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View Full Version : D&D 3.x Class Sorcerer Revamp (PEACH)



Derjuin
2014-09-11, 08:26 PM
The Sorcerer

Alignment: Any.

Hit Die: d4.

Class Skills
The Sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level
(4 + Int modifier) × 4.

Skill Points at Each Additional Level
4 + Int modifier.

The Sorcerer
http://i219.photobucket.com/albums/cc273/xilobucket/sorctable2_zps74018104.png

http://i219.photobucket.com/albums/cc273/xilobucket/SorcSpellsPerDay_zpsb6ca38cf.png

Class Features
All of the following are class features of the Sorcerer.

Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Spells
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Metamagic Specialist (Su): A Sorcerer is a specialized practitioner of metamagic, dabbling in ways to alter the fundamental nature of his spells. As such, he may choose to spontaneously modify his spells with any metamagic feats he knows without increasing their spellcasting time (though their spell level increases as normal).

Versatility (Su): A Sorcerer works with raw magic itself, granting him a wide variety of powers that other spellcasters lack. He can weave his spells' power together to create greater effects, though this power takes some time to develop fully. At 1st level, the Sorcerer can weave two cantrips together (expending two 0th level spell slots) to cast one 1st level spell he knows in their place. As he gains in level, his versatility increases and he can manipulate magic to a greater degree. All spell slots expended when using this ability must be ones gained by way of the Sorcerer class (or a prestige class that progresses his Sorcerer spellcasting). A Sorcerer can expend a number of spell slots to power a single spell equal to his Charisma modifier; thus, a Sorcerer with Charisma 18 can expend up to 4 spells to power a single spell.

At 4th level, and every even level beyond that, he can choose to weave several spells together to create a greater spell that he knows; he can expend as many spell slots as he has, though the sum of all slots expended must add up to the desired spell's level (cantrips count as 1/2 level for the purposes of this ability). For example, a Sorcerer of 8th level can expend a 1st level spell and a 2nd level spell to cast a 3rd level spell that he knows, or a 2nd level spell and two cantrips to cast a 3rd level spell; he cannot, however, expend two 2nd level spell slots to cast a 4th level spell (as his versatility is limited to 3rd level spells or lower).

The Sorcerer may also expend extra spell slots to add any metamagic feat he knows to the spell cast by way of versatility, but he must be capable of casting the spell modified with that feat to begin with (though its modified spell level may not exceed his Versatility limit). For example, a Sorcerer of 12th level can cast an Empowered Fireball (a 5th level spell) if he possesses the Empower Spell feat, and expends a number of spell slots whose total levels equals or exceeds 5 (i.e. a 2nd level slot and a 3rd level slot, or a 1st level slot and a 4th level slot). He cannot use this ability to cast a Maximized Fireball by expending lower level slots, as his Versatility limit is 5th level spells.

Should a Sorcerer expend spell slots whose level total exceeds the required spell level for the spell he wishes to cast (for example, a 12th level Sorcerer expending two 2nd level slots to cast a regular Fireball), he casts the spell as if he had Heightened the spell to the appropriate slot (in this case, the Fireball would be heightened to 4th level). He still must be able to cast spells of that level and cannot exceed his Versatility limit in doing so (thus, the 12th level Sorcerer could expend two 2nd level slots and two cantrips to cast a Fireball heightened to 5th level, though he cannot expend an additional 1st level slot as he cannot use Versatility to create 6th level spells yet).

Casting a spell using versatility uses the new spell's casting time (for example, casting a Fireball using versatility is a standard action; casting Scrying using versatility has a casting time of 1 hour). Casting a spell in this way does not provoke any extra attacks of opportunity, and the Sorcerer may choose to cast a spell through versatility defensively. Spells cast in this way behave exactly as normal spells in all other ways (i.e. they can be dispelled, suppressed or disjoined, and require all normal components of the spell being cast).

Arcane Power (Su): Beginning at 2nd level, the Sorcerer can expend a portion of his arcane might to imbue a spell with improved potency, choosing one of three effects. The Sorcerer may expend a spell slot equal to the level of the spell he is casting to gain one of the following effects:

Arcane Puissance: For the spell modified by this power, the Sorcerer adds his Charisma modifier as an enhancement bonus to his caster level for the purposes of overcoming spell resistance, dispel checks related to the spell and counterspelling using that spell.

Penetrating Spell: A spell that inflicts damage can be modified to be a penetrating spell, automatically overcoming a creature's resistance to it. This ability has no effect on other sources that reduce a spell's damage (such as a Protection from Energy spell or a monster with Fire Immunity).

Overwhelming Power: A victim affected by a spell modified in this way cannot use their Evasion, Improved Evasion, or Mettle abilities to reduce the impact of the spell, regardless of whether they successfully save or not. Thus, creatures with Evasion still take half damage from an Overwhelming Fireball even if they succeed on the save.

The Sorcerer can choose to expend multiple slots to add multiple Arcane Powers to his spell, but must expend one slot per power added. He may use this ability a number of times per day equal to his Charisma modifier, but after each use, he must make a DC (10 + spell level of the original spell cast + number of arcane powers added) Constitution check or become fatigued. Unlike normal sources of fatigue, this fatigue wears off after a single hour of rest. Only spells cast from Sorcerer spell slots can be modified with Arcane Power.

Spellshaping (Su): The Sorcerer's ability to manipulate magic extends even into the realm of magic he has not personally learned, allowing him to access great power given the proper magical expenditure. Beginning at 3rd level, the Sorcerer may expend a spell slot to cast a spell from the Sorcerer/Wizard spell list (that he does not know) of a level up to the expended spell slot's level - 1. He may cast this spell any number of times per day so long as he can expend a spell slot to cast it; for example, a 10th level Sorcerer can choose to expend a 4th level spell slot to cast a Fireball spell if it is not among his spells known, and he may continue to do so until he can no longer expend 4th level or higher slots. However, he can only cast a specific number of unique spells per day using spellshaping; at 3rd level, once he chooses a spell to cast spontaneously in this way, he must wait until he can rest for 8 hours in order to change the spell. At 7th level, and every 4 levels beyond (11th, 15th and 19th), he may cast another unique spell per day using this ability. All spell slots expended when using this ability must be ones gained by way of the Sorcerer class (or a prestige class that progresses his Sorcerer spellcasting).

For example, a 14th level Sorcerer can cast up to three unique spells per day using spellshaping; he chooses Teleport at the beginning of the day, and can, for the rest of the day, convert any 6th or 7th level slots he wishes into the Teleport spell spontaneously. Later, he chooses Identify and Scrying; he can then spontaneously convert the appropriate slots into those spells, so long as he has the spell slots to do so. He cannot, however, later choose to spontaneously cast Fireball, as he is at his limit for number of unique spells cast through spellshaping per day. After an 8 hour rest, he can choose new spells to cast via spellshaping.

Casting a spell through spellshaping is strenuous for the Sorcerer, and he cannot use his spellshaping abilities to cast a spell defensively. He can apply metamagic feats he knows to spells cast by way of spellshaping, but must expend a slot of the appropriate level to do so (for example, a Sorcerer can cast a regular Fireball by expending a 4th level slot, and afterwards can choose to cast a Searing Fireball by expending a 5th level slot (Fireball's base 3rd level + 1 (searing spell) + 1 (spellshaping) or a Maximized Fireball by expending a 7th level slot (3 + 3 + 1)). A spell cast through spellshaping usually also takes more time than casting a normal spell; a spell with a cast time less than one full round cast through spellshaping has a cast time of one full round; spells with a cast time of one full round or longer cast at their normal speed. A Sorcerer cannot apply the Quicken Spell or Rapid Spell metamagic feats to spells cast through spellshaping.

Bonus Metamagic Feat: At 5th level, and every 4 levels afterwards (9th, 13th, and 17th) the Sorcerer gains a bonus metamagic feat for which he qualifies.

Arcane Supremacy (Su): At 20th level, the Sorcerer's magic is extremely potent, and his control over it is supreme. Any spell cast by the Sorcerer using his Versatility or Spellshaping ability is treated as a supernatural ability (Su) instead of a spell for the purposes of spell resistance and dispel magic effects. In addition, when using his spellshaping ability, the spell level adjustment of each metamagic effect he applies is reduced by 1 (to a minimum of +1).



The purpose of this revamp is to give the Sorcerer interesting class abilities, and also improve its abysmal skill selection while attempting to alter its general playstyle slightly so that it and wizards aren't as similar. I've always been a bit disappointed in how bland the Sorcerer is (though it got better with more books, it's still rather plain). And so, here's a revamp that (hopefully) makes it a little more fun to play, without breaking the game wide open. Unfortunately, I feel that Spellshaping is far too powerful as it is, even with the unique spells/day limit on it.

Extra Anchovies
2014-09-11, 08:44 PM
This looks really nice; I like it more than my own sorcerer fix (and also, yours is simpler; mine is essentially a wholly new class). Like, this seems really, really solid. This puts the Sorcerer on a much more level playing field with the wizard (in large part due to Spellshaping and Arcane Power), so it'd be great for a high-power game. Also, that capstone ability... now that is a capstone. If I ever played this, I'd go full Sorcerer 20. This, I'd say, tier 1 for sure. I hope that was your goal :smallbiggrin:

nonsi
2014-09-12, 05:04 AM
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Congratulations.
This is the most elegant Tier-ZERO class I've seen so far (probably also the most powerful).
If this was your intent, you sure did a solid job.

Derjuin
2014-09-12, 06:42 PM
This looks really nice; I like it more than my own sorcerer fix (and also, yours is simpler; mine is essentially a wholly new class). Like, this seems really, really solid. This puts the Sorcerer on a much more level playing field with the wizard (in large part due to Spellshaping and Arcane Power), so it'd be great for a high-power game. Also, that capstone ability... now that is a capstone. If I ever played this, I'd go full Sorcerer 20. This, I'd say, tier 1 for sure. I hope that was your goal :smallbiggrin:

I wasn't actually intending to kick the sorcerer up a tier, though I did want to make the class features nice enough that one would actually want to stay with Sorcerer all the way through.


.
Congratulations.
This is the most elegant Tier-ZERO class I've seen so far (probably also the most powerful).
If this was your intent, you sure did a solid job.

I'd prefer if it remained within the definable tier system, since 0 basically "breaks the game just by being played". However, I also am not sure how to retain Spellshaping's flavor while also making it less broken. The idea is that they can access a small number of sor/wiz spells on the fly to compliment their limited spells known; sort of like a "patch" (if you will) that allows them a similar mechanic to wizards' transmutable memory ACF/filling slots on the fly abilities.

The inspiration for Spellshaping came from Limited Wish, which I use gratuitously on my higher-level sorcerers to cast spells I don't have on my list.

Just to Browse
2014-09-12, 11:12 PM
This is definitely not Tier 0. This probably still in the upper bound of Tier 2 because of the lack of flexibility offered (yes, I said lack of flexibility). Spellshaping is not that strong until later levels when you get high-level spells.

I'll say what I say in every thread like this: Playtests demonstrate that a character with half the wizard's daily slots and all sorc/wiz spells known tends to be less powerful than the wizard. The sorcerer doesn't get a lot of unique floating spells each day (it's not really a big deal till level 11 and he can throw down a new spell nearly every daily encounter) so his spellshaping flexibility scales up as his raw flexibility scales down. I think it's quite cool.

nonsi
2014-09-13, 12:31 AM
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As it is, this class beats any other T1 class.
Sure, the core Sorcerer is boring, but this is taking things too far.

To even things up, apply the following changes:
1. Spellshaping: I see this feature as a tool to give you options where none exist. Each time this feature is noted, you gain access to the next spell level, starting at 0 SL at 3rd class level and culminating at 4th SL at level 19. This will give the class utility versatility without allowing it to walk all over the Wizard (the "highest-SL-superiority" factor will in no way even things up in for the Wizard).
2. Versatility: The expended SLs should total twice the SL of the desired spell. This way it's not just a win-win button and you pay a heavy toll in resources for gaining extra uses of your heavy guns when the need arises. Count on it that people will still use it quite a bit.

DeAnno
2014-09-13, 04:01 AM
This is still a casting level behind Wizard, still suffers from Sorc's fairly limited spells known, and Spell Versatility is powerful but by its very nature novas you pretty hard. Spellshaping is quite nice, but it's limited, and no more egregious really than Wizards using Uncanny Forethought and the like to simulate Sorcerers. Also all these class abilities do a good job tying into the base class and prevent you from PRCing out, which is a significant slap on the hand.

I would say the only truly broken part is the capstone making stuff Supernatural. When you make it impossible to dispel things (especially arbitrary varieties and numbers of things) you sort of put the high level game on tilt, which is a big reason why Cheater of Mystra is so good. Additionally, forcing Sorcs to use Spellshaping to get the most out of metamagic (outside of Arcane Thesis) is a bit odd; you end up better at spells you don't know once you stack two feats onto them.

Instead of the Supernatural-ness, maybe lesser bonuses of removing the casting time increase on Spellshaping and the fatigue check for versatility. You may also want to flip the metamagic cost reduction bonus around and only give it for spells you cast without using the Spellshaping or Versatility features, or possibly making it entirely general.

All and all up to level 19 I'd say this is roughly on the same level as highish OP Sorcerer build stubs that use good PRCs.

Just to Browse
2014-09-13, 04:08 AM
I'm in agreement with DeAnno. The limitations that remain on the sorcerer gate its power appropriately such that increasing flexibility does not overpower it relative to any of the Tier 1 classes. However, don't see the problem with metamagic -- it works just like a versatile metamagick'd spell or a normal metamagick'd spell.

The capstone could be replaced with something else, since people may not want that weird power spike between level 19 and 20, but I also kind of doubt anyone will every play this sorcerer to level 20 anyways since that happens maybe 0.5% of the time and homebrew is used 0.1% of the time.