In my looking over the rules it seems to me the sorceror can basically be put in very simple terms. A spontaneous weakened wizard. I will now attempt to differentiate and balance the two. any comments will be appreciated.
Wizard change:
Book apotheosis:
at level 20, any book described as the wizard's spellbook becomes weightless. It may be summoned to the owner at will.
Sorceror changes:
loss of familiar.
loss of magical affinity.
add skill: intimidate.
loss of bonus spells per day based on charisma.
spell like abilities instead of spells:
this essentially means a few changes:
cannot counterspell with standard method, or be counterspelled.
cannot craft or use magic items requiring spells.
cannot scribe scrolls.
does not use the components* listed but:
needs a focus to use powers, whether it is magic words, gestures, or an inexpensive trinket. once chosen, this cannot be changed, if trinket is lost a new one can be purchased for 100 gp, focus CANNOT be removed with feats.
*only ignores material components worth 10 gp or less.
Magical nature:
when detect magic is cast, the sorceror registers as a magic item of his caster level.
Domain:
at the beginning of each day choose a wizard domain(unearthed arcana).
you can use each SLA of the spell level you can cast once per day. in addition, you gain physical features and a granted power based on your domain. you may use each SLA an additional time each 10th level. no metamagic may be applied to these SLAs.
Abjuration:
feature:
you look more well built and muscular. this has no in game effect.
power:
choose an abjuration SLA you can use. you count as having the benefit of having this SLA activated on you.
Antimagic:
feature:
your skin seems to have a reflective-mirrorlike quality.
power:
gain spell resistance equal to charisma modifier.
Battle:
feature:
your face gains battle scars.
power:
you may use spell rage a number of times equal to that of a barbarian of half your class level uses basic rage.
cold:
feature:
your eyes become light blue, and the air around you chills.
power:
you may freeze liquid that is not a part of a living being within a 10 by 10 area. you are comfortable in very hot temperatures, as per endure elements
conjuration:
feature:
tattoos of creatures adorn your skin.
power:
you may summon edible food and water at will, as per summon food and drink.
divination:
feature:
you gain wrinkles and a wisened look.
power:
you gain bardic knowledge.
enchantment:
feature:
your features become more pronounced and beautiful.
power:
you add 3 to the results of charisma checks.
evocation:
feature:
your skin seems to glow with energy.
power:
you gain an arcane bolt which is treated as an eldritch blast from a warlock of half your class level, doing elemental damage based on your draconic heritage ex. blue dragon heritage = electricity damage.
fire:
feature:
your eyes become red, and the air around you warms.
power:
when trying to break an object apply charisma instead of strength. instead of splintering, the object melts. you are comfortable in cold temperatures, as per endure elements.
illusion:
feature:
your features become hard to distinguish with a glance.
power:
once per day when an attack would bring you below 1 hp, you may declare that you faked being hit, and cancel the attack.
necromancy:
feature:
your skin becomes pale, and you are gaunt and skeletal.
power:
you can turn or rebuke undead as a cleric of half your class level.
storm:
feature:
your eyes are filled with lightning, and your hair and clothes ruffle in an imaginary breeze.
power:
you may fly with poor manueverability at half your land speed.
transmutation:
feature:
until manifesting your power, no change.
power:
you may transform into a draconic form as a full round action. while transformed you gain a 2d6 bite attack and 1d10 claw attacks. you may attack with both claws in one action at -5 penalty to hit. in addition you gain scales, which equate to dr1/magic at first level and 1 additional damage reduction every 5th level. while transformed you take a -10 penalty to non-intimidate charisma checks. you may end the transformation as another full round action.
so what do you think? balanced, or should i change it? go easy on me, this is my first post and i'm new to d&d.
Wizard change:
Book apotheosis:
at level 20, any book described as the wizard's spellbook becomes weightless. It may be summoned to the owner at will.
Sorceror changes:
loss of familiar.
loss of magical affinity.
add skill: intimidate.
loss of bonus spells per day based on charisma.
spell like abilities instead of spells:
this essentially means a few changes:
cannot counterspell with standard method, or be counterspelled.
cannot craft or use magic items requiring spells.
cannot scribe scrolls.
does not use the components* listed but:
needs a focus to use powers, whether it is magic words, gestures, or an inexpensive trinket. once chosen, this cannot be changed, if trinket is lost a new one can be purchased for 100 gp, focus CANNOT be removed with feats.
*only ignores material components worth 10 gp or less.
Magical nature:
when detect magic is cast, the sorceror registers as a magic item of his caster level.
Domain:
at the beginning of each day choose a wizard domain(unearthed arcana).
you can use each SLA of the spell level you can cast once per day. in addition, you gain physical features and a granted power based on your domain. you may use each SLA an additional time each 10th level. no metamagic may be applied to these SLAs.
Abjuration:
feature:
you look more well built and muscular. this has no in game effect.
power:
choose an abjuration SLA you can use. you count as having the benefit of having this SLA activated on you.
Antimagic:
feature:
your skin seems to have a reflective-mirrorlike quality.
power:
gain spell resistance equal to charisma modifier.
Battle:
feature:
your face gains battle scars.
power:
you may use spell rage a number of times equal to that of a barbarian of half your class level uses basic rage.
cold:
feature:
your eyes become light blue, and the air around you chills.
power:
you may freeze liquid that is not a part of a living being within a 10 by 10 area. you are comfortable in very hot temperatures, as per endure elements
conjuration:
feature:
tattoos of creatures adorn your skin.
power:
you may summon edible food and water at will, as per summon food and drink.
divination:
feature:
you gain wrinkles and a wisened look.
power:
you gain bardic knowledge.
enchantment:
feature:
your features become more pronounced and beautiful.
power:
you add 3 to the results of charisma checks.
evocation:
feature:
your skin seems to glow with energy.
power:
you gain an arcane bolt which is treated as an eldritch blast from a warlock of half your class level, doing elemental damage based on your draconic heritage ex. blue dragon heritage = electricity damage.
fire:
feature:
your eyes become red, and the air around you warms.
power:
when trying to break an object apply charisma instead of strength. instead of splintering, the object melts. you are comfortable in cold temperatures, as per endure elements.
illusion:
feature:
your features become hard to distinguish with a glance.
power:
once per day when an attack would bring you below 1 hp, you may declare that you faked being hit, and cancel the attack.
necromancy:
feature:
your skin becomes pale, and you are gaunt and skeletal.
power:
you can turn or rebuke undead as a cleric of half your class level.
storm:
feature:
your eyes are filled with lightning, and your hair and clothes ruffle in an imaginary breeze.
power:
you may fly with poor manueverability at half your land speed.
transmutation:
feature:
until manifesting your power, no change.
power:
you may transform into a draconic form as a full round action. while transformed you gain a 2d6 bite attack and 1d10 claw attacks. you may attack with both claws in one action at -5 penalty to hit. in addition you gain scales, which equate to dr1/magic at first level and 1 additional damage reduction every 5th level. while transformed you take a -10 penalty to non-intimidate charisma checks. you may end the transformation as another full round action.
so what do you think? balanced, or should i change it? go easy on me, this is my first post and i'm new to d&d.
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