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One thing I hate about the Sorcerer
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<blockquote data-quote="MoonSong" data-source="post: 9300730" data-attributes="member: 6689464"><p>No, the only way to do a merge is by putting wizard into sorcerer. The other way around only leadsto killing the sorcerer and giving its toys to the wizard. In that other thread were I argued against merging, I proposed this subclass on a whim, on an hypothetical version that did away with the wizard. Can you do one that supports a satisfactory sorcerer (no book, no studying, no prep, no int)?</p><p></p><p><strong>Sorcerous Origin: Wizardry</strong></p><p></p><p>Not all sorcerers are uneducated and illiterate. Many are born with just a humble spark that needs to be harnessed, controlled and nurtured through tireless study under the guide of a mentor. These sorcerers are known as wizards.</p><p></p><p>1st Level</p><p><strong>Academy learning</strong></p><p>You gain training in Arcana, History, Religion and Medicine. You also gain expertise in one of these skills.</p><p></p><p><strong>Wizardry</strong></p><p>Through you studies you have untapped the possibility of manipulating your own magic. However the details are long and hard to remember.</p><p>Pick a school of magic, you gain a spell book which contains a number of first level spells of that school equal to 1+ your intelligence modifier. You can choose one of the spells in your book and add it to your spells known until you finish a long rest. You also learn two first level rituals of your choice and write them in your spellbook. If you find a scroll or a spellbook with spells of your chosen school or rituals of a level you can cast, you can copy them to your book at the cost of 50gp per spell level.</p><p></p><p>6th level</p><p><strong>Weave Manipulation</strong></p><p>When you cast a spell from your chosen school that requires a saving throw, you can spend 2 sorcery points to add your intelligence modifier to the spell DC of that spell.</p><p></p><p>14th level</p><p><strong>Improved Wizardry</strong></p><p>Starting at 14th level, you can now prepare a number of spells from your spellbook equal to you intelligence modifier.</p><p></p><p>18th level</p><p><strong>Arcane recovery</strong></p><p>When the target of a spell you cast from your chosen school fails its saving throw, you recover sorcery points equal to that spell's level. You need to complete a long rest before you use this ability again.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 9300730, member: 6689464"] No, the only way to do a merge is by putting wizard into sorcerer. The other way around only leadsto killing the sorcerer and giving its toys to the wizard. In that other thread were I argued against merging, I proposed this subclass on a whim, on an hypothetical version that did away with the wizard. Can you do one that supports a satisfactory sorcerer (no book, no studying, no prep, no int)? [B]Sorcerous Origin: Wizardry[/B] Not all sorcerers are uneducated and illiterate. Many are born with just a humble spark that needs to be harnessed, controlled and nurtured through tireless study under the guide of a mentor. These sorcerers are known as wizards. 1st Level [B]Academy learning[/B] You gain training in Arcana, History, Religion and Medicine. You also gain expertise in one of these skills. [B]Wizardry[/B] Through you studies you have untapped the possibility of manipulating your own magic. However the details are long and hard to remember. Pick a school of magic, you gain a spell book which contains a number of first level spells of that school equal to 1+ your intelligence modifier. You can choose one of the spells in your book and add it to your spells known until you finish a long rest. You also learn two first level rituals of your choice and write them in your spellbook. If you find a scroll or a spellbook with spells of your chosen school or rituals of a level you can cast, you can copy them to your book at the cost of 50gp per spell level. 6th level [B]Weave Manipulation[/B] When you cast a spell from your chosen school that requires a saving throw, you can spend 2 sorcery points to add your intelligence modifier to the spell DC of that spell. 14th level [B]Improved Wizardry[/B] Starting at 14th level, you can now prepare a number of spells from your spellbook equal to you intelligence modifier. 18th level [B]Arcane recovery[/B] When the target of a spell you cast from your chosen school fails its saving throw, you recover sorcery points equal to that spell's level. You need to complete a long rest before you use this ability again. [/QUOTE]
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One thing I hate about the Sorcerer
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