Myzz
2015-03-15, 03:13 PM
so over In This Thread I started, (http://www.giantitp.com/forums/showthread.php?403466-Casting-Stat-Switch-Up) I mentioned that i had a different view of what the Sorcerer Class should be. The mechanics of the Sorcerer class means its essentially a MetaCaster. I don't think this should be a stand alone class, and definately not a charisma based class (but do recognize that giving a full caster the casting stat of CON is a bit OP.
So here is my take on what the Sorcerer should be... (it will probably be awhile before I get a chance to test it, since we're expecting child number 2 in like 4 days)...
Within your blood lies the heritage of a powerful entity. This Being may have been a God or high ranking servant, a Dragon, a Fiend, or the random raw buildup of raw magic (known as SpellFyre) within your blood. Sorcerers tend to have a high Constitution signifying how the magic within their veins has enhanced them physically, frequently having to resist SpellFyre damage to their own bodies.
In order to take levels as a Sorcerer, you must have a pre-existing full spell casting class. Your levels as Sorcerer can NOT exceed the number of levels you possess from any single full caster class. Your spell casting ability for any Sorcerer spells or abilities will be that of whichever full spell casting class you have the most levels of (in the case of a tie, player may choose which class to use).
Sorcerer counts as a ˝ caster class for purposes of determining total multiclass spell slots. The Multiclass requirement for Sorcerer is Constitution of 13.
When you acquire Sorcerer as a multiclass, you gain proficiency in Arcana. If you already have proficiency in Arcana you gain expertise Arcana. If you already have expertise Arcana, you gain no additional benefit.
Cantrip – you gain Eldritch Blast as a Cantrip, this spell utilizes the spell casting ability of your highest level pre-existing spell casting class. You gain 1 additional Cantrip of your choice (from any spell list) at levels: 2, 4, 7, and 10. (If you already know Eldritch Blast, you may choose any other Cantrip from any Spell List.)
Additional Spell Slots – You gain an additional level 1 Spell Slot, that is independent of your normal spell slots. This Spell slot refreshes only after completing a long rest (cannot benefit from Arcane Recovery or Natural Recovery). You gain a level 2 Slot at Sorcerer level 2, a level 3 slot at level 4, a level 4 slot at level 5, a level 5 slot at level 7, a level 6 slot at level 8, and a level 7 slot at level 10.
Spells known – when you gain an additional spell slot, you also gain a spell of that level from any spell casting class you possess, and these spells must be spells you have previously cast. These spells count as always being prepared.
Font of Magic – You gain Sorcery Points equal to your Sorcerer Level. These can be used with Flexible Casting or later Metamagic.
Flexible Casting - Sorcery Points can be converted into low level Spell Slots and vice versa: Level 1 Slot costs 2 points, Level 2 costs 3 points, Level 3 costs 5 points, Level 4 costs 6 points, and level 5 costs 7 points.
@L2: Metamagic – you acquire 2 metamagic abilities (see PHB 102), you gain 1 more at levels 5 and 9.
@L3: SpellFyre – with magic flowing through your viens you can cast magic in its most raw form (Force). When you cast a damage spell, you may change the damage type to Force.
@L4: ASI
@L5: Elemental Conversion – You are adept at working with magic in its raw form, and can replace any of the following elemental tags with any of the other listed elemental tags: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.
@L6: Magical Secrets – You learn 1 spell of choice from any class. The spell you choose must be of a level for which you have Additional Spell Slots (from Sorcerer), this spell counts as always being prepared for your highest level spell casting class. At level 9 you may select an additional spell.
Empowered SpellFyre – you can reach deep within yourself and put additional “umph” into your spells. Your damaging spells now do an additional amount of damage equal to your Constitution Modifier. AND your concentration spells last an additional round (up to the spell’s maximum) after you stop concentrating or lose concentration. Doing so strains your body however, and you take 1 + Spell Level of Force damage, this damage is taken immediately after you cast the spell and ignores resistance and immunity. Electric blue SpellFyre flames cover targets that are hit with spells that have affects additional to damage. Those effects remain the same as the original spell, though they may appear slightly different depending on how SpellFyre interacts with the target. (example: a creature hit by Chill Touch may appear to be “on fire” and the flames soak up any attempts to heal the target. Or a Creature hit by Ray of Frost, may have “flames” on their feet that seem to grasp into whatever surface the creature is standing on.)
@L8: ASI
@L9: 1 Magic Secret
@L10: Power Surge – You can increase the power of your simpler spells. When you cast a spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. When you use this feature you take 2d8 Force damage for each level of the spell. This damage is taken immediately after you cast the spell, and ignores resistance and immunity. (Cantrips cast in this fashion deal 1d8 force damage to the caster.) In addition, if you take maximum damage from using this feature you are also stunned until the end of your next turn, even if you are normally immune to stun effects.
*I have a table made, up and will get that in here with edits*
So here is my take on what the Sorcerer should be... (it will probably be awhile before I get a chance to test it, since we're expecting child number 2 in like 4 days)...
Within your blood lies the heritage of a powerful entity. This Being may have been a God or high ranking servant, a Dragon, a Fiend, or the random raw buildup of raw magic (known as SpellFyre) within your blood. Sorcerers tend to have a high Constitution signifying how the magic within their veins has enhanced them physically, frequently having to resist SpellFyre damage to their own bodies.
In order to take levels as a Sorcerer, you must have a pre-existing full spell casting class. Your levels as Sorcerer can NOT exceed the number of levels you possess from any single full caster class. Your spell casting ability for any Sorcerer spells or abilities will be that of whichever full spell casting class you have the most levels of (in the case of a tie, player may choose which class to use).
Sorcerer counts as a ˝ caster class for purposes of determining total multiclass spell slots. The Multiclass requirement for Sorcerer is Constitution of 13.
When you acquire Sorcerer as a multiclass, you gain proficiency in Arcana. If you already have proficiency in Arcana you gain expertise Arcana. If you already have expertise Arcana, you gain no additional benefit.
Cantrip – you gain Eldritch Blast as a Cantrip, this spell utilizes the spell casting ability of your highest level pre-existing spell casting class. You gain 1 additional Cantrip of your choice (from any spell list) at levels: 2, 4, 7, and 10. (If you already know Eldritch Blast, you may choose any other Cantrip from any Spell List.)
Additional Spell Slots – You gain an additional level 1 Spell Slot, that is independent of your normal spell slots. This Spell slot refreshes only after completing a long rest (cannot benefit from Arcane Recovery or Natural Recovery). You gain a level 2 Slot at Sorcerer level 2, a level 3 slot at level 4, a level 4 slot at level 5, a level 5 slot at level 7, a level 6 slot at level 8, and a level 7 slot at level 10.
Spells known – when you gain an additional spell slot, you also gain a spell of that level from any spell casting class you possess, and these spells must be spells you have previously cast. These spells count as always being prepared.
Font of Magic – You gain Sorcery Points equal to your Sorcerer Level. These can be used with Flexible Casting or later Metamagic.
Flexible Casting - Sorcery Points can be converted into low level Spell Slots and vice versa: Level 1 Slot costs 2 points, Level 2 costs 3 points, Level 3 costs 5 points, Level 4 costs 6 points, and level 5 costs 7 points.
@L2: Metamagic – you acquire 2 metamagic abilities (see PHB 102), you gain 1 more at levels 5 and 9.
@L3: SpellFyre – with magic flowing through your viens you can cast magic in its most raw form (Force). When you cast a damage spell, you may change the damage type to Force.
@L4: ASI
@L5: Elemental Conversion – You are adept at working with magic in its raw form, and can replace any of the following elemental tags with any of the other listed elemental tags: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.
@L6: Magical Secrets – You learn 1 spell of choice from any class. The spell you choose must be of a level for which you have Additional Spell Slots (from Sorcerer), this spell counts as always being prepared for your highest level spell casting class. At level 9 you may select an additional spell.
Empowered SpellFyre – you can reach deep within yourself and put additional “umph” into your spells. Your damaging spells now do an additional amount of damage equal to your Constitution Modifier. AND your concentration spells last an additional round (up to the spell’s maximum) after you stop concentrating or lose concentration. Doing so strains your body however, and you take 1 + Spell Level of Force damage, this damage is taken immediately after you cast the spell and ignores resistance and immunity. Electric blue SpellFyre flames cover targets that are hit with spells that have affects additional to damage. Those effects remain the same as the original spell, though they may appear slightly different depending on how SpellFyre interacts with the target. (example: a creature hit by Chill Touch may appear to be “on fire” and the flames soak up any attempts to heal the target. Or a Creature hit by Ray of Frost, may have “flames” on their feet that seem to grasp into whatever surface the creature is standing on.)
@L8: ASI
@L9: 1 Magic Secret
@L10: Power Surge – You can increase the power of your simpler spells. When you cast a spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. When you use this feature you take 2d8 Force damage for each level of the spell. This damage is taken immediately after you cast the spell, and ignores resistance and immunity. (Cantrips cast in this fashion deal 1d8 force damage to the caster.) In addition, if you take maximum damage from using this feature you are also stunned until the end of your next turn, even if you are normally immune to stun effects.
*I have a table made, up and will get that in here with edits*