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Sorcerer experiment - your thoughts?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8966539" data-attributes="member: 6871653"><p>Love it. Here's how I went for a more ''chaotic sorcerer''</p><p></p><ul> <li data-xf-list-type="ul">Use spell points</li> <li data-xf-list-type="ul">No spell known, use Reckless Casting from Invention Wizard instead. The spell tables are made from any list, and 1 spell per table can be swapped on level up.</li> <li data-xf-list-type="ul">Gain a ''sorcerous attack'' depending on their Origin at level 1 that scales ala Eldritch blast.</li> <li data-xf-list-type="ul">Gain Spell Secret at lvl 2 (UA Invention wizard) to change damage type and saves from a spell.</li> <li data-xf-list-type="ul">Gain ''spell thief'' ala Arcane Trickster at 5th level, prof/day.</li> <li data-xf-list-type="ul">Gain gain Alchemical Casting (UA Invention wizard) at 7th , letting them spend more point on a spell to increase one parameter.</li> <li data-xf-list-type="ul">At 10th level, you gain the UA Mystic's Psionic Mastery, gaining a bunch of spell points as an action to mix'n match some spells to create your own, 1/2/3 times per day.</li> <li data-xf-list-type="ul">At 20, Arcane Apotheosis gives you that:</li> </ul><p></p><p>You gain resistance to bludgeoning, piercing, and slashing damage.</p><p>You no longer age.</p><p>You are immune to disease, poison damage, and the poisoned condition.</p><p>If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8966539, member: 6871653"] Love it. Here's how I went for a more ''chaotic sorcerer'' [LIST] [*]Use spell points [*]No spell known, use Reckless Casting from Invention Wizard instead. The spell tables are made from any list, and 1 spell per table can be swapped on level up. [*]Gain a ''sorcerous attack'' depending on their Origin at level 1 that scales ala Eldritch blast. [*]Gain Spell Secret at lvl 2 (UA Invention wizard) to change damage type and saves from a spell. [*]Gain ''spell thief'' ala Arcane Trickster at 5th level, prof/day. [*]Gain gain Alchemical Casting (UA Invention wizard) at 7th , letting them spend more point on a spell to increase one parameter. [*]At 10th level, you gain the UA Mystic's Psionic Mastery, gaining a bunch of spell points as an action to mix'n match some spells to create your own, 1/2/3 times per day. [*]At 20, Arcane Apotheosis gives you that: [/LIST] You gain resistance to bludgeoning, piercing, and slashing damage. You no longer age. You are immune to disease, poison damage, and the poisoned condition. If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. [/QUOTE]
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