The Sorcerer: a 5th-ed Conversion

[As you may know, the Blue Bard is attempting to move from Wix to another host in order to avoid an extortionary price increase. (see comment here) Although this post was scheduled for the end of this month I've decided to push it out today to avoid any further changes while we try to migrate. Thanks again for all the support.]


I have two groups of players making their way through the Castle of the Silver Prince campaign. The players come from diverse gaming backgrounds, ranging from old school to novice to modern.


As characters die off, I often broaden the options for new characters----offering exotic possibilities like dwarves, elves, witches and barbarians in addition to the human-centric and PHB-only class framework I usually start the campaign with.


When Sabina Ayers perished in the throne room of the Silver Castle, her player wondered if he might try a Sorcerer conversion from 5th ed for his next character. This has almost certainly been done before by designers quicker than us. But I thought I would offer the class that he and I put together so that you can playtest it in your own OSR games and compare it with whatever versions may exist on the web.


The goal was to map the class to an AD&D equivalent while maintaining a low, or dark fantasy set of powers and abilities. The result, I think, feels narrow but agile.


Here is our version of...


The Sorcerer

(converted by Harvey Smith with input from me)


Note: For some aspects of the Sorcerer class, standard ability adjustment modifiers for Intelligence and Charisma are referenced. For these ability adjustment modifiers, use the following standard: 15 (+1), 16 (+2), 17 (+3), 18 (+4).


Class Overview

In the realm of the arcane, sorcerers are conduits of raw power, their abilities born not from extensive study or divine pact, but from the magic coursing through their veins. They artfully exploit the innate gifts of exotic heritage with intuition and will. Sorcerers pulse with the forces that drive the world, shaping those forces with their unyielding spirit.


  • Hit Dice: 1d6 per level, up to level 10. Add +1 HP for each level after 10.

  • Minimum Ability Scores: Charisma 9, Intelligence 9, Dexterity 6. Sorcerers with a 15 or higher in both Charisma and Intelligence receive a 10% bonus to experience points.

  • Armor/Weapons: Equivalent to Magic-Users for armor, and thieves for weapons.

    • Sorcerers may use all magic items available to Magic-Users with the exception of spell scrolls and spellbooks.

  • Attack Matrix: Sorcerers follow the attack matrix of Thieves, indicative of their focus on practical experience, as opposed to spending their days in dusty libraries engaged in study.

  • Saving Throws: Sorcerers use the better saving throws from Magic-Users and Thieves, showcasing their adaptive approach to magic and survival.

  • Spell Casting: Sorcerers cast spells at their discretion from their known spell repertoire without the need for memorization. However, Sorcerers still require the standard hours of rest to replenish their magical energies and recover casting ability.


Sorcerer Spell Acquisition

  • Starting Spells: Sorcerers begin with 3 first-level magic-user spells, chosen by the DM, or by the player with approval from the DM. These spells represent limited exposure to magic and spellcasting, as the character sets out on their path.

  • Spellbooks and Scrolls: Sorcerers are unable to learn from spellbooks, scrolls, and other texts. Sorcerers represent innate bloodline magic and raw talent, not study. Sorcerers cannot scribe scrolls, brew potions, or make magic items.

  • Observational Learning: Sorcerers may attempt to learn a spell from the Magic-User list by observing another spellcaster casting it, a monster using it as a spell-like or supernatural ability, or when it is cast from a magic item. This process follows the Chance to Know Spell, based on Intelligence, but the chance of success is divided by 2 and rounded down, then modified by the higher of the character's Intelligence or Charisma adjustment modifiers (see note above). Eg, a Sorcerer with a 12 INT and a 16 CHR would have a 24% chance of learning a spell through observation. Unlike Magic-Users, a Sorcerer can repeatedly attempt to learn a spell even after a failed attempt. One roll is allowed each time the sorcerer witnesses the spell being cast.

  • Minimum Number of Spells/Level: This differs from the Magic-User’s spell capacity. A sorcerer's Minimum Number of known spells/level is always 3.

  • Maximum Number of Spells/Level: For each spell level, the sorcerer may know 3 spells + 1 spell for each of the character's Intelligence [or] Charisma ability adjustment modifiers, whichever is higher. Eg, a sorcerer with an INT of 16 and a CHR of 17 could know a maximum of 6 spells from each level (3 + 3): 6 first; 6 second; 6 third; etc.

    • Sorcerers use the same spell list as Magic-User’s, learning and casting 1st through 8th level spells. Spells of 9th level are beyond a Sorcerer's capability.

  • Spells Cast Per Day: Identical to the Magic-User’s. Thus a 5th level sorcerer is allowed to cast four 1st; two 2nd; and one 3rd level spell per day. The sorcerer may cast the same spell repeatedly or select others from his repertoire as desired, since spell memorization of specific spells is not a factor.


Metamagic

Metamagic is the Sorcerer's ability to manipulate magic at a fundamental level, bending it to their will.


All Sorcerers receive 1 metamagic point daily, plus an amount equal to the higher of their Intelligence or Charisma ability adjustment modifier. All sorcerers will therefore have from 1 to 5 metamagic points. Only one metamagic effect can be applied per casting. Each metamagic effect costs 1 point.


Metamagic Effects:

  • Quicken: Cuts casting time in half, rounding down. Minimum 1 segment.

  • Silence: Removes the need for verbal components.

  • Still: Removes the need for somatic components.

  • Stabilize: Enables a chance (roll Charisma or less on 5d6) to avoid spell interruption from damage.

  • Extend: Adds 2 increments of the spell’s default duration. Eg, rounds, turns, etc.

  • Enlarge: Adds 5’ to all sides for AOE. Or extends range for cone, ray, bolt by 30’.

  • Empower: Adds +2 damage per damage die.


Sorcerous Heritage

Sorcerers come from an exotic, sometimes tainted, heritage, which provides them with their innate magical ability.


  • Draconic: Choose a dragon species for ancestral traits, granting a +2 on related saving throws against damage effects related to this dragon species (acid, fire, cold, poison, lightning), and a corresponding breath weapon, usable once per day, that deals 2d6 damage +1d6 for every 6 additional class levels (Eg, 3d6 at 6th, 4d6 at 12th, etc). The shape of this breath weapon follows the associated dragon species (cone, line, et al), at a range of 15'.

  • Infernal: +2 on saving throws against fire. Cast Produce Flame and Suggestion once per day each as spell-like abilities.

  • Celestial: +1 on all saving throws. Can lay on hands once per day, healing 2 HP per level, similar to a paladin.



It was fun to put this together and we will be testing it here in our ongoing game. Hopefully it's of some use to you as well.


peace,

and happy gaming

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