Sooo i love subclasses that change gameplay a lot for classes standing out more, I am working on a sorcerer subclass that i plan to introduce into my new campaign for my friends that i am running.
Sooo was thinking of a Bloodlust berserk type bloodline, having it based around physical enhancments through magic to fight in a trance, rage, ect kind of deal.
Soo my idea so far has been to give an ability that instead of once a day costs so many sorc points, this skill would allow you to use your spellcasting ability in place of str and dex for saves, skill checks, etc. Then have it deal your charisma added to your unarmed attacks maybe increasing unarmed AC based on charisma, then i was thinking maybe 1 min active is fine but for every 1min after you have to make a con save to stave off exhaustion so this skill that is core would always be usable but would bare risk for extended use leaving it up to player choice to risk it for epic moments and what not. Also was thinking of allowing the use of sorcery points for bonus attacks, like if you were using the ability and made an unarmed attack you could make extra attacks for every 2-3 sorc points spent as a bonus action? basically you could burn through all your sorc points to do one round insane burst... but then you wouldn't be able to spread it out later.
For flavor i like this for a few reasons
1) Makes you use sorcery points differently to change up resource management.
2) Gives more reason to take melee range spells like Ashardalon's Stride which are good mechanically and flavor wise for this.
3) The idea of a sorcerer who burns their spells for sorcery points to physically enhance their physical abilities all while burning their blood in their own body risking damage to themselves is a really cool concept for a sorcerer in my opinion.
Anyways this is just me working on a concept before actually putting the pieces together and balancing, but wanted to know others thoughts on this? I know it has some similar stuff to monk and barbarian, it's why i avoided adding bonuses to weapon uses and avoided always having access to unarmed stuff without risk to make sure they still did it better with less cost.
Check out the Spellfist sorcerer subclass in my sig, it has a similar function and might provide some ideas or inspiration. It focuses around making spells into touch attacks and grantng some defensive bonuses when you use them that way. I tried not to dig into sorcery points that much because it's literally the only feature a sorcerer gets for its base class, but trading spells for attacks seems to work out well. (Yes, they are essentially the same since you can convert spell slots into points but in my experience players are very hesitant to do that. There is a feeling I have noticed in players that you lose out in the trade, especially with higher slots).
Probably the most controversial part of it is that it allows the sorc to cast with CON rather than CHA. In testing I've found this to be necessary because sorcs just go down too easily with their stats split between CHA, CON, and DEX.
Sooo i love subclasses that change gameplay a lot for classes standing out more, I am working on a sorcerer subclass that i plan to introduce into my new campaign for my friends that i am running.
Sooo was thinking of a Bloodlust berserk type bloodline, having it based around physical enhancments through magic to fight in a trance, rage, ect kind of deal.
Soo my idea so far has been to give an ability that instead of once a day costs so many sorc points, this skill would allow you to use your spellcasting ability in place of str and dex for saves, skill checks, etc. Then have it deal your charisma added to your unarmed attacks maybe increasing unarmed AC based on charisma, then i was thinking maybe 1 min active is fine but for every 1min after you have to make a con save to stave off exhaustion so this skill that is core would always be usable but would bare risk for extended use leaving it up to player choice to risk it for epic moments and what not. Also was thinking of allowing the use of sorcery points for bonus attacks, like if you were using the ability and made an unarmed attack you could make extra attacks for every 2-3 sorc points spent as a bonus action? basically you could burn through all your sorc points to do one round insane burst... but then you wouldn't be able to spread it out later.
For flavor i like this for a few reasons
1) Makes you use sorcery points differently to change up resource management.
2) Gives more reason to take melee range spells like Ashardalon's Stride which are good mechanically and flavor wise for this.
3) The idea of a sorcerer who burns their spells for sorcery points to physically enhance their physical abilities all while burning their blood in their own body risking damage to themselves is a really cool concept for a sorcerer in my opinion.
Anyways this is just me working on a concept before actually putting the pieces together and balancing, but wanted to know others thoughts on this? I know it has some similar stuff to monk and barbarian, it's why i avoided adding bonuses to weapon uses and avoided always having access to unarmed stuff without risk to make sure they still did it better with less cost.
One idea might be to create a smite ability, like that of the paladin, but to have it cost sorcery points instead of spell slots.
Pathfinder 2 has a subclass like this, I'd recommend having a look at that for balancing ideas.
Check out the Spellfist sorcerer subclass in my sig, it has a similar function and might provide some ideas or inspiration. It focuses around making spells into touch attacks and grantng some defensive bonuses when you use them that way. I tried not to dig into sorcery points that much because it's literally the only feature a sorcerer gets for its base class, but trading spells for attacks seems to work out well. (Yes, they are essentially the same since you can convert spell slots into points but in my experience players are very hesitant to do that. There is a feeling I have noticed in players that you lose out in the trade, especially with higher slots).
Probably the most controversial part of it is that it allows the sorc to cast with CON rather than CHA. In testing I've found this to be necessary because sorcs just go down too easily with their stats split between CHA, CON, and DEX.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm