Sorcerer Revised
- BSS
- May 21, 2019
- 5 min read
Updated: May 29, 2019
Disclaimer: This revision is meant to flesh out the sorcerer, any suggestions on the way to play your sorcerer can be ingored. This is not meant to condone interparty violence, character cowardice or other ‘that guy’ attitudes. If the mechanics are not agreeable with you, please share your opinion.
Out of all the classes in Dungeons and Dragons fifth edition, I think that sorcerers are one of the most underdeveloped classes in D&D. Imagine being born or stumbling into abilities beyond mortal notions and still outperforming a wizard at level one. They do not even truly have a good footing for independence away from the wizard. To help flesh-out this class, I am going to revise both its flavor and function to adequately compare to the wizard.
Narrative
To start, the flavor comes before the function in revisions. To pinpoint the narrative of the sorcerers, I have taken two different analogs from current day stories that may provide insight into the sorcerers. Psychics and superheroes both fit the same archetype of a sorcerer. This archetype is split into three different themes which I have titled: the ordinary, the control, and the theme.
The ordinary starts most sorcerers out in an odd space. Just as Peter Parker was an ordinary reporter before he was bitten by a radioactive spider, a sorcerer may be an ordinary peasant who happened to be near a magical event. What this means for their narrative is a lack of training. While a wizard may toil in their studies knowing what harm they may have to cause, and the warlock goes far out of their way to get a hint of that magical energy, the sorcerer just wakes up one day the ability to kill almost anyone they know. Sorcerers can become one of the most human classes in the game as they have to deal with newfound powers.
The control adds struggle to the life of a sorcerer. The lack of, or too much, control over the magic sorcerers have is what sorcerers must deal with. Imagine having a gun with the safety off wherever you go, at the slightest thought, death may be brought to anyone. This requires a level of daily control that may be exuded or ignored by sorcerers. Dealing with this goes one step further with…
The theme adds the last element to a sorcerer. Just as a superhero sticks to a theme so should a sorcerer. A sorcerers bloodline should have more control over spells than what is originally given.
Mechanics
Spells
Sorcerers lack some very desirable traits that other spellcasters have, variety. Their maximum spells known is 15, in comparison, wizards, clerics, and druids can have 25 prepared at a time with 50 or more known and bards can know up to 22 spells. This mechanical descision was made back in their original conception where they had spontanious casting and a higher amount of spell slots. To bring versatility to the sorcerer I decided that they should have something which works with theme and control. This combination is made in a sorcerer spell list.
The spell list has different rules from a normal spell list. Sorcerers gain two spells instead one at 1st, 3rd, 5th, 7th, and 9th level. These spells are not restricted by the sorcerer's spell list, but tend to stick inside of it unless another class would have a spell that would fit in the bloodlines theme. These spells can be replaced at the next level up, but must be from a sorcerer spell list (unless if they are getting a cleric spell from divine soul). Lists are provided below.
Divine Soul
A divine soul sorcerer must choose what affinty they keep with their alignment. In such a way their spells must also reflect their affinity. The first spell at first level comes from their affinity and is there to provide the grounds for the next spells.
Good
1st: Cure Wounds, Bless, Charm Person
3rd: Lesser Restoration, Spiritual Weapon
5th: Beacon of Hope, Revivify
7th: Death Ward, Guardian of Faith
9th: Mass Cure wounds, Commune
Evil
1st: Inflict Wounds, Bane, Charm Person
3rd: Blindness/Deafness, Spiritual Weapon
5th: Animate Dead, Revivify
7th: Sickening Radiance, Guardian of Faith
9th: Negative Energy Flood, Commune
Law
1st: Bless, Chromatic Orb, Charm Person
3rd: Zone of Truth, Spiritual Weapon
5th: Glyph of Warding, Revivify
7th: Banishment, Guardian of Faith
9th: Planar Binding, Commune
Chaos
1st: Bane, Chaos Bolt, Charm Person
3rd: Crown of Madness, Spiritual Weapon
5th: Enemies Abound, Revivify
7th: Freedom of Movement, Guardian of Faith
9th: Awaken, Commune
Neutral
1st: Protection from Evil and Good, Sanctuary, Charm Person
3rd: Calm Emotions, Spiritual Weapon
5th: Magic Circle, Revivify
7th: Private Sanctum, Guardian of Faith
9th: Dispel Evil and Good, Commune
Draconic Bloodline
The draconic bloodlines each have their own spell list. I tried to make each fit the dragon to the best of my ability, but they are neumorous and complex. The main focuses were on breath type, secondary breath for metallic, and personality.
Black
1st: Command, Acid Puddle
3rd: Acid Arrow, Dragon's Breath
5th: Stinking Cloud, Fly
7th: Vitriolic Sphere, Elemental Bane
9th: Cloudkill, Contagion
Blue
1st: Witch Bolt, False Life
3rd: Dragon's Breath, Zone of Truth
5th: Lightning Bolt, Fly
7th: Stom Sphere, Elemental Bane
9th: Control Winds, Destructive wave
Brass
1st: Burning Hands, Sleep
3rd: Dragon's Breath, Enthrall
5th: Fireball, Fly
7th: Wall of Fire, Polymorph
9th: Telepathic Bond, Immolation
Bronze
1st: Witch Bolt, Fog Cloud
3rd: Dragon's Breath, Alter Self
5th: Lightning Bolt, Fly
7th: Storm Sphere, Polymorph
9th: Wall of Force, Control Winds
Copper
1st: Charm person, Acid Puddle
3rd: Acid Arrow, Dragon's Breath
5th: Slow, Fly
7th: Vitriolic Sphere, Polymorph
9th: Cloudkill, Mislead
Gold
1st: Burning Hands, Command
3rd: Dragon's Breath, Ray of Enfeeblement
5th: Fireball, Fly
7th: Wall of Fire, Polymorph
9th: Flame Strike, Dominate Person
Green
1st: Ray of Sickness, Cause Fear
3rd: Dragon's Breath, Suggestion
5th: Stinking Cloud, Fly
7th: Blight, Compulsion
9th: Contagion, Cloudkill
Red
1st: Burning Hands, Hellish Rebuke
3rd: Dragon's Breath, Scorching Ray
5th: Fireball, Fly
7th: Wall of Fire, Elemental Bane
9th: Immolation, Scrying
Silver
1st: Ice Knife, Disguise Self
3rd: Dragon's Breath, Hold Person
5th: Sleet Storm, Fly
7th: Ice Storm, Polymorph
9th: Cone of Cold, Hold Moster
White
1st: Ice Knife, Armor of Agathys
3rd: Dragon's Breath, Shatter
5th: Sleet Storm, Fly
7th: Ice Storm, Elemental Bane
9th: Cone of Cold, Antilife Shell
Shadow Magic
When observing the shadow sorcerer, three things come to mind: the dark, what lurks in the dark, and what the dark causes.
1st: Cause Fear, Sleep
3rd: Blindness/Deafness, Shadow Blade
5th: Phantom Steed, Hunger of Hadar
7th: Phantasmal Killer, Shadow of Moil
9th: Dream, Creation
Storm Sorcerer
Storm Sorcerers were made to channel the power of lightning, thunder, wind, and rain. All these spells reflect this. There are a ton of strom based spells. This made my job a bit harder, but I focused mainly on damage and movement.
1st: Thunderwave, Witchbolt
3rd: Warding Wind, Snilloc's Snowball Swarm
5th: Call Lightning, Lightning Bolt
7th: Ice Strom, Storm Sphere
9th: Control Winds, Far Step
Wild Magic
Wild magic sorcerers are made to fully press luck. In doing so, their spells should refelct this. They should start with spells that cause chaos and press the luck of others. The spells may also just have a wild effect to them. Raining daggers and turning into gas may not be luck based, but they show a wild side.
1st: Chaos Bolt, Bane
3rd: Cloud of Daggers, Crown of Madness
5th: Gaseous Form, Enemies abound
7th: Confusion, Stoneskin
9th: Animate Objects, Cloudkill
Arcane Focus
Just like psychics and superheroes, sorcerer spellcasting comes from within. With that in mind, spells without a gp cost are able to cast without materials or an arcane focus.
Tldr; Sorcerers should have more spells, but are controlled by the bloodline. Sorcerers should also be able to use their powers without an arcane focus.
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