After a discussion in another thread about trying to design invocation-like mechanics for every class, I had an idea for Sorcerers that I thought could set them apart as unique while also providing some small mechanical boosts. This idea is to, at level 1, let a player pick their spellcasting ability score for the class. The flavorful reason for this would be to reflect where you "innate abilities" actually stem from. Intelligence is tied to the idea of psionics, Wisdom is tied to having a strong spirit within yourself, Charisma is tied to having a strong force of will, and I also included Constitution as being tied to ones "blood" or "lifeforce." This last one I added because 1) it gives the sorcerer a unique option from other casters and 2) I think makes sense for someone whose arcane powers are meant to come from their lineage.
I think that this change gives sorcerers a unique variation and make them also more universal candidates for multiclassing. Someone who is "born special" should be just as good at applying their talents to augment wizardry as it would their ability to channel divine powers. Overall, its not as much customization as something like invocations, but I think it does allow for some nice variety. You could have a Divine Soul sorcerer who chooses Wisdom to have a clerical flare, while another Divine Soul sorcerer might choose Charisma because they want to take a few levels in Paladin, while another might choose Constitution because they want to roleplay that their power stems from having the literal blood of gods inside of them.
The general format that this idea follows is that the sorcerer gets three new features, one at 1st level, one at 3rd level, and one at 10th level. The 1st level feature allows you to choose your spellcasting ability, plain and simple. The 3rd level feature gives some passive benefit that builds off of your chosen score as well as an extra metamagic option you get for free (thus also expanding the sorcerers access to metamagic options as a whole). The 10th level feature adds some new ability that builds off of the metamagic option tied to your score in some way, shape or form.
Outlined below are the working texts I have in full. Let me know what your thoughts are and how I might be able to improve the idea further
1st level feature
The innate magical abilities that Sorcerers draw upon stems from their origin; however, each adventurer who wields such power will sometimes be adept at using it in different ways.
Starting at 1st level, you must select one of the possible sources from which you draw your magical power, which will determine the ability used for your Spellcasting feature for this class.
Psionic
Your focus stems from the power of the mind. Intelligence is your spellcasting modifier for Sorcerer spells.
Spirit
Your control stems from your sense of self and is harnessed through repetition and practice. Wisdom is your spellcasting modifier for Sorcerer spells.
Willpower
Your access to arcane abilities stems from emotion and feels as though you are asserting your will upon the weave. Charisma is your spellcasting modifier for Sorcerer spells.
Lifeforce
The blood of powerful magical beings flows within you, and utilizing magic feels as natural as walking or breathing. Constitution is your spellcasting modifier for Sorcerer spells.
3rd level feature
At 3rd level, you gain additional benefits stemming from your unique connection with your innate powers. When using this optional rule, every metamagic option you learn which scales with your Charisma modifier should instead scale with the chosen ability score for your source of power.
Psionic (INT)
Your mind acts as an arcane focus, allowing you to ignore the material component of Sorcerer spells which are not consumed by the casting and which lack a cost. You also gain the Subtle Spell metamagic option in addition to the two you gain at 3rd level.
Spirit (WIS)
You learn two additional 1st level Sorcerer spells of your choice. Each time you gain a level in this class, you can replace one of these spells with another from the Sorcerer spell list, which must be of a level you can cast. You also gain the Careful Spell metamagic option in addition to the two you gain at 3rd level.
Willpower (CHA)
You have advantage on saving throws against being charmed or frightened. You also gain the Empowered Spell metamagic option in addition to the two you gain at 3rd level.
Lifeforce (CON)
When you expend hit dice to regain hit points as part of a short rest, you may roll a d12 and add the value to the total. You only roll one d12 for this feature regardless of how many hit dice you expend. You also gain the Extended Spell metamagic option in addition to the two you gain at 3rd level.
10th level feature
At 10th level, you gain further benefits stemming from your connection to your powers.
Psionic (INT)
You are able to regain arcane power from your psionic spellcasting. When you cast a spell of 1st level or higher which deals psychic damage or is modified by your Subtle Spell metamagic, you can use your bonus action to regain sorcery points equal to half the level of spell slot expended (rounded up). You can use this bonus action a number of times equal to your Intelligence modifier and regain all expended uses after completing a long rest.
Spirit (WIS)
Whenever you cast a spell which deals damage, you can choose for any creature(s) targeted by your Careful Spell metamagic to take no damage from the spell’s effect. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses after completing a long rest.
Willpower (CHA)
Whenever you use your Empowered Spell metamagic, after rerolling the damage dice you can choose to use either the new total or original total of the rerolled dice.
Lifeforce (CON)
Whenever you cast a spell with your Extended Spell metamagic, you gain a bonus to Constitution saving throws made to maintain concentration on that spell equal to the level of spell slot expended.
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If you're giving a player a choice between Int, Wis, Cha, and Con, the choice that you're really giving is Con, Con, Con, or Con. Let's face it, nobody on the face of the planet would want better Nature checks over those sweet, sweet hit points that Sorcerers so desperately need.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
If you're giving a player a choice between Int, Wis, Cha, and Con, the choice that you're really giving is Con, Con, Con, or Con. Let's face it, nobody on the face of the planet would want better Nature checks over those sweet, sweet hit points that Sorcerers so desperately need.
I agree, but I would really like to so a Constitution spellcaster. Maybe if the Lifeforce option gave you slightly weaker features?
If you're giving a player a choice between Int, Wis, Cha, and Con, the choice that you're really giving is Con, Con, Con, or Con. Let's face it, nobody on the face of the planet would want better Nature checks over those sweet, sweet hit points that Sorcerers so desperately need.
Agreed. Taking anything besides the CON option is like a Warlock not taking hexblade and not taking Eldritch Blast. It's like why?
Worst case scenario, I could always remove the Con option if it seems to much of a "meta" pick, but like deadPan_c I really like the idea of a Con-based caster in the game. I think the appeal for picking the other 3 options over Con can come from two sources 1) Roleplay/Flavor or 2) mechanical synergy in the case of multiclassing. Sure, Con is good on everyone, but if I already have a strong Int, Wis, or Cha score from my other class then I might want to stick with that.
Regardless, what are the thoughts on the concept as a whole (i.e. letting the sorcerer pick their casting ability and getting a couple of traits tied to it)?
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Eh. I've always thought that Intelligence would make a bit more sense as a spellcasting ability for Sorcerers, but at the same time I prefer Charisma since it gives them one fewer similarity with Wizards.
If there's any Con or Str casting in the game, it should come from a Barbarian subclass (and with the customary 1/3 spell progression). Even then, I'd be worried about it being a super OP multiclass.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
If there's any Con or Str casting in the game, it should come from a Barbarian subclass (and with the customary 1/3 spell progression). Even then, I'd be worry about it being a super OP multiclass.
As in all civilizations, stories of life’s origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forbear’s spirit, to lead them to their destiny—for good or ill. The circumstances surrounding the event could be as simple as the death of a clan’s chieftain, as great as the threat of slavery, or even extinction.
With most tribes, the elders are aware of a spirit’s affinity to their people but other times they are just as surprised by the mark themselves. When the gift manifests itself it is easily recognized often celebrated. There are instances, however, when it is perceived as an omen. In battle, your ancestor’s spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, demonic, draconic, or even aberrant in nature.
- Xanthar's Lost Notes to Everything Else p. 8
Spellcasting
When you reach 3rd level, you channel your ancient blood to harness the power of your forbearer. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn two¹ cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell fog cloud and have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and divination spells on the sorcerer spell list.
The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a conjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer's spell list.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or divination spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. You use your Constitution whenever a spell refers to your spell casting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Sacred Kin Spellcasting
Barbarian Level
Cantrips Known
Spells Known
Ancestry Points
Spell Slots per Spell Level
1st
2nd
3rd
4th
3rd
2
3
-
2
-
-
-
4th
2
4
-
3
-
-
-
5th
2
4
-
3
-
-
-
6th
2
4
4
3
-
-
-
7th
2
5
5
4
2
-
-
8th
2
6
5
4
2
-
-
9th
2
6
6
4
2
-
-
10th
3
7
6
4
3
-
-
11th
3
8
7
4
3
-
-
12th
3
8
7
4
3
-
-
13th
3
9
7
4
3
2
-
14th
3
10
8
4
3
2
-
15th
3
10
8
4
3
2
-
16th
3
11
8
4
3
3
-
17th
3
11
9
4
3
3
-
18th
3
11
9
4
3
3
-
19th
3
12
9
4
3
3
1²
20th
3
13
10
4
3
3
1
¹ Changed to match the table
² Added to match Eldritch Knight progression
Ancestral Origins
At 3rd level, when you choose this path, you choose the origin of your ancestor, either celestial, demonic, draconic, or aberrant.
Choose one ancestor type from the Ancestral Origins Table. The chosen ancestor associated with your origin is used by features you gain later.
You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries. Additionally, whenever you make a Charisma check when interacting with a creature of your ancestors’ type, your proficiency bonus is doubled if it applies to the check.
Ancestral Origin
Ancestor
Damage Type
Language
Celestial
Thunder or Radiant
Celestial
Demonic
Necrotic or Poison
Abyssal
Draconic
Cold, Fire, or Lightning
Draconic
Aberrant
Psychic or Force
Deep Speech
Aberrant
Choose one of Psychic or Force. This damage type will be used by features you gain later.
You learn the Deep Speech language.
Celestial
Choose one of Thunder or Radiant. This damage type will be used by features you gain later.
You learn the Celestial language.
Demonic
Choose one of Necrotic or Poison. This damage type will be used by features you gain later.
You learn the Abyssal language.
Draconic
Choose one of Cold, Fire or Lightning. This damage type will be used by features you gain later.
You learn the Draconic language.
Mythic Manifestation
As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you regain hit points equal to three times spell slot’s level.
Supernatural Fury
At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.
When you enter your Supernatural Fury and you aren’t wearing heavy armor, the following benefits replace the benefits of the Rage feature:
You gain a bonus to your AC equal to your Strength modifier (minimum of +1).
You have advantage on Constitution checks and saving throws made to maintain concentration on a spell.
You have resistance to magical damage and are immune to the damage type you chose from your Ancestral Origin.
Your Supernatural Fury lasts for 1 minute. It ends early if you're knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus action.
Ancestry Points
At 6th level, you have 4 ancestry points, and you gain more as you reach higher levels, as shown in the Ancestry Points column of the Bloodline Spellcasting table. You regain all spent ancestry points when you finish a long rest.
Metamagic
As represented by ancestry points, you're able to create a variety of magical effects. You gain the ability to twist your spells to suit your needs. You gain two of the metamagic options of your choice from the sorcerer’s list of available options. You gain another one at 10th and 17th level.
You can use only one metamagic option when you cast a spell, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 ancestry point and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 ancestry point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 ancestry point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 ancestry point to reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ancestry point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 ancestry points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 ancestry points to change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 ancestry points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell
When you cast a spell, you can spend 1 ancestry point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 ancestry point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of ancestry points equal to the spell’s level to target a second creature in range with the same spell (1 ancestry point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Transcendent Legacy
At 6th level, when you enter your rage, you can spend 1 ancestry point to imbue your weapons with the damage type you chose from your Ancestral Origin. For 1 hour, your weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage. At 14th level, weapon attacks with this feature ignore resistance, but not immunity, to the damage type of your Ancestral Origin.
Ancestral Guidance
Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage, you make this attack with advantage.
Immortal Birthright
Beginning at 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. The wings, either feathered, dragon-scaled, leathery, or nightmarish, take the form your ancestor. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Additionally, you have advantage on saving throws against spells and other magical effects.
You still can't cast spells while raging, but you can go into a supernatural fury instead of raging and it gives benefits similar to a bladsinger's Bladesong. It's an interesting subclass for sure.
I honestly like this more as being not so much a Player's Choice, but instead the idea that each sorcerous origin has its own casting stat. The Aberrant Mind would be Intelligence, the Draconic would be Constitution, the Divine would be Wisdom, and so forth. That way each origin can also be custom tuned to provide extra perks for "undesirable" casting stats like Intelligence, or for the Con casters their other class features can be tuned down to account for being busted OP monostat demigods.
Admittedly, not compatible with 1DD's subclass system, but I like the idea regardless.
Aside from agreeing with the above that this means you are a CON caster and the other versions need nothing beyond 3rd level b/c the only reason you'd take them is to MC. I don't understand the theme for Spirit and Willpower??? Surely the WIS caster should the feature called Willpower and bonus to fear/charm not the CHA caster, the CHA caster should get something related to enchantment / charm... Also how does Empowered Spell fit with Willpower? Or Careful Spell with Spirit? The below makes more sense to me:
Charm (CHA)
You learn two additional 1st or 2nd level Sorcerer spells from the enchantment school. Each time you gain a level in this class, you can replace one of these spells with another enchantment spell from the Sorcerer spell list of a level that you can learn. You also gain the Heightened Spell metamagic option in addition to the two you gain at 3rd level.
Willpower (WIS)
You have advantage on saving throws against being charmed or frightened. You also gain the Empowered Spell metamagic option in addition to the two you gain at 3rd level.
Aside from agreeing with the above that this means you are a CON caster and the other versions need nothing beyond 3rd level b/c the only reason you'd take them is to MC. I don't understand the theme for Spirit and Willpower??? Surely the WIS caster should the feature called Willpower and bonus to fear/charm not the CHA caster, the CHA caster should get something related to enchantment / charm... Also how does Empowered Spell fit with Willpower? Or Careful Spell with Spirit? The below makes more sense to me:
Charm (CHA)
You learn two additional 1st or 2nd level Sorcerer spells from the enchantment school. Each time you gain a level in this class, you can replace one of these spells with another enchantment spell from the Sorcerer spell list of a level that you can learn. You also gain the Heightened Spell metamagic option in addition to the two you gain at 3rd level.
Willpower (WIS)
You have advantage on saving throws against being charmed or frightened. You also gain the Empowered Spell metamagic option in addition to the two you gain at 3rd level.
Willpower can honestly be seen as either Wisdom or Charisma. WIS is essentially the mental version of CON (plus awareness... it's weird), while CHA is essentially the mental version of STR. So defensive willpower is wisdom, and offensive willpower is charisma. It's hard to distinguish between the two in a clear way, and so I think either way is valid.
I do, however, prefer to interpret Charisma as willpower. Just personal opinion, though.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
If there's any Con or Str casting in the game, it should come from a Barbarian subclass (and with the customary 1/3 spell progression). Even then, I'd be worry about it being a super OP multiclass.
They tell of times of great peril, when a powerful individual emerges from their number, led by a forbear’s spirit, to lead them to their destiny—for good or ill.
What's a forbear? Is that what a group of bears is called?
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
If there's any Con or Str casting in the game, it should come from a Barbarian subclass (and with the customary 1/3 spell progression). Even then, I'd be worry about it being a super OP multiclass.
They tell of times of great peril, when a powerful individual emerges from their number, led by a forbear’s spirit, to lead them to their destiny—for good or ill.
What's a forbear? Is that what a group of bears is called?
It seems to maybe be a misspelling of "forebearer." Maybe.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Aside from agreeing with the above that this means you are a CON caster and the other versions need nothing beyond 3rd level b/c the only reason you'd take them is to MC. I don't understand the theme for Spirit and Willpower??? Surely the WIS caster should the feature called Willpower and bonus to fear/charm not the CHA caster, the CHA caster should get something related to enchantment / charm... Also how does Empowered Spell fit with Willpower? Or Careful Spell with Spirit? The below makes more sense to me:
Charm (CHA)
You learn two additional 1st or 2nd level Sorcerer spells from the enchantment school. Each time you gain a level in this class, you can replace one of these spells with another enchantment spell from the Sorcerer spell list of a level that you can learn. You also gain the Heightened Spell metamagic option in addition to the two you gain at 3rd level.
Willpower (WIS)
You have advantage on saving throws against being charmed or frightened. You also gain the Empowered Spell metamagic option in addition to the two you gain at 3rd level.
Willpower can honestly be seen as either Wisdom or Charisma. WIS is essentially the mental version of CON (plus awareness... it's weird), while CHA is essentially the mental version of STR. So defensive willpower is wisdom, and offensive willpower is charisma. It's hard to distinguish between the two in a clear way, and so I think either way is valid.
I do, however, prefer to interpret Charisma as willpower. Just personal opinion, though.
This was basically my line of thinking with Charisma. Spirit is a little shakey for Wisdom. Idk, maybe if I remove the Con option Ill use Lifeforce for Wisdoms flavor instead
To respond to Agilemind's other comments: I think that Empowered spell fits with Charisma within the point of view of it being willpower. You are magically imposing your will and desire on the world around you, so I figured a straight power boost would be the way to go. Heightened spell could also work as an alternative. For Wisdom/Careful spell, the logic is that your control for your innate powers comes from practice, so I thought that a more practiced hand would intuitively be able to sculpt their spells
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After a discussion in another thread about trying to design invocation-like mechanics for every class, I had an idea for Sorcerers that I thought could set them apart as unique while also providing some small mechanical boosts. This idea is to, at level 1, let a player pick their spellcasting ability score for the class. The flavorful reason for this would be to reflect where you "innate abilities" actually stem from. Intelligence is tied to the idea of psionics, Wisdom is tied to having a strong spirit within yourself, Charisma is tied to having a strong force of will, and I also included Constitution as being tied to ones "blood" or "lifeforce." This last one I added because 1) it gives the sorcerer a unique option from other casters and 2) I think makes sense for someone whose arcane powers are meant to come from their lineage.
I think that this change gives sorcerers a unique variation and make them also more universal candidates for multiclassing. Someone who is "born special" should be just as good at applying their talents to augment wizardry as it would their ability to channel divine powers. Overall, its not as much customization as something like invocations, but I think it does allow for some nice variety. You could have a Divine Soul sorcerer who chooses Wisdom to have a clerical flare, while another Divine Soul sorcerer might choose Charisma because they want to take a few levels in Paladin, while another might choose Constitution because they want to roleplay that their power stems from having the literal blood of gods inside of them.
The general format that this idea follows is that the sorcerer gets three new features, one at 1st level, one at 3rd level, and one at 10th level. The 1st level feature allows you to choose your spellcasting ability, plain and simple. The 3rd level feature gives some passive benefit that builds off of your chosen score as well as an extra metamagic option you get for free (thus also expanding the sorcerers access to metamagic options as a whole). The 10th level feature adds some new ability that builds off of the metamagic option tied to your score in some way, shape or form.
Outlined below are the working texts I have in full. Let me know what your thoughts are and how I might be able to improve the idea further
1st level feature
The innate magical abilities that Sorcerers draw upon stems from their origin; however, each adventurer who wields such power will sometimes be adept at using it in different ways.
Starting at 1st level, you must select one of the possible sources from which you draw your magical power, which will determine the ability used for your Spellcasting feature for this class.
Psionic
Your focus stems from the power of the mind. Intelligence is your spellcasting modifier for Sorcerer spells.
Spirit
Your control stems from your sense of self and is harnessed through repetition and practice. Wisdom is your spellcasting modifier for Sorcerer spells.
Willpower
Your access to arcane abilities stems from emotion and feels as though you are asserting your will upon the weave. Charisma is your spellcasting modifier for Sorcerer spells.
Lifeforce
The blood of powerful magical beings flows within you, and utilizing magic feels as natural as walking or breathing. Constitution is your spellcasting modifier for Sorcerer spells.
3rd level feature
At 3rd level, you gain additional benefits stemming from your unique connection with your innate powers. When using this optional rule, every metamagic option you learn which scales with your Charisma modifier should instead scale with the chosen ability score for your source of power.
Psionic (INT)
Your mind acts as an arcane focus, allowing you to ignore the material component of Sorcerer spells which are not consumed by the casting and which lack a cost. You also gain the Subtle Spell metamagic option in addition to the two you gain at 3rd level.
Spirit (WIS)
You learn two additional 1st level Sorcerer spells of your choice. Each time you gain a level in this class, you can replace one of these spells with another from the Sorcerer spell list, which must be of a level you can cast. You also gain the Careful Spell metamagic option in addition to the two you gain at 3rd level.
Willpower (CHA)
You have advantage on saving throws against being charmed or frightened. You also gain the Empowered Spell metamagic option in addition to the two you gain at 3rd level.
Lifeforce (CON)
When you expend hit dice to regain hit points as part of a short rest, you may roll a d12 and add the value to the total. You only roll one d12 for this feature regardless of how many hit dice you expend. You also gain the Extended Spell metamagic option in addition to the two you gain at 3rd level.
10th level feature
At 10th level, you gain further benefits stemming from your connection to your powers.
Psionic (INT)
You are able to regain arcane power from your psionic spellcasting. When you cast a spell of 1st level or higher which deals psychic damage or is modified by your Subtle Spell metamagic, you can use your bonus action to regain sorcery points equal to half the level of spell slot expended (rounded up). You can use this bonus action a number of times equal to your Intelligence modifier and regain all expended uses after completing a long rest.
Spirit (WIS)
Whenever you cast a spell which deals damage, you can choose for any creature(s) targeted by your Careful Spell metamagic to take no damage from the spell’s effect. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses after completing a long rest.
Willpower (CHA)
Whenever you use your Empowered Spell metamagic, after rerolling the damage dice you can choose to use either the new total or original total of the rerolled dice.
Lifeforce (CON)
Whenever you cast a spell with your Extended Spell metamagic, you gain a bonus to Constitution saving throws made to maintain concentration on that spell equal to the level of spell slot expended.
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As always, I personally despise the notion of using spells and Spellcasting to represent psionic powers.
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If you're giving a player a choice between Int, Wis, Cha, and Con, the choice that you're really giving is Con, Con, Con, or Con. Let's face it, nobody on the face of the planet would want better Nature checks over those sweet, sweet hit points that Sorcerers so desperately need.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
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I agree, but I would really like to so a Constitution spellcaster. Maybe if the Lifeforce option gave you slightly weaker features?
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Okay, then how would *you* represent psionics? I personally can't think of anything that isn't overly complicated.
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Agreed. Taking anything besides the CON option is like a Warlock not taking hexblade and not taking Eldritch Blast. It's like why?
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I don’t want to derail this thread, search my name and Psionics and you’ll find my ideas in the plethora of other threads in which I’ve discussed it.
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Okay, thanks
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Worst case scenario, I could always remove the Con option if it seems to much of a "meta" pick, but like deadPan_c I really like the idea of a Con-based caster in the game. I think the appeal for picking the other 3 options over Con can come from two sources 1) Roleplay/Flavor or 2) mechanical synergy in the case of multiclassing. Sure, Con is good on everyone, but if I already have a strong Int, Wis, or Cha score from my other class then I might want to stick with that.
Regardless, what are the thoughts on the concept as a whole (i.e. letting the sorcerer pick their casting ability and getting a couple of traits tied to it)?
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Eh. I've always thought that Intelligence would make a bit more sense as a spellcasting ability for Sorcerers, but at the same time I prefer Charisma since it gives them one fewer similarity with Wizards.
If there's any Con or Str casting in the game, it should come from a Barbarian subclass (and with the customary 1/3 spell progression). Even then, I'd be worried about it being a super OP multiclass.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
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Xanathar's Lost Notes to Everything Else has this very thing called the Path of the Sacred Kin. I remade it in a private homebrew:
As in all civilizations, stories of life’s origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forbear’s spirit, to lead them to their destiny—for good or ill. The circumstances surrounding the event could be as simple as the death of a clan’s chieftain, as great as the threat of slavery, or even extinction.
With most tribes, the elders are aware of a spirit’s affinity to their people but other times they are just as surprised by the mark themselves. When the gift manifests itself it is easily recognized often celebrated. There are instances, however, when it is perceived as an omen. In battle, your ancestor’s spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, demonic, draconic, or even aberrant in nature.
- Xanthar's Lost Notes to Everything Else p. 8
Spellcasting
When you reach 3rd level, you channel your ancient blood to harness the power of your forbearer. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn two¹ cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell fog cloud and have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and divination spells on the sorcerer spell list.
The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a conjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer's spell list.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or divination spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. You use your Constitution whenever a spell refers to your spell casting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Sacred Kin Spellcasting
¹ Changed to match the table
² Added to match Eldritch Knight progression
Ancestral Origins
At 3rd level, when you choose this path, you choose the origin of your ancestor, either celestial, demonic, draconic, or aberrant.
Choose one ancestor type from the Ancestral Origins Table. The chosen ancestor associated with your origin is used by features you gain later.
You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries. Additionally, whenever you make a Charisma check when interacting with a creature of your ancestors’ type, your proficiency bonus is doubled if it applies to the check.
Ancestral Origin
Ancestor
Damage Type
Language
Celestial
Thunder or Radiant
Celestial
Demonic
Necrotic or Poison
Abyssal
Draconic
Cold, Fire, or Lightning
Draconic
Aberrant
Psychic or Force
Deep Speech
Aberrant
Choose one of Psychic or Force. This damage type will be used by features you gain later.
You learn the Deep Speech language.
Celestial
Choose one of Thunder or Radiant. This damage type will be used by features you gain later.
You learn the Celestial language.
Demonic
Choose one of Necrotic or Poison. This damage type will be used by features you gain later.
You learn the Abyssal language.
Draconic
Choose one of Cold, Fire or Lightning. This damage type will be used by features you gain later.
You learn the Draconic language.
Mythic Manifestation
As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you regain hit points equal to three times spell slot’s level.
Supernatural Fury
At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.
When you enter your Supernatural Fury and you aren’t wearing heavy armor, the following benefits replace the benefits of the Rage feature:
Your Supernatural Fury lasts for 1 minute. It ends early if you're knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus action.
Ancestry Points
At 6th level, you have 4 ancestry points, and you gain more as you reach higher levels, as shown in the Ancestry Points column of the Bloodline Spellcasting table. You regain all spent ancestry points when you finish a long rest.
Metamagic
As represented by ancestry points, you're able to create a variety of magical effects. You gain the ability to twist your spells to suit your needs. You gain two of the metamagic options of your choice from the sorcerer’s list of available options. You gain another one at 10th and 17th level.
You can use only one metamagic option when you cast a spell, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 ancestry point and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 ancestry point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 ancestry point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 ancestry point to reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ancestry point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 ancestry points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 ancestry points to change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 ancestry points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell
When you cast a spell, you can spend 1 ancestry point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 ancestry point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of ancestry points equal to the spell’s level to target a second creature in range with the same spell (1 ancestry point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Transcendent Legacy
At 6th level, when you enter your rage, you can spend 1 ancestry point to imbue your weapons with the damage type you chose from your Ancestral Origin. For 1 hour, your weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage. At 14th level, weapon attacks with this feature ignore resistance, but not immunity, to the damage type of your Ancestral Origin.
Ancestral Guidance
Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage, you make this attack with advantage.
Immortal Birthright
Beginning at 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. The wings, either feathered, dragon-scaled, leathery, or nightmarish, take the form your ancestor. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Additionally, you have advantage on saving throws against spells and other magical effects.
You still can't cast spells while raging, but you can go into a supernatural fury instead of raging and it gives benefits similar to a bladsinger's Bladesong. It's an interesting subclass for sure.
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I honestly like this more as being not so much a Player's Choice, but instead the idea that each sorcerous origin has its own casting stat. The Aberrant Mind would be Intelligence, the Draconic would be Constitution, the Divine would be Wisdom, and so forth. That way each origin can also be custom tuned to provide extra perks for "undesirable" casting stats like Intelligence, or for the Con casters their other class features can be tuned down to account for being busted OP monostat demigods.
Admittedly, not compatible with 1DD's subclass system, but I like the idea regardless.
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Aside from agreeing with the above that this means you are a CON caster and the other versions need nothing beyond 3rd level b/c the only reason you'd take them is to MC. I don't understand the theme for Spirit and Willpower??? Surely the WIS caster should the feature called Willpower and bonus to fear/charm not the CHA caster, the CHA caster should get something related to enchantment / charm... Also how does Empowered Spell fit with Willpower? Or Careful Spell with Spirit? The below makes more sense to me:
Charm (CHA)
You learn two additional 1st or 2nd level Sorcerer spells from the enchantment school. Each time you gain a level in this class, you can replace one of these spells with another enchantment spell from the Sorcerer spell list of a level that you can learn. You also gain the Heightened Spell metamagic option in addition to the two you gain at 3rd level.
Willpower (WIS)
You have advantage on saving throws against being charmed or frightened. You also gain the Empowered Spell metamagic option in addition to the two you gain at 3rd level.
Willpower can honestly be seen as either Wisdom or Charisma. WIS is essentially the mental version of CON (plus awareness... it's weird), while CHA is essentially the mental version of STR. So defensive willpower is wisdom, and offensive willpower is charisma. It's hard to distinguish between the two in a clear way, and so I think either way is valid.
I do, however, prefer to interpret Charisma as willpower. Just personal opinion, though.
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What's a forbear? Is that what a group of bears is called?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
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It seems to maybe be a misspelling of "forebearer." Maybe.
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This was basically my line of thinking with Charisma. Spirit is a little shakey for Wisdom. Idk, maybe if I remove the Con option Ill use Lifeforce for Wisdoms flavor instead
To respond to Agilemind's other comments: I think that Empowered spell fits with Charisma within the point of view of it being willpower. You are magically imposing your will and desire on the world around you, so I figured a straight power boost would be the way to go. Heightened spell could also work as an alternative. For Wisdom/Careful spell, the logic is that your control for your innate powers comes from practice, so I thought that a more practiced hand would intuitively be able to sculpt their spells
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