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Sorcerer (Playtest 7)
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<blockquote data-quote="Kinematics" data-source="post: 9139252" data-attributes="member: 6932123"><p>Draconic: You may pick two elemental-type spells of appropriate level at 1/3/5/7/9. Those spells now have an elemental damage type matching your Elemental Affinity*.</p><p></p><p>*Elemental Affinity should be chosen at level 3. Resistance and damage bonus might still be delayed to level 6.</p><p></p><p>So you might get Burning Hands as a fire spell, or maybe as an ice spell if your Elemental Affinity is ice, etc. That way you don't have to use metamagic to change the elemental type if you just want to always keep within your damage theme.</p><p></p><p></p><p>Wild Sorcery: You get Chaos Bolt and Absorb Elements as a level 1 spells. In addition, at levels 3, 5, 7, and 9, roll 2d6. You gain the two spells that match the numbers you rolled, from the provided table. If you roll doubles, you gain the spell of the number you rolled and one other spell of your choice from that level.</p><p></p><p><em>Table not included</em></p><p></p><p>Then provide a table with 6 (or maybe 8 or 10) spells per spell level, 2-5. Rather than the spells being ones with random effects, the spells themselves are randomly chosen. (Not entirely certain about having fixed spells for level 1, but it gets a little wonky figuring that out with subclasses being chosen at level 3.)</p><p></p><p>Edit: Maybe even have <em>all</em> sorcerers roll for two random level 1 spells, since you haven't fully settled on your subclass until level 3.</p><p></p><p>Part of why I don't like the level 1 bonus spells being given at level 3 is that part of the point is to fill in the lack of power at level 1, which would have been granted by the subclass when you got the subclass at level 1. Then if you're allowed to swap out your bonus spells, you can refined them later when you get your subclass.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9139252, member: 6932123"] Draconic: You may pick two elemental-type spells of appropriate level at 1/3/5/7/9. Those spells now have an elemental damage type matching your Elemental Affinity*. *Elemental Affinity should be chosen at level 3. Resistance and damage bonus might still be delayed to level 6. So you might get Burning Hands as a fire spell, or maybe as an ice spell if your Elemental Affinity is ice, etc. That way you don't have to use metamagic to change the elemental type if you just want to always keep within your damage theme. Wild Sorcery: You get Chaos Bolt and Absorb Elements as a level 1 spells. In addition, at levels 3, 5, 7, and 9, roll 2d6. You gain the two spells that match the numbers you rolled, from the provided table. If you roll doubles, you gain the spell of the number you rolled and one other spell of your choice from that level. [I]Table not included[/I] Then provide a table with 6 (or maybe 8 or 10) spells per spell level, 2-5. Rather than the spells being ones with random effects, the spells themselves are randomly chosen. (Not entirely certain about having fixed spells for level 1, but it gets a little wonky figuring that out with subclasses being chosen at level 3.) Edit: Maybe even have [i]all[/i] sorcerers roll for two random level 1 spells, since you haven't fully settled on your subclass until level 3. Part of why I don't like the level 1 bonus spells being given at level 3 is that part of the point is to fill in the lack of power at level 1, which would have been granted by the subclass when you got the subclass at level 1. Then if you're allowed to swap out your bonus spells, you can refined them later when you get your subclass. [/QUOTE]
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