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<blockquote data-quote="Afrodyte" data-source="post: 6373230" data-attributes="member: 8713"><p>I like the idea of sorcerers being intuitive spellcasters who draw from their own personal reserves of passion, will, and imagination. As flavorful as the wild mage is, rolling for the effects of a wild magic surge is a bit too wacky for me. Rather than completely rewrite the wild mage, which functions just fine for what it is, I'd much prefer to create a separate origin that incorporates the unknown origin while also allowing for something a bit more focused than the wild mage.</p><p></p><p>I'm not quite sure what to call it at this point, but here are some preliminary ideas:</p><p></p><p><strong>Sorcerous Healing.</strong> You can draw from a spring of arcane power to help your body recover from injury. On your turn, you can use a bonus action to expend one spell slot and regain hit points equal to 1d6 + your sorcerer level + your Charisma modifier. Once you use this feature, you must take a short or long rest before using it again.</p><p></p><p><strong>Arcane Expertise.</strong> At 6th level, choose one spell or cantrip that you know. Your proficiency bonus for the Save DC of that spell or cantrip is doubled for that spell. If you replace the spell you chose for this feature with another spell, you can apply this benefit to another spell that you know.</p><p></p><p><strong>Arcane Vitality.</strong> At 14th level, the deep wellspring of magic within you sustains you so that you are more resilient and retain your vigor and mental sharpness well into old age. You gain one extra saving throw proficiency of your choice. You also do not suffer the frailty of old age and you can't be aged magically. You can still die of old age, however.</p><p></p><p><strong>Potent Sorcery.</strong> At 18th level, you gain a number of extra sorcery points equal to your Charisma modifier (maximum 5).</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 6373230, member: 8713"] I like the idea of sorcerers being intuitive spellcasters who draw from their own personal reserves of passion, will, and imagination. As flavorful as the wild mage is, rolling for the effects of a wild magic surge is a bit too wacky for me. Rather than completely rewrite the wild mage, which functions just fine for what it is, I'd much prefer to create a separate origin that incorporates the unknown origin while also allowing for something a bit more focused than the wild mage. I'm not quite sure what to call it at this point, but here are some preliminary ideas: [B]Sorcerous Healing.[/B] You can draw from a spring of arcane power to help your body recover from injury. On your turn, you can use a bonus action to expend one spell slot and regain hit points equal to 1d6 + your sorcerer level + your Charisma modifier. Once you use this feature, you must take a short or long rest before using it again. [B]Arcane Expertise.[/B] At 6th level, choose one spell or cantrip that you know. Your proficiency bonus for the Save DC of that spell or cantrip is doubled for that spell. If you replace the spell you chose for this feature with another spell, you can apply this benefit to another spell that you know. [B]Arcane Vitality.[/B] At 14th level, the deep wellspring of magic within you sustains you so that you are more resilient and retain your vigor and mental sharpness well into old age. You gain one extra saving throw proficiency of your choice. You also do not suffer the frailty of old age and you can't be aged magically. You can still die of old age, however. [B]Potent Sorcery.[/B] At 18th level, you gain a number of extra sorcery points equal to your Charisma modifier (maximum 5). [/QUOTE]
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