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Building a better Sorcerer
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<blockquote data-quote="clearstream" data-source="post: 7203293" data-attributes="member: 71699"><p>My general thinking so far is that Sorcerers are instinctive, <strong>natural casters</strong> so that -</p><p></p><p><strong>1)</strong> Sorcerers should use a <strong>different resource</strong> from other casters. Currently I'm trying to work out if <strong>Hit Dice</strong> can be that resource?</p><p><strong>2)</strong> Sorcerer spells should be s<strong>pell-for-spell stronger</strong> than other casters. Currently I'm trying to work out if that could be by making them hard to counter.</p><p><strong>3)</strong> In line with the above <strong>metamagic</strong> is central to sorcery: they should be able to cast most spells with a metamagic applied</p><p></p><p>For example</p><p></p><p><span style="color: #0000CD"><strong>Font of Magic (spend hit dice to gain sorcery points)</strong></span></p><p><span style="color: #0000CD">At 2nd level, you tap into a deep wellspring of magic within yourself. That wellspring is represented by sorcery points that you replenish from your life force. You can take a bonus action to spend one or more sorcerer hit dice. For each hit die spent this way, roll that die and add the number rolled to sorcery points. Once you have spent the number of hit dice listed for your level below this way, you can’t spend more until you finish a long rest. Unspent sorcery points are lost at the end of that rest.</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong>Level.....Hit dice*</strong></span></p><p><span style="color: #0000CD">2-3.......1</span></p><p><span style="color: #0000CD">4-5.......2</span></p><p><span style="color: #0000CD">6-7.......3</span></p><p><span style="color: #0000CD">8-9.......4</span></p><p><span style="color: #0000CD">10-11....5</span></p><p><span style="color: #0000CD">12-13....6</span></p><p><span style="color: #0000CD">14-15....7</span></p><p><span style="color: #0000CD">16-17....8</span></p><p><span style="color: #0000CD">18-19....9</span></p><p><span style="color: #0000CD">20.......10</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD">This intentionally results in Sorcerers having more sorcery points to work with, but at the cost of spending their hit dice. However, <strong>sorcery points then convert into spell slots at the following rates</strong> (while still converting back at the book rate)...</span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"></span><span style="color: #0000cd"><strong>Level.....Cost</strong></span></p><p><span style="color: #0000CD">1.......3</span></p><p><span style="color: #0000CD">2.......5</span></p><p><span style="color: #0000CD">3.......8</span></p><p><span style="color: #0000CD">4.......10</span></p><p><span style="color: #0000CD">5.......14</span><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"></span></p><p><span style="color: #0000CD"><strong>Unstoppable Spell (new metamagic, prevents Counterspell)</strong></span></p><p><span style="color: #0000CD">When you cast a spell, you can spend 4 sorcery points to prevent other casters interrupting it with Counterspell.</span></p></blockquote><p></p>
[QUOTE="clearstream, post: 7203293, member: 71699"] My general thinking so far is that Sorcerers are instinctive, [B]natural casters[/B] so that - [B]1)[/B] Sorcerers should use a [B]different resource[/B] from other casters. Currently I'm trying to work out if [B]Hit Dice[/B] can be that resource? [B]2)[/B] Sorcerer spells should be s[B]pell-for-spell stronger[/B] than other casters. Currently I'm trying to work out if that could be by making them hard to counter. [B]3)[/B] In line with the above [B]metamagic[/B] is central to sorcery: they should be able to cast most spells with a metamagic applied For example [COLOR=#0000CD][B]Font of Magic (spend hit dice to gain sorcery points)[/B] At 2nd level, you tap into a deep wellspring of magic within yourself. That wellspring is represented by sorcery points that you replenish from your life force. You can take a bonus action to spend one or more sorcerer hit dice. For each hit die spent this way, roll that die and add the number rolled to sorcery points. Once you have spent the number of hit dice listed for your level below this way, you can’t spend more until you finish a long rest. Unspent sorcery points are lost at the end of that rest. [B]Level.....Hit dice*[/B] 2-3.......1 4-5.......2 6-7.......3 8-9.......4 10-11....5 12-13....6 14-15....7 16-17....8 18-19....9 20.......10 This intentionally results in Sorcerers having more sorcery points to work with, but at the cost of spending their hit dice. However, [B]sorcery points then convert into spell slots at the following rates[/B] (while still converting back at the book rate)... [/COLOR][COLOR=#0000cd][B]Level.....Cost[/B][/COLOR] [COLOR=#0000CD]1.......3[/COLOR] [COLOR=#0000CD]2.......5[/COLOR] [COLOR=#0000CD]3.......8[/COLOR] [COLOR=#0000CD]4.......10[/COLOR] [COLOR=#0000CD]5.......14[/COLOR][COLOR=#0000CD] [B]Unstoppable Spell (new metamagic, prevents Counterspell)[/B] When you cast a spell, you can spend 4 sorcery points to prevent other casters interrupting it with Counterspell.[/COLOR] [/QUOTE]
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