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Brainstorm Sorcerer upgrades. (+)
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<blockquote data-quote="DeviousQuail" data-source="post: 9324354" data-attributes="member: 7025431"><p>Lots of cool ideas in this thread. I've added a few to my attempt at a sorcerer upgrade.</p><p></p><p>Base Class Changes (stole some ideas from the thread):</p><ul> <li data-xf-list-type="ul">Remove Sorcery Points, Font of Magic, and Sorcerous Restoration: Don't need them anymore.</li> <li data-xf-list-type="ul">Metamagic: Split it into two groups; those that are available at level 1 and those that are available at higher levels.</li> <li data-xf-list-type="ul">Metamagic Spells: Whenever you gain a sorcerer spell you choose a metamagic effect. That spell always has that effect when you cast it. In keeping with 5e you can choose to change the metamagic effect of one spell upon leveling up.</li> <li data-xf-list-type="ul">Higher Level Metamagic Effects: These are the big guns like twinned and heightened. At higher level X you can choose one spell to have an effect from this list instead of the base list. As you level up a few more spells can pull from this list. Most of your spells, even at level 20, will still have effects pulled from the base list.</li> <li data-xf-list-type="ul">Cantrips: Since I haven't tested this I'm unsure if it's overpowered, but I would also give cantrips a metamagic effect.</li> <li data-xf-list-type="ul">Material Components: Get out of here. Any spell with a material component that lacks a gold cost loses the material component. That leaves eight spells by my count with a gold cost associated. I'm honestly okay with leaving the gold cost associated ones alone.</li> <li data-xf-list-type="ul">Hit Die Spells: Burn a number of hit dice equal to a spells level to regain that spell slot. Probably max it at level 5 to avoid any multiple 9th level spell shenanigans. </li> </ul><p>What I'm going for: No more tracking sorcery points and fiddling over whether you're going to use a metamagic feature each time you cast a spell. The metamagic gets baked into the spell and can be different for each sorcerer. There's also nothing saying you can't choose the same metamagic for every spell as long as it can apply to that spell. Overall this sorcerer effectively gets to use more sorcery points, but can't alter their metamagics to the situation. More powerful metamagics are limited so the weaker ones never lose their use. </p><p></p><p>Subclass Changes:</p><ul> <li data-xf-list-type="ul">I'm taking a two-pronged approach for each subclass. The first part is an increased spell list for spell levels 1-5. Standard stuff. The second change is the physical manifestation part.</li> <li data-xf-list-type="ul">Manifestation: When you cast a spell of 1st level or higher you manifest a physical aspect of your sorcery. The higher level the spell, the more powerful the manifestation. Like the hit die spells I would cap this benefit at level 5 just to keep everything in a manageable range.<ul> <li data-xf-list-type="ul">Draconic Example: When I think dragons I think scales, claws, breath weapon, fear, and wings. There's other stuff too but I'm trying to keep it simple. When you cast a spell of 1st level or higher you pick one of the options to manifest. Scales would give AC that increases with higher level spells. 13 AC with a level 1 spell. All the way up to 17 AC with a 5+ level spell. Claws gives you a natural weapon with a level 1 spell. But at level 5 they might count as magical and have a larger damage die. Fear and breath weapon might have limited uses while scales, claws, and wings could last until a long and/or short rest.</li> <li data-xf-list-type="ul">Storm Example: The options are flight, speed, avoidance, lightning/thunder damage, and pushing with air. Flight probably starts as more of a slow fall or glide and work its way up to solo flight and maybe even group flight for short durations. Speed is just your basic +5 up to +25. Avoidance, damage, and pushing are probably short term or single use abilities.</li> <li data-xf-list-type="ul">Wild Magic Example: wild magic, tides of chaos, bend luck, spell bombardment. Frankly, the wild magic sorcerer already has a huge table of "manifestations". I would just make casting a level 1 spell or higher recharge uses of tides of chaos and bend luck or get an extra reroll on the wild magic table.</li> </ul></li> <li data-xf-list-type="ul">Balance: Some options would be gated by level. Things like dragon wings or a storm sorcerers flight would probably come into play at level 6 at the earliest. It would also be a rule that you don't have to manifest when you cast a spell. Except for wild magic sorcerers. They know what they signed up for.</li> </ul></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9324354, member: 7025431"] Lots of cool ideas in this thread. I've added a few to my attempt at a sorcerer upgrade. Base Class Changes (stole some ideas from the thread): [LIST] [*]Remove Sorcery Points, Font of Magic, and Sorcerous Restoration: Don't need them anymore. [*]Metamagic: Split it into two groups; those that are available at level 1 and those that are available at higher levels. [*]Metamagic Spells: Whenever you gain a sorcerer spell you choose a metamagic effect. That spell always has that effect when you cast it. In keeping with 5e you can choose to change the metamagic effect of one spell upon leveling up. [*]Higher Level Metamagic Effects: These are the big guns like twinned and heightened. At higher level X you can choose one spell to have an effect from this list instead of the base list. As you level up a few more spells can pull from this list. Most of your spells, even at level 20, will still have effects pulled from the base list. [*]Cantrips: Since I haven't tested this I'm unsure if it's overpowered, but I would also give cantrips a metamagic effect. [*]Material Components: Get out of here. Any spell with a material component that lacks a gold cost loses the material component. That leaves eight spells by my count with a gold cost associated. I'm honestly okay with leaving the gold cost associated ones alone. [*]Hit Die Spells: Burn a number of hit dice equal to a spells level to regain that spell slot. Probably max it at level 5 to avoid any multiple 9th level spell shenanigans. [/LIST] What I'm going for: No more tracking sorcery points and fiddling over whether you're going to use a metamagic feature each time you cast a spell. The metamagic gets baked into the spell and can be different for each sorcerer. There's also nothing saying you can't choose the same metamagic for every spell as long as it can apply to that spell. Overall this sorcerer effectively gets to use more sorcery points, but can't alter their metamagics to the situation. More powerful metamagics are limited so the weaker ones never lose their use. Subclass Changes: [LIST] [*]I'm taking a two-pronged approach for each subclass. The first part is an increased spell list for spell levels 1-5. Standard stuff. The second change is the physical manifestation part. [*]Manifestation: When you cast a spell of 1st level or higher you manifest a physical aspect of your sorcery. The higher level the spell, the more powerful the manifestation. Like the hit die spells I would cap this benefit at level 5 just to keep everything in a manageable range. [LIST] [*]Draconic Example: When I think dragons I think scales, claws, breath weapon, fear, and wings. There's other stuff too but I'm trying to keep it simple. When you cast a spell of 1st level or higher you pick one of the options to manifest. Scales would give AC that increases with higher level spells. 13 AC with a level 1 spell. All the way up to 17 AC with a 5+ level spell. Claws gives you a natural weapon with a level 1 spell. But at level 5 they might count as magical and have a larger damage die. Fear and breath weapon might have limited uses while scales, claws, and wings could last until a long and/or short rest. [*]Storm Example: The options are flight, speed, avoidance, lightning/thunder damage, and pushing with air. Flight probably starts as more of a slow fall or glide and work its way up to solo flight and maybe even group flight for short durations. Speed is just your basic +5 up to +25. Avoidance, damage, and pushing are probably short term or single use abilities. [*]Wild Magic Example: wild magic, tides of chaos, bend luck, spell bombardment. Frankly, the wild magic sorcerer already has a huge table of "manifestations". I would just make casting a level 1 spell or higher recharge uses of tides of chaos and bend luck or get an extra reroll on the wild magic table. [/LIST] [*]Balance: Some options would be gated by level. Things like dragon wings or a storm sorcerers flight would probably come into play at level 6 at the earliest. It would also be a rule that you don't have to manifest when you cast a spell. Except for wild magic sorcerers. They know what they signed up for. [/LIST] [/QUOTE]
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