Added a link to the tables, currently only including the Harm table. Added Harm table explanation.
Added "Magical Repetition" as a 2nd level class feature.
Changed Spell Slots increase levels for Untamed Magic.
1/2/2021:
Added Wild Magic subclass in the second comment to this thread. It is incomplete though.
The level 20 ability is now tied to you Sorcerous Origin.
First, I will say it is (as you'll notice quite quickly) not finished yet. Still missing features for level 20, need to draft a few tables and make the subclasses. Still, I want to hear your thoughts and ideas about this.
So I'll explain the ideas behind the remake:
Making sorcerer different from other spellcasters in a more significant way than just their metamagic.
Adding a bit of uncontrolled magic. I know it'll be controversial as people often hate these kinds of stuff (I mean, look at Wild Magic sorcerer as it is now) but I think it'll make it much more interesting.
And that's basically it. Everything else came from these two basic ideas. So let's get started.
Okay, I failed at making a table for the forum (if someone wants to I'd appreciate help with that), so I made it in google sheets.
Then, here's the rest: Class Features:
Hit Points
Hit Dice: 1d8 per sorcerer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armour: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and History.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) an arcane focus or (b) a component pouch
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, 18th and 20th level.
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing below for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells. To cast one of these sorcerer spells, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Untamed Magic
Whether your magic originates from your ancestors, an event that imbued you with magic, a blessing or a curse; you didn't ask nor study for it. Because of that, you only have a limited level of control over your magical powers. Using a spell slot, instead of picking your spell as a normal spellcaster would, you pick the desired manifestation of your magic from casting the spell. The manifestation can be either Harm, Help, Control or Utility. Each manifestation is detailed at the end of the class description.
Magical Repetition
When you reach 2nd level, you now know your magic a little better, allowing you to make small choices when casting a spell using your Untamed Magic. When you roll for a spell on one of your Untamed Magic tables and roll higher than the previous spell you cast, you can cast that previous spell instead of the spell you were supposed to cast. To do so, both spells must be from the same table.
For example, if on the first time you rolled a 7 on the Harm table and the second you rolled a 41 on the Harm table, you can choose to cast the spell that's listed on 7 instead of the one on 41.
Tamed Magic
Beginning at level 3, you start gaining some sort of control over your magic. Choose one spell of 1st level from the Sorcerer Spells list. You can cast this spell once per long rest and it doesn't require a slot of your Untamed Magic. You can not cast this spell with your Untamed Magic spell slots.
When you reach higher levels in this class, you gain more of these controlled spells. You gain another 1st level spell and a 2nd level spell at level 10, another 2nd level and a 3rd level at level 17 and another spell of 3rd level as well as one spell of 4th level at level 20.
Whenever you gain a level in this class, you can change these spells for different spells from the Sorcerer Spells list of the same level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
When you cast a spell intending to harm others, roll a d100 and consult the table for the result. Starting at 1st level, you cannot roll for a spell of above level 1. Treat any roll of 25 or higher as an attempt to channel too much magic through you. The result is the spell Chaos Bolt cast one level higher than your highest possible. So a level 4 Sorcerer capable of casting only 2nd or lower-level spells that rolls a 74, would cast Chaos Bolt as a 3rd level spell. As you reach higher levels in this class, you can cast stronger spells. When you reach 3rd level, you can successfully cast any spell rolled up to 39, 52 at level 5, 63 at level 7, 73 at level 9, 82 at level 11, 90 at level 13, 95 at level 15 and 99 at level 17. However, you can always roll 100. When you roll a 100, you roll 2d100 and cast whichever spells you roll for, as long as you can cast that spell, considering the rules above. If both spells require concentration, you cast both but can only choose to concentrate on one.
So, let's look a little more in-depth:
First, you'll notice I added more health to the class. Why? As this class is no longer a normal spell caster, their spells are unpredictable and they will need a little more survivability. Thematically, think of this as becoming tougher due to trial and error, a lot of error, while trying to understand their spells.
Proficiencies are unchanged, so is equipment.
Subclasses are missing. I will need to write a few and I already have some ideas, but I want to get some feedback first. I intend to write at least three subclasses being a remake of Wild Magic, a remake of Draconic Bloodline and one that's entirely mine. Maybe I'll add more, but that's my plans for now.
Spellcasting - Well, this is the elephant in the room so let's address it. The idea is unexpected spellcasting. A little like the Wild Magic table but only with various spells. When casting a spell, you will pick what is your desired manifestation of the spell - Will it harm others? Help them? Control the battlefield or something that is mere utility? - and then you will cast the spell using a spell slot. To determine what spell is cast, you roll a d100 and consult the table you chose. Each table will have spells of all levels, 1-9, with exact descriptions of what happens if you roll too high. For example, my idea for rolling and getting a spell of above the slot you'd normally have on the Harm table is you instead cast Chaos Bolt at the highest level you can cast. For example, if you're a 7th level Sorcerer, usually capable of casting 4th level spells, and you roll and instead get a 5th level spells, you will cast Chaos Bolt as a 4th level spell instead of the spell you were supposed to cast. What does that mean? Chaos Bolt will be cast very often at lower levels but not as much at higher levels. This is to simulate the character learning to control their abilities better. The tables and specific effects have yet to be written. Also, I need to figure out how this works with multiclassing, but that's for later. Most likely, it'll be inaccessible slots that cannot be used/use other spellcasting methods.
Tamed Magic - Well, I don't want the class to be entirely RNG, so I give them a limited number of spells of specific levels. At level 20, it is only two 1st, 2nd and 3rd level spells and one 4th level spell. This means that at level 20 the character will have 9 restricted slots and 11 random ones. Less than the normal 22 but with potential to be both stronger and weaker than the normal way of casting.
Capstone Ability - I chose to make this a feature of the Sorcerous Origin as that'll be much more interesting.
Sorcerous Origins: In the second comment of this thread. Wanted to give it a separate place.
So, if you have any feedback, ideas, suggestions, questions... You know where the comments are.
Added a link to the tables, currently only including the Harm table. Added Harm table explanation. Added "Magical Repetition" as a 2nd level class feature. Changed Spell Slots increase levels for Untamed Magic.
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
Chaos Bolts
All sorcerers have their spells malfunction occasionally, but you can intentionally cause that to happen. Starting at level 1, you learn a weakened version of Chaos Bolt called Minor Chaos. It is a cantrip, but it doesn't count against the number of cantrips known for you. It functions exactly like the Chaos Bolt spell, but it has a range of 60 ft. and its damage is 1d8+1d4. The d8 determines the damage type, the same way as it does for Chaos Bolt while the d4 is only extra damage of the same type. Unlike Chaos Bolt, this spell cannot leap to another target.
When you reach the 6th level in this class, the d4 becomes a d6. At level 14, it becomes a d8 and can also be rolled to determine a different damage type. The spell still can't leap to another target even if both of the dice roll the same number. In addition, the range for the spell is now 120 feet. At level 18, you roll an additional d4 of damage, and at level 20 that d4 becomes a d6. Meaning that, if you're a level 20 sorcerer and picked this subclass, this Minor Chaos cantrip is, for you, the same as Chaos Bolt, except it cannot leap to a second target.
Chaos Familiarity
When you reach the 6th level in this class, chaotic energies are less effective against you and they might sometimes assist you when doing something you're not usually good at. You gain resistance to Force damage. In addition, whenever you make a skill check and you're not proficient with that skill, you can roll a d20. If the result is lower than or equal to your sorcerer level, you can roll a d4 and add that number to your roll. Whether or not you succeed, write the number you got on your d4 roll and add it to the next time you roll the d20 for this ability, as there's less chaotic energy within you to aid your next attempt. You can choose to roll the d20 after seeing the result on your d20 for the check but before the DM tells you whether it was a success or not. Once you add the result of your previous d4 roll to the d20, whether or not the result grants you a d4 roll, the penalty is gone. If you do roll a d4 though, a new penalty is created for your next roll, which is not related to the previous penalty.
Once you reach level 14 in this class, you can choose to roll a d6 instead of the d4 or stick with the same d4. You can make the choice each time you roll it.
Chaotic Manifestation
When you reach level 14 in this class, you can take upon you a random manifestation of chaos. As a bonus action, you can assume a chaotic form that lasts for a minute or until you fall unconscious or die. When you assume your chaotic form, determine by yourself the physical aspects of your change. Maybe light is shining out of your mouth and eyes, maybe your hair floats as if unaffected by gravity or maybe you skin changes colour. Maybe something else. Either way, roll a d4 to determine the way the chaos manifests from you.
1. Wild Bursts - When you manifest your chaotic form and as a bonus action on each of your turns for the duration, you can create a burst of wild magic that damages nearby creatures. Every creature within 60 ft. of you takes force damage equal to your sorcerer level and must make a Strength saving throw against your spell save DC or be pushed 10 ft. away from you. 2. Unexplained Fear - When you manifest your chaotic form, any creature that can see you must make a Wisdom saving throw against your spell save DC or be frightened of you for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. If a creature fails their saving throw, including the first one it makes when you manifest your chaotic form, it takes psychic damage equal to your Charisma modifier. 3. Unexpected Control - While you manifest your chaotic form when a creature you can see attacks another creature, you can use your reaction to force that creature to make a Charisma saving throw against your spell save DC. If they fail their save, the attack is wasted. If the creature can make more than one attack as part of the same action, all attacks made by this action are wasted as well. 4. Distortion - Choose a creature you can see. The creature rolls initiative but subtracts 10 from the result, and for the duration, gets an extra turn each round for that initiative. Once the chaotic state you're in is over, the creature can't move or take any actions or reactions for three rounds.
When you reach level 20 in this class, you can choose any amount of creatures that will not be affected by your chaotic form when you manifest it. Once you use this ability, you cannot do so again until you complete a long rest.
Changes:
2/12/2020:
1/2/2021:
First, I will say it is (as you'll notice quite quickly) not finished yet. Still missing features for level 20, need to draft a few tables and make the subclasses. Still, I want to hear your thoughts and ideas about this.
So I'll explain the ideas behind the remake:
And that's basically it. Everything else came from these two basic ideas. So let's get started.
Okay, I failed at making a table for the forum (if someone wants to I'd appreciate help with that), so I made it in google sheets.
Then, here's the rest:
Class Features:
Hit Points
Hit Dice: 1d8 per sorcerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armour: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and History.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, 18th and 20th level.
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing below for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells. To cast one of these sorcerer spells, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Untamed Magic
Whether your magic originates from your ancestors, an event that imbued you with magic, a blessing or a curse; you didn't ask nor study for it. Because of that, you only have a limited level of control over your magical powers. Using a spell slot, instead of picking your spell as a normal spellcaster would, you pick the desired manifestation of your magic from casting the spell. The manifestation can be either Harm, Help, Control or Utility. Each manifestation is detailed at the end of the class description.
Magical Repetition
When you reach 2nd level, you now know your magic a little better, allowing you to make small choices when casting a spell using your Untamed Magic. When you roll for a spell on one of your Untamed Magic tables and roll higher than the previous spell you cast, you can cast that previous spell instead of the spell you were supposed to cast. To do so, both spells must be from the same table.
For example, if on the first time you rolled a 7 on the Harm table and the second you rolled a 41 on the Harm table, you can choose to cast the spell that's listed on 7 instead of the one on 41.
Tamed Magic
Beginning at level 3, you start gaining some sort of control over your magic. Choose one spell of 1st level from the Sorcerer Spells list. You can cast this spell once per long rest and it doesn't require a slot of your Untamed Magic. You can not cast this spell with your Untamed Magic spell slots.
When you reach higher levels in this class, you gain more of these controlled spells. You gain another 1st level spell and a 2nd level spell at level 10, another 2nd level and a 3rd level at level 17 and another spell of 3rd level as well as one spell of 4th level at level 20.
Whenever you gain a level in this class, you can change these spells for different spells from the Sorcerer Spells list of the same level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Tables:
Link to the tables.
Harm Table:
When you cast a spell intending to harm others, roll a d100 and consult the table for the result. Starting at 1st level, you cannot roll for a spell of above level 1. Treat any roll of 25 or higher as an attempt to channel too much magic through you. The result is the spell Chaos Bolt cast one level higher than your highest possible. So a level 4 Sorcerer capable of casting only 2nd or lower-level spells that rolls a 74, would cast Chaos Bolt as a 3rd level spell.
As you reach higher levels in this class, you can cast stronger spells. When you reach 3rd level, you can successfully cast any spell rolled up to 39, 52 at level 5, 63 at level 7, 73 at level 9, 82 at level 11, 90 at level 13, 95 at level 15 and 99 at level 17.
However, you can always roll 100. When you roll a 100, you roll 2d100 and cast whichever spells you roll for, as long as you can cast that spell, considering the rules above. If both spells require concentration, you cast both but can only choose to concentrate on one.
So, let's look a little more in-depth:
First, you'll notice I added more health to the class. Why? As this class is no longer a normal spell caster, their spells are unpredictable and they will need a little more survivability. Thematically, think of this as becoming tougher due to trial and error, a lot of error, while trying to understand their spells.
Proficiencies are unchanged, so is equipment.
Subclasses are missing. I will need to write a few and I already have some ideas, but I want to get some feedback first. I intend to write at least three subclasses being a remake of Wild Magic, a remake of Draconic Bloodline and one that's entirely mine. Maybe I'll add more, but that's my plans for now.
Spellcasting - Well, this is the elephant in the room so let's address it. The idea is unexpected spellcasting. A little like the Wild Magic table but only with various spells. When casting a spell, you will pick what is your desired manifestation of the spell - Will it harm others? Help them? Control the battlefield or something that is mere utility? - and then you will cast the spell using a spell slot. To determine what spell is cast, you roll a d100 and consult the table you chose. Each table will have spells of all levels, 1-9, with exact descriptions of what happens if you roll too high. For example, my idea for rolling and getting a spell of above the slot you'd normally have on the Harm table is you instead cast Chaos Bolt at the highest level you can cast. For example, if you're a 7th level Sorcerer, usually capable of casting 4th level spells, and you roll and instead get a 5th level spells, you will cast Chaos Bolt as a 4th level spell instead of the spell you were supposed to cast. What does that mean? Chaos Bolt will be cast very often at lower levels but not as much at higher levels. This is to simulate the character learning to control their abilities better. The tables and specific effects have yet to be written.
Also, I need to figure out how this works with multiclassing, but that's for later. Most likely, it'll be inaccessible slots that cannot be used/use other spellcasting methods.
Tamed Magic - Well, I don't want the class to be entirely RNG, so I give them a limited number of spells of specific levels. At level 20, it is only two 1st, 2nd and 3rd level spells and one 4th level spell. This means that at level 20 the character will have 9 restricted slots and 11 random ones. Less than the normal 22 but with potential to be both stronger and weaker than the normal way of casting.
Capstone Ability - I chose to make this a feature of the Sorcerous Origin as that'll be much more interesting.
Sorcerous Origins: In the second comment of this thread. Wanted to give it a separate place.
So, if you have any feedback, ideas, suggestions, questions... You know where the comments are.
Varielky
Added a link to the tables, currently only including the Harm table. Added Harm table explanation.
Added "Magical Repetition" as a 2nd level class feature.
Changed Spell Slots increase levels for Untamed Magic.
Varielky
Subclasses:
Wild Magic:
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
Chaos Bolts
All sorcerers have their spells malfunction occasionally, but you can intentionally cause that to happen. Starting at level 1, you learn a weakened version of Chaos Bolt called Minor Chaos. It is a cantrip, but it doesn't count against the number of cantrips known for you. It functions exactly like the Chaos Bolt spell, but it has a range of 60 ft. and its damage is 1d8+1d4. The d8 determines the damage type, the same way as it does for Chaos Bolt while the d4 is only extra damage of the same type. Unlike Chaos Bolt, this spell cannot leap to another target.
When you reach the 6th level in this class, the d4 becomes a d6. At level 14, it becomes a d8 and can also be rolled to determine a different damage type. The spell still can't leap to another target even if both of the dice roll the same number. In addition, the range for the spell is now 120 feet. At level 18, you roll an additional d4 of damage, and at level 20 that d4 becomes a d6. Meaning that, if you're a level 20 sorcerer and picked this subclass, this Minor Chaos cantrip is, for you, the same as Chaos Bolt, except it cannot leap to a second target.
Chaos Familiarity
When you reach the 6th level in this class, chaotic energies are less effective against you and they might sometimes assist you when doing something you're not usually good at. You gain resistance to Force damage. In addition, whenever you make a skill check and you're not proficient with that skill, you can roll a d20. If the result is lower than or equal to your sorcerer level, you can roll a d4 and add that number to your roll. Whether or not you succeed, write the number you got on your d4 roll and add it to the next time you roll the d20 for this ability, as there's less chaotic energy within you to aid your next attempt. You can choose to roll the d20 after seeing the result on your d20 for the check but before the DM tells you whether it was a success or not. Once you add the result of your previous d4 roll to the d20, whether or not the result grants you a d4 roll, the penalty is gone. If you do roll a d4 though, a new penalty is created for your next roll, which is not related to the previous penalty.
Once you reach level 14 in this class, you can choose to roll a d6 instead of the d4 or stick with the same d4. You can make the choice each time you roll it.
Chaotic Manifestation
When you reach level 14 in this class, you can take upon you a random manifestation of chaos. As a bonus action, you can assume a chaotic form that lasts for a minute or until you fall unconscious or die. When you assume your chaotic form, determine by yourself the physical aspects of your change. Maybe light is shining out of your mouth and eyes, maybe your hair floats as if unaffected by gravity or maybe you skin changes colour. Maybe something else. Either way, roll a d4 to determine the way the chaos manifests from you.
1. Wild Bursts - When you manifest your chaotic form and as a bonus action on each of your turns for the duration, you can create a burst of wild magic that damages nearby creatures. Every creature within 60 ft. of you takes force damage equal to your sorcerer level and must make a Strength saving throw against your spell save DC or be pushed 10 ft. away from you.
2. Unexplained Fear - When you manifest your chaotic form, any creature that can see you must make a Wisdom saving throw against your spell save DC or be frightened of you for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. If a creature fails their saving throw, including the first one it makes when you manifest your chaotic form, it takes psychic damage equal to your Charisma modifier.
3. Unexpected Control - While you manifest your chaotic form when a creature you can see attacks another creature, you can use your reaction to force that creature to make a Charisma saving throw against your spell save DC. If they fail their save, the attack is wasted. If the creature can make more than one attack as part of the same action, all attacks made by this action are wasted as well.
4. Distortion - Choose a creature you can see. The creature rolls initiative but subtracts 10 from the result, and for the duration, gets an extra turn each round for that initiative. Once the chaotic state you're in is over, the creature can't move or take any actions or reactions for three rounds.
When you reach level 20 in this class, you can choose any amount of creatures that will not be affected by your chaotic form when you manifest it.
Once you use this ability, you cannot do so again until you complete a long rest.
Level 18 Ability
Need to think of one.
Level 20 Ability
Need to think of one.
Varielky