda pigeonholed or hard to explain depending on the setting or flavor of the sorcerer. In my current homebrew campaign, Rhunaria, there are three kinds of sorcerer; natural or "blood" sorcerers, who have a powerful creature in their ancestry; talisman or "fetish" sorcerers, who have an unexplainable arcane connection to a particular kind of item, a reagent that they must expend with each spell; and spirit sorcerers, who have a mysterious connection to certain worldly spirits, who provide spell effects for favors, friendship, and probably a willing ear, though the spirits might nag them to death...... Each has slightly different extra benefits; i.e. natural sorcerers get bonus feats, talisman sorcerers learn extra spells and get +1 to spell DCs, and spirit sorcerers get a small combination of minor spirit senses and bonus feats. Basically the extra benefits are equivalent to a wizard's five bonus feats, and this gives more flavor/variety; the PCs in my campaign include 1 spirit sorcerer, 1 talisman sorcerer, and 1 blood sorcerer.
An alternate sorcerer variant that I devised some time ago and have been wanting to use is as follows, which better fits the PHB description of them as more physical than wizards and less preoccupied time-wise with developing their magic.
SORCERER
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 3.0 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 3.0 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.
An alternate sorcerer variant that I devised some time ago and have been wanting to use is as follows, which better fits the PHB description of them as more physical than wizards and less preoccupied time-wise with developing their magic.
SORCERER
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 3.0 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 3.0 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.